Weapons: Difference between revisions
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! The Critical Special Affects | ! The Critical Special Affects | ||
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| When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. | | When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table with a list of possible special critical abilities. All of the below abilities only activate if a critical happens. | ||
Default: Normally all weapons have no Critical Special Affects. | Default: Normally all weapons have no Critical Special Affects. | ||
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{| class="mw-collapsible mw-collapsed wikitable" | |||
! Table: Critical Specials | |||
|- | |||
| '''Bane''': At creation the weapon is designed to be effect against a specific type of target. This target is usually a Species, Alien Monster Type, Targets with Cybernetics, and so on. When a critical happens against this target the Character instantly gets Max critical damage. | |||
|- | |||
| '''Bleeding''': This weapon causes the target to do bleed damage for 1d4 turns with 1d4 damage per turn which ignores DR. This effect can be taken multiple times each time improving the die level of either the duration or the damage. | |||
|- | |||
| '''Burning''': This weapon causes the target to catch on fire for 1d4 turns with 1d6 Thermal Damage and DR still can affect the damage. This effect can be taken times each time improving the die level of either the duration or the damage. | |||
|- | |||
| '''Disarming''': This weapon can cause a target to drop there own weapon. This only counts for there main weapon unless the only weapon they are holding is there off hand weapon. The target rolls a Strength Saving throw DC15 to avoid letting go. If they fail they drop the weapon where they stand. If they critical fail the weapon is thrown 10ft from there person if possible. | |||
|- | |||
| '''Frosted''': This weapon causes the target to freeze up with 1d8 Thermal (Cold) Damage and DR still can affect the damage. The target has to roll a Constitution Save DC15 or else be [[Conditions#Entangled|Entangled]] for 1d4 turns as they thaw. | |||
|- | |||
| '''Shocking''': This weapon causes the target to take a bolt of electric damage with 1d6 Electric Damage and DR still can effect the damage. The target has to roll a Constitution Save DC15 or else be [[Conditions#Shaken|Shaken]] for 1d4 turns. This can worsen to the next level of the Condition if they already are shocked. | |||
|- | |||
| '''Overwhelming''': This weapons force is so overwhelming that is knocks the target off there feat. They will be pushed back 5ft if possible and knocked [[Conditions#Prone|Prone]]. | |||
|- | |||
| '''Knock Out Blow''': This bonus ability is for melee weapons only. This adds an effect of possibly knocking the target out if a critical hit is successful. The target must roll for a constitution save of DC14 or be [[Conditions#Helpless.2FIncapacitated.2FUnconscious|unconscious]] for 1d4 rounds. | |||
|- | |||
|} | |} | ||
* '''Weight''': | * '''Weight''': |
Revision as of 07:40, 14 October 2017
Please go to the Full Weapon List for a complete list of examples. | |||
Tech Level 0 | |||
---|---|---|---|
Weapon | Size/Speed Lvls (Total lvl) |
Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Knife | Small/Manual (lvl 1) | 1d4 | $120 / 1 |
Short Sword | Medium/Manual (lvl 2) | 1d6 | $480 / 1 |
Quarter-Staff | Medium/Manual (lvl 2) | 1d6 | $480 / 1 |
Broad Sword | Large/Manual (lvl 3) | 1d8 | $960 / 1 |
Spear | Large/Manual* (lvl 2) | 1d8 | $960 / 1 |
Ranged Weapons | |||
Throwing Knife/Star | Small/Single-Fire (lvl 0) | 1d2 | $35 / 1 |
Simple Bow | Medium/Single-Fire (lvl 1) | 1d4 | $360 / 1 |
Long Bow | Large/Single-Fire (lvl 2) | 1d6 | $1,620 / 1 |
Tech Level 1 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Improved Sword | Large/Manual (lvl 3) | 1d8 | $620 / 0 |
Improved Knife | Medium/Manual (lvl 2) | 1d6 | $320 / 0 |
Riot Baton | Medium/Manual (lvl 2) | 1d6 | $320 / 0 |
Ranged Weapons | |||
Improved Bow | Large/Single-Fire (lvl 2) | 1d6 | $800 / 0 |
Pistol | Medium/Manual (lvl 2) | 1d6 | $800 / 0 |
Side Arm | Medium/Semi-Auto (lvl 3) | 1d8 | $1,700 / 1 |
Hunting Rifle | Medium/Single Fire (lvl 3) | 1d8 | $1,450 / 0 |
Sniper Rifle | Large/Semi-Auto (lvl 4) | 1d10 | $4,800 / 1 |
Assault Weapon | Medium/Fully Auto (lvl 4) | 1d10 | $3,450 / 0 |
Simple LMG | Large/Fully Auto (lvl 5) | 1d12 | $6,050 / 1 |
Simple CQB | Small/Super Fast* (lvl 3) | 1d8 | $2,600 / 1 |
Tech Level 2 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Advanced Sword | Large/Manual (lvl 3) | 1d8 | $800 / 0 |
Advanced Knife | Medium/Manual (lvl 2) | 1d6 | $400 / 0 |
Energy Baton | Medium/Manual (lvl 2) | 1d6 | $600 / 0 |
Ranged Weapons | |||
Laser Pistol | Medium / Semi-Auto (lvl 3) | 1d8 | $1,610 / 0 |
Laser Rifle | Large/Fully Autoc (lvl 5) | 1d12 | $5,280 / 0 |
Grenade Launcher | Gigantic/Fully Auto (lvl 6) | 2d8 | $16,560 / 0 |
Tangler Gun | Small/Semi-Auto (lvl 2) | ? | $880 / 0 |
Laser QCB | Medium/Super Fast (lvl 5) | 1d12 | $6,280 / 0 |
Laser Sniper Rifle | Gigantic/Semi-Auto (lvl 5) | 1d12 | $7,920 / 1 |
Laser Shotgun | Large/Semi-Auto (lvl 4) | 1d12 | $3,520 / 0 |
Laser LMG | Large/Full Auto (lvl 5) | 1d12 | $9,170 / 1 |
Tech Level 3 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Plasma Sword | Gigantic/Manual (lvl 4) | 1d10* | $1,920 / 0 |
Ranged Weapons | |||
Plasma Pistol | Large/Semi-Auto (lvl 4) | 1d10* | $3,690 / 0 |
Plasma Rifle | Large/Fully Auto (lvl 5) | 2d8* | $6,010 / 0 |
Plasma QCB | Large / Super-Fast (lvl 6) | 2d10* | $8,640 / 1 |
Rail Gun | Gigantic/Semi-Auto (lvl 5) | 1d12 | $12,960 / 2 |
Plasma Shotgun | Large/Full Auto (lvl 5) | 1d12 | $5,760 / 0 |
Plasma LMG | Gigantic / Full Auto (lvl 6) | 2d8* | $9,910 / 0 |
Plasma Sniper Rifle | Gigantic / Semi Auto (lvl 5) | *2d8 | $8,640 / 1 |
Tech Level 4 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Particle Sword | Gigantic/Manual (lvl 4) | 1d12* | $2,240 / 1 |
Superior Knife | Medium/Manual (lvl 2) | 1d8 | $1,120 / 1 |
Ranged Weapons | |||
Gravity Rifle | Large/Fully Auto (lvl 5) | 1d12 | $4,160 / 2 |
Energy Rail Cannon | Gigantic/Full Auto (lvl 6) | 2d8 | $14,120 / 1 |
Singularity Cannon | Gigantic/Super-Fast* (lvl 7) | 2d10 | $46,800 / 3 |
Sonic Beam | Large/Fully Auto (lvl 5) | 1d12 | $7,240 / 1 |
Anti-Matter Pistol | Gigantic/Semi Auto (lvl 5) | 2d8 | $12,460 / 2 |
Anti-Matter Shotgun | Gigantic/Semi Auto (lvl 5) | 2d10** | $23,040 / 2 |
Anti-Matter Rifle | Gigantic/Fully Auto (lvl 6) | 2d10* | $28,080 / 2 |
Please go to the Full Weapon List for a complete list of examples. |
Weapons in Future Path are not static like in other Pen & Paper games. There isn't just a list of different weapons that you have to choose from. In Future Path you can choose a weapon from a list if you are in a hurry or simply don't feel particularly creative. There is a partial list of weapons in a table to the right of this page titled 'Table: Weapon Examples' and you can visit the Full Weapon List page for a large list of weapon examples. However if your favorite side arm from real life isn't on the starting list feel free to create your own using the custom weapon rules set.
This page is dedicated to learning how to make weapons, ammo, grenades and traps. The rules for customizing and crafting them can be found here. If you wish to simply pick from a list of weapons visit the Full Weapon List page. Skip below to Ammunition for rules on ammo. Also skip below to Grenades and Traps.
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics.
Future Path Weapon Tech Levels
Tech Levels | Level Limit/Max Hit Die | Extra Procure Diff |
---|---|---|
Tech Level 0 | 4 Levels / 1d10 | +1 |
Tech Level 1 | 5 Levels / 1d12 | 0 |
Tech Level 2 | 6 Levels / 2d8 | 0 |
Tech Level 3 | 7 Levels / 2d10 | 0 |
Tech Level 4 | 8 Levels / 2d12 | +1 |
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons from the future.
The Tech Level system which co-insides with the Civilization Tech Level helps to categorize futuristic weapons. The higher the Tech Level the more advanced technology and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.
Weapons have a Weapon Level limit depending on the Tech Level as Tech Levels also come with a procure difficulty increase. Learn more about Weapon Levels in the next section.
Buying a Weapon
You do not need to create an advanced customized weapon or even a simple one. You can pick a weapon from the list of weapon examples to the right of this page. Or you can visit the Full Weapon List page.
The Weapon Examples table is organized first by Tech Level, then by wither or not the Weapon is Melee or Ranged and lastly by Weapon Level. The Cost is the average expected price for the weapon but the GM is free too adjust that based on game circumstances. The Proc Diff is short hand for Procure Difficulty which helps explain how hard it is to find and purchase the item. The Size/Speed Lvls and (Total lvl) is detailing the Weapon Level and how it got its level which also determines its Damage Die. Finally the weapon itself is a link to another page that not only shows the full details of the weapon but also may list other weapons of a similar style.
The GM may say that only certain Tech Level and Procure Difficulty of weapons is sold at a particular location. You can use this information to narrow your choice of weapons helping to make quicker purchases. This is also the same for Armor and General Equipment.
Simple Weapon Creation
Making rules for creating player made weapons has its advantages and disadvantages. The goal is to make a massive verity of weapons limited only by the player's imagination. However this also means adding an extra level of complexity that players may not always appreciate which is way there are weapon examples in a table to the right.
Now how do you create your own custom Future Path Weapon!? Here is a summary of steps to help.
- First imagine what type of weapon you actually want. To do that here are a few questions to help you.
- Is the weapon melee or ranged?
- Does the weapon have a real world equivalent?
- Is the weapon archaic in nature? Or perhaps Futuristic? What would you expect its Tech Level to be?
- You will want to review the Style choices and the Arch Types choices. Keep in mind that weapons can also deal different damage types like Thermal, Electric, Chemical and that these is also be changed in Advance Customizations.
- Now take this weapon idea and try to ask what The Power Level and Speed it has. See below in the Weapon Levels category. Don't worry if things do not appear to completely fit. The Power and Speed levels are relative to the world that they are in. And Style/Arch-Types can further adjust the weapon more to your liking.
- Review the Weapon Styles section and ask yourself if the weapon follows a particular common style. IE: A Hunting Rifle or a Sniper Rifle.
- Review the Weapon Arch Types section and see if your gun fits one of those arch types. IE: Does it fire a laser or plasma? Does it harness the power of gravity or anti-matter?
- Review the Default Attributes section. Your weapon may require you to take one of these attributes on.
- Finally review the Weapon Cost table as it will tell you exactly what the price of your weapon is including any additional costs for customization.
Above are the steps for making a simple weapon. By simple we mean one without any customization. However there are additional options that allow you to further customize your gun. Especially useful if the weapon is a high tech level and/or you can masterwork craft a weapon.
- Look at the Advance Customizations category to add future customize the weapon. IE: Adjust its range or give it a special feature.
- You may be interested in Weapon Accessories.
- Look here at options like special ammo.
Weapon Levels
Weapons have multiple attributes, but perhaps the must significant aspect is its Hit Die. IE: The amount of damage it can do. The hit die is based on the Weapon Level as shown in the table below. The weapon level is determined by adding two main characteristics. The Power Level and the Weapon Speed. However the individual Power and Speed levels can also help determine the default values for other aspects of the weapon such as its Ammunition amount or Range.
- 4 Power Levels:
- Small - 0 level point
- Medium - 1 level points
- Large - 2 level points
- Gigantic* - 3 level points
The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of the Ammunition. For example, a bullet has Kinetic energy, and the size/speed of the bullet determines its energy. For a more futuristic weapon it could be Electric or Thermal energy instead of just Kinetic, or even a hybrid of different energy types. For an older weapon this would represent the blade size and how easy it is to apply the maximum amount of force in a swing or stab.
- NOTE: All Gigantic Size weapons are considered 'Clunky'.
- 4 Speeds:
- Single Fire - 0 level points
- Manual - 1 level point
- Semi-Auto - 2 level points
- Fully Automatic - 3 level points
- Super Fast* - 4 level points
This is the rate of fire for the weapon. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire.
- NOTE: All Super Fast Speed weapons are considered Exotic.
Below is a convent table with all the different combinations and there default values. Under the Advance Weapon Creation section there is a more in-depth explanation of all the customization attributes of a weapon.
Power => v=Speed=v |
Small | Medium | Large | Gigantic* |
---|---|---|---|---|
Single Fire Level / Hit Die / Class |
Small/Single-Fire Level 0 / 1d2 / Light |
Medium/Single-Fire Level 1 / 1d4 / Light |
Large/Single-Fire Level 2 / 1d6 / Light |
Gigantic/Single-Fire Level 3 / 1d8 / Medium |
Manual Level / Hit Die / Class |
Small/Manual Level 1 / 1d4 / Light |
Medium/Manual Level 2 / 1d6 / Light |
Large/Manual Level 3 / 1d8 / Medium |
Gigantic/Manual Level 4 / 1d10 / Medium |
Semi-Auto Level / Hit Die / Class |
Small/Semi-Auto Level 2 / 1d6 / Light |
Medium/Semi-Auto Level 3 / 1d8 / Medium |
Large/Semi-Auto Level 4 / 1d10 / Medium |
Gigantic/Semi-Auto Level 5 / 1d12 / Medium |
Fully Automatic Level / Hit Die / Class |
Small/Fully Automatic Level 3 / 1d8 / Medium |
Medium/Fully Automatic Level 4 / 1d10 / Medium |
Large/Fully Automatic Level 5 / 1d12 / Medium |
Gigantic/Fully Automatic Level 6 / 2d8 / Heavy |
Super Fast** Level / Hit Die / Class |
Small/Super Fast Level 4 / 1d10 / Heavy |
Medium/Super Fast Level 5 / 1d12 / Heavy |
Large/Super Fast Level 6 / 2d8 / Heavy |
Gigantic/Super Fast Level 7 / 2d10 / Heavy |
*This requires that the weapon take the 'Clunky' default attribute | ||||
**This requires the 'Exotic' default attribute |
Weapon Styles
You can pick a style to follow. A shutgun or pistol. A Sniper rifle or DMR. You do not need to pick one of these. They are free attributes that your gun can take on. (You cannot have more then one weapon specialization attribute.) Further customization are shown below in the Advance Customizations section.
No Style: The Weapon design is of no precise purpose.
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Hunting Rifle: A two handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries.
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Personal Firearm: This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol.
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Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations.
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Shotgun: A gun usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
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Sniper Rifle: Is a portable, high precision, shoulder-fired rifle, for military or law enforcement use, designed to ensure more accurate shooting at longer ranges than other weapons.
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Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.
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Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect.
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DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle).
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Assault Specialized Weapon: Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily described as fitting any other specialization and it would have to be currently in use as a standard weapon of military near the location it's being sold(same planet/solar system).
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Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon.
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Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style.
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Throwing Weapon: Any weapon that is expressly used by throwing it.
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Archaic Ranged Weapons: These are either old style ranged weapons or modern replica of them.
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Specialized Attack Weapon: These are weapons where the main purpose is to perform some technique on the enemy.
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Weapon Arch Types
Below are weapon arch types. These are different types of commonly used weapon systems such as the Laser or Plasma weapon. The default base type is Kinetic which is also the default weapon damage type of all weapons. Changing the Weapon Base is one way to adjust the damage type. However a weapon can inflect damage of different types using customization or special amo.
If the weapon doesn't qualify for one of the disadvantages then a customization point has to be spent to convert the weapon to that Style.
Kinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages. |
Custom Arch Type: (Tech 1 thru 4) This is designed too allow for new player designed Weapon Arch Type
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Energy: (Tech 1 thru 4) This uses pure electric energy to add a kick to the damage dealt.
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Laser: (Tech 2 thru 4) This uses a laser beam to strike the enemy.
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Plasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets.
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Gravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage
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Particle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage.
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Anti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter.
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Default Attributes
Default attributes are attributes that are earned under the right circumstances. For example if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. Some of these default attributes can be effected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.
Default Attributes are earned biased on there criteria. Certain attributes or power/speed levels may force a weapon to take on a Default Attribute.
Table: List of attributes that may apply to a weapon. |
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Archaic: is anything that is so old is it never really used except by people who love to mess with old type of stuff. Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master.
|
Exotic: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
|
Normal: weapons are weapons that are common place for your Character. They usually follow a standard design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. |
Clunky: The weapon is over weight and reload speed is instantly slower. The weapon must also now be used via two handed only. Cannot even be fired without two hands. That doesn't mean you can fire it with one hand just with a penalty but that is *CANNOT* be used without both hands holding it. |
Two-Handed: A requirement for any weapon Level 3 or higher. If a character attempts to use the weapon with only one hand they take disadvantage to accuracy. This Default Attribute can be removed and certain Arch-Types remove or add them by default such as Personal Firearm which removes it or Hunting Rifle which adds it. This attribute can be ignored on Medium (level 3 to 5) weapons using the 'Versatile' Bonus Ability. |
Reach: This attribute can be given to any melee weapon and it allows the wielder of the weapon to have a larger 'threat' range and able to do melee attacks against targets that are not adjacent to them. For example someone with a spear can have a reach of 5ft. That means they are able to hit any target that is one square/5ft away. IE: There is a square/5ft space between them. Each customization point spent on Reach increases the range by another 5ft with a max of 20ft. At the 15ft mark the weapon gains the 'clunky' attribute. No matter the weapon level the weapon is also given the 'Two-Handed' attribute once it has Reach and you cannot remove 'Two-Handed' if it is gained this way. |
Throw-able: This attribute can be applied to any melee weapon and it means that the weapon can also be used as a single use ranged weapon. Like a spear or knife. If given to the weapon for free the throwing damage is one die level lower then the melee damage. If you spend a point on this Attribute the damage die is the same for both melee and ranged. |
Weapon Cost
Each Customization Point spent on an Weapon increases the price of the weapon by 25% of the weapons base price round to the nearest $5. The base price is the price indicated by the Weapon Level + any price increase for Tech Level. This does not include the Procure Difficulty Price increase. This increase is added after all other price modifications are considered.
The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost.
Weapon Levels => v=Tech Levels=v |
lvl 0 (1d2) - | lvl 1 (1d4) x4 | lvl 2 (1d6) x4 | lvl 3 (1d8) x2 | lvl 4 (1d10) x2 | lvl 5 (1d12) %50 | lvl 6 (2d8) %50 | lvl 7 (2d10) %25 | lvl 8 (2d12) %25 |
---|---|---|---|---|---|---|---|---|---|
($15/$45) | ($60/$180) | ($240/$720) | ($480/$1,440) | ($960/$2,880) | ($1,440/$4,320) | ($2,160/$6,480) | ($2,700/$8,100) | ($3,374/$10,125) | |
Tech lvl 0 +$0 +Custom Cost |
$15 / $45 +$5 / +$10 |
$60 / $180 +$15 / +$45 |
$240 / $720 +$60 / +$180 |
$480 / $1,440 +$120 / +$360 |
$960 / $2,880 +$240 / +$720 |
- / - | - / - | - / - | - / - |
Tech lvl 1 +$5 +Custom Cost |
$20 / $50 +$5 / +$10 |
$80 / $200 +$20 / +$50 |
$320 / $800 +$80 / +$200 |
$620 / $1,600 +$160 / +$400 |
$1,380 / $3,200 +$345 / +$800 |
$2,020 / $4,800 +$505 / +$1,200 |
- / - | - / - | - / - |
Tech lvl 2 +$10 +Custom Cost |
$25 / $55 +$5 / +$15 |
$100 / $220 +$25 / +$55 |
$400 / $880 +$100 / +$220 |
$800 / $1,760 +$200 / +$440 |
$1,600 / $3,520 +$400 / +$880 |
$2,400 / $5,280 +$600 / +$1,320 |
$3,700 / $8,280 +$925 / +$2,070 |
- / - | - / - |
Tech lvl 3 +$15 +Custom Cost |
$30 / $60 +$5 / +$15 |
$120 / $240 +$30 / +$60 |
$480 / $960 +$120 / +$240 |
$960 / $1,920 +$240 / +$480 |
$1,920 / $3,840 +$480 / +$960 |
$2,880 / $5,760 +$720 / +$1,440 |
$4,320 / $8,640 +$1,080 / +$2,160 |
$5,400 / $10,800 +$1,350 / +$2,700 |
- / - |
Tech lvl 4 +$20 +Custom Cost |
$35 / $65 +$10 / +$15 |
$140 / $260 +$35 / +$65 |
$560 / $1,040 +$140 / +$260 |
$1,120 / $2,080 +$280 / +$520 |
$2,240 / $4,160 +$560 / +$1,040 |
$3,360 / $6,240 +$840 / +$1,560 |
$5,040 / $9,360 +$1,260 / +$2,340 |
$6,300 / $11,700 +$1,575 / +$2,925 |
$7,875 / $14,625 +$1,970 / +$3,655 |
The '/' between costs is (Melee/Ranged) as Melee has a different cost then Ranged. |
Advance Weapon Creation
There are more things that can be done too customize a weapon in Future Path. There are multiple characteristics and they can be effected positively and negatively.
To make changes a Player needs to spend Customizations points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.
- Tech Level Customization Points: Your Tech Level determines how many customization points to start with. Tech level 0 you get 0 points to spend. Tech level 2 you get 2 points to spend.
- Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
- Earning Points by taking negative attributes: Taking a negative in a certain attribute earns you a Negative point. 2 Negative points can be turned into a Customization point. Some attributes you cannot take negatives in or they take more points to level up or provide more negative points. Each attribute should state any special cases if they apply.
Just like for Character in Future Path here there is a focus on bringing out the strengths and weaknesses of weapons. Weapons can either be plain/simple or be focused for a specific task with clear disadvantages and advantages.
Below all the attributes that can help you customize your weapon there is a list of "Weapon Arch-Types". You can view these options as a sort of template for different styles of weapons. However it is best to review all the options here to understand the arch-types better.
Attributes list (Not all apply to every weapon):
- Critical Range:
The Crit Range of the Weapon |
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All weapons start with a default Crit range of just 20. Meaning that the only way to have a critical hit is if a natural Twenty is rolled when doing an accuracy check. The range can be increased. However the limit to how much it can be increased by is based on the weapon speed unless it is a Melee Weapon then the max crit range is 17-20. However for ranged weapons it's based on speed: Single Fire and Manual's Max is the default 20. Semi-Auto is 19-20. Full Auto is 18-20 and Super-Fast is 17-20. However these are the limit that a Crit range can be. Simply what a weapon can be brought to via customizations on the gun itself. Character options/gadgets/amo can adjust this further. This customization costs 1 customization point. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon by adding its Base Cost for each time this is improved.
Default: Normally the Crit of a ALL weapons is 20. |
- Critical Multiplier:
The Crit Damage Multiplier |
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All weapons start with a default Crit multiplier of X2. However this can be increase to as high as X4. A limit is imposed by what Power Level the weapon is. Small and Medium are the default X2. Large is X3 and Gigantic is X4. 1 customization point is required to upgrade this. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon by adding its Base Cost for each time this is improved.
Default: Normally all weapons have a Critical Multiplier of X2. |
- Critical Special Affects
The Critical Special Affects |
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When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table with a list of possible special critical abilities. All of the below abilities only activate if a critical happens.
Default: Normally all weapons have no Critical Special Affects. |
Table: Critical Specials |
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Bane: At creation the weapon is designed to be effect against a specific type of target. This target is usually a Species, Alien Monster Type, Targets with Cybernetics, and so on. When a critical happens against this target the Character instantly gets Max critical damage. |
Bleeding: This weapon causes the target to do bleed damage for 1d4 turns with 1d4 damage per turn which ignores DR. This effect can be taken multiple times each time improving the die level of either the duration or the damage. |
Burning: This weapon causes the target to catch on fire for 1d4 turns with 1d6 Thermal Damage and DR still can affect the damage. This effect can be taken times each time improving the die level of either the duration or the damage. |
Disarming: This weapon can cause a target to drop there own weapon. This only counts for there main weapon unless the only weapon they are holding is there off hand weapon. The target rolls a Strength Saving throw DC15 to avoid letting go. If they fail they drop the weapon where they stand. If they critical fail the weapon is thrown 10ft from there person if possible. |
Frosted: This weapon causes the target to freeze up with 1d8 Thermal (Cold) Damage and DR still can affect the damage. The target has to roll a Constitution Save DC15 or else be Entangled for 1d4 turns as they thaw. |
Shocking: This weapon causes the target to take a bolt of electric damage with 1d6 Electric Damage and DR still can effect the damage. The target has to roll a Constitution Save DC15 or else be Shaken for 1d4 turns. This can worsen to the next level of the Condition if they already are shocked. |
Overwhelming: This weapons force is so overwhelming that is knocks the target off there feat. They will be pushed back 5ft if possible and knocked Prone. |
Knock Out Blow: This bonus ability is for melee weapons only. This adds an effect of possibly knocking the target out if a critical hit is successful. The target must roll for a constitution save of DC14 or be unconscious for 1d4 rounds. |
- Weight:
The Weight and thus clumsiness of the gun. |
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The average weight of a weapon is determined by its Power Levels Small/1lb, Medium/5-10lbs, Large/15-25lbs, Gigantic 30+lbs. However if the weapon has taken the Gigantic power level then it takes the attribute "clunky" by default. You can choose to increase the weapon weight above 30lbs to an average 60lbs weight for a negative point which also then gives the "clunky" attribute by default. However if you weapon is of a lower weight you cannot increase the weight for a negative point unless you give the weapon the clunky attribute. You can also lower the weapon weight in order to help make easier to carry around. Remember a character can only carry a certain amount of weight around dependent on there STR Ability score.
Default: By default all weapons except for 'Gigantic' weapons weigh 30lbs or less. By default any weapon that ways more then 30lbs or is gigantic also has the 'clunky' attribute. |
- Range:
The average distance before accuracy becomes a problem: |
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Distance of a weapon is first determined by the Power level of the weapon. If the range does not actually represent the gun then you can adjust. The table below shows the ranges for each power level. If you spend a point you can increase guns range as if it was the next highest power level. If you want the range higher then 'Gigantic' the rule is simply to times it by 3. You can also subtract the range to gain a point that can be spent else where.
Also any range 20ft or below is no longer considered range combat but a weapon with a 20ft or less reach. It is likely that you will not be able to get the weapon to exactly match its real world range. Possibly not even close. However please keep in mind that this limitation exists for all weapons created within the fictional game. You can also look at Weapon Arch Types to see if one of those fits the role. If the range exceeds your weapons range then you take a disadvantage. If it exceeds it by more then one range increment then you cannot hit the target. Default: The default range of the weapon is noted in the below table. |
Effective Range as per Power Level: | |
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-1 | 25ft |
0 | 50ft |
Small | 100ft |
Medium | 300ft |
Large | 900ft |
Gigantic | 2700ft |
- Ammunition Amount:
Number uses for you have to reload a magazine/clip. |
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This effects how many times a weapon is useable before the Character has to reload, which is usually a move action. This is not how many rounds are actually in a clip. But how many times the gun can be used (how many times a hit check can be rolled before a reload has to happen. This is useless for Single-Fire as it has to be reloaded after every use. You can not use this to increase Single-Fire status of the weapon. For Manual this does actually imply how many rounds are in a clip. The point is to decrease how ofter a release is required because that can cause your character to lose a turn otherwise used to move/shoot/deal damage.
Default: The weapon speed determines this Attribute. Manual/8 uses, Semi-Auto/7 uses, Full-Auto/6 uses, Super-Fast/3 uses. |
- Reload speed:
A Move action (See Combat for more info). |
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All weapon reload speeds are the same. It requires a move action to preform. However spending a point in this Attribute will give your gun the 'swift reload' ability. Abilities cannot be used unless you have taken the weapon specialization feat for this weapon. However without the 'swift reload' ability you will have to take both weapon specialization and swift reload feat in order to reload this weapon as a free action. You can also choose to take a point away from this as a negative. This will give the weapon the 'clunky' attribute. This means it takes a full round action to reload the weapon and it will require both weapon specialization feat and swift reload feat just to reload this weapon as a move action and it will never be any faster then that.
Default: Reloading a weapon requires a Move/Standard action to preform. However this is not the only place that can be effected to improve this speed. There are items and/or feats. |
- Damage Type:
The damage type of the weapon. |
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All ranged weapons can only change there damage type by changing AMO. If this option is used then the weapon has to be considered Melee. Which means the speed has to be Manual or Single-Fire. The damage type options are: Kinetic, Chemical, Electrical, Thermal. This can be selected more then once but only twice. The weapon becomes a hybrid of the two options. You cannot select this once and declare the item is a Hybrid of Kinetic and the other option. In order to be a hybrid Damage type this option has to be selected twice. 1 point per selection. A certain damage type can be selected twice. When done so The weapon is Thermal-Thermal or Kinetic-Kinetic. It cannot be a hybrid but if the target is weak against that damage type they take triple damage instead of double. Kinetic is both the most common damage type and the least common weakness so it stands that both the default damage type is Kinetic and it only takes 1 customization to make a weapon Kinetic-Kinetic.
Default: All weapons are considered Kinetic unless specified otherwise. |
- AP Damage (DR Damage):
The weapon can now reduce some of the DR the target may have. |
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If the weapon has a "APX" after the damage dice i.e: 1d6/AP2 then that means if the target has DR (Damage Reduction), it will absorb 2 less points. Normally DR on a Character allows them too absorb points of damage instead of it going toward there hit points. A DR of 2 would normally mean that if the enemy dealt 3 points of damage the Character would only take 1 point. However with AP2 (Armor Piercing) on the weapon that means that it negates 2 of DR meaning that the Character would take the full 3 points of damage to there hit points. For every point spent you get 1 point of AP Damage. You cannot have Negative DR points. Which means you cannot take away from this.
Default: No weapon by default has AP Damage. |
- Hit Die Increase:
The weapon can use a different level of hit die. |
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In order to increase the hit die of the weapon you have to spend 2 customization points. Each Hit Die reduction is worth 3 negative points. The weapon can only increase it's Hit Die to highest level allowed for it's Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. This doesn't change the Weapon Level as it doesn't directly effect the Weapon Power or Speed. However, this does change the Proficiency Level requirement. It will go up by one for each time you increase this. Also the Base Price is effected and the cost of all the other modifications. The Base is now whatever the Weapon Level that is associated with the Hit Die. Consult the Weapon Cost Table for more information.
Default: The Weapon simply has the hit die associated with its Weapon Level. For more information review the Weapon Level rules. |
- Masterwork Construction:
Determines how well the weapon is constructed. |
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This is FREE. This attribute does not require spending a point to get. The advantages to Masterwork construction is that it unlocks the ability to apply additional Customization points from a Crafter's Crafting Rank. If the Crafter can craft Masterworked weapon's then they have at least a 3 Ranks in the correct Crafting skill. (By default this is the Mechanical Crafting Skill) 3 Ranks would allow for a +1 Masterworked weapon. The max bonus is +5. Each Rank starting at 3 provides a +1 to the weapon which allows for 1 free customization point. However in order to gain this the Base Price of the weapon is instantly double and the Procure Difficulty is increased by 1.
Masterwork implies that the weapon was crafted with expert skill and care using the best possible parts/material even when unnecessary to make a working version. In other words: "Spared not expense". Default: By default no weapon is master worked. |
- Accuracy:
The likelihood that the weapon will inflict some amount of lethal damage each time is used. |
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By default a weapon has not bonus to the accuracy check. To clarify you can review the Combat section. Summary: An accuracy check is a d20 + (Mods if applicable) against a targets AC score to see if the character was successful as scoring a damaging hit. For every point spent on Accuracy yields a + 1. There is a maximum of + 5 to accuracy. You cannot remove accuracy to gain negative points.
Default: There are no Accuracy bonuses for weapon. |
- Bonus Damage:
A bonus to the total of the Weapon Die roll. |
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This adds additional damage to the finial result of the Hit Die per each Hit Die, in other words per each Attack/Extra Damage. You cannot take negatives in Bonus Damage. Bonus Damage costs the default 1 customization point.
Example: 1d6(+1) would mean a range of 2 - 7. A roll of 2 would be 3. However a roll of 6 would be a 7. Default: A weapon has no bonus damage. |
- Bonus Ability:
Gives the weapon an ability or special attribute. |
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There are two types of Bonus Abilities. First there is a table below that shows a list of extra special abilities that apply. Some abilities you get by default depending on what weapon levels the weapon has. Others you can choose from. The other Bonus Ability is a custom one. (Yes you can customize customizations) You can pick anything listed in this Attribute section and remove/add it by spending a point here. The extra bonus will count as an ability of the weapon. (Remember abilities can only be used, even if passive, if you have taken the weapon specialization feat for the weapon). If you take Base Damage you do not need Masterwork attribute if you do it as a Bonus Ability. If you take Bonus Damage you do not need to spend two points to gain a + 1. Just a single point.
Default: Normally stock weapons have no special abilities. |
Table: Bonus Abilities. |
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Burst Fire: The weapon has to have a speed of Fully Auto or faster to gain the Burst Fire feature. The Weapons Ammunition Amount must be 4 or higher. The Weapon must have at least 1/2 its ammo left, round down. This uses 1/2 the weapon's Ammunition Amount, round down. This is like a partial 'Fully Unload'. This provides a +1 to accuracy for ever Attack/Extra Damage the Character has. This increases the Critical Multiplier by 1, max x4. This increases the Critical Range by 1, max 17-20. (Ranged only, Archaic weapons do not apply) (Cannot be used for Bonus Attacks). |
Switch Firing Modes: The weapon has to have a speed of Fully Auto or faster to gain the Switch Firing Modes feature. The ability will allow the character to choose between Single Fire or Fully Auto. The default behavior of the weapon is Fully Auto/Super Fast and the is no change. If the weapon is switched to Single Fire mode then weapon gains the following stats. It gains a +2 to accuracy with an additional +1 for its size. Medium +1, Large +2, and Gigantic +3. The Critical Range goes up by 1, max 17-20. The Ammunition amount for the gun is considered doubled. However the weapon gets these penalties: The Critical Damage can only be x2 in this mode. The Hit Die goes down level if its seed is Fully Auto and two levels if its Super Faster. (Ranged only, Archaic weapons do not apply) |
Fully Unload: The weapon has to have a speed of Semi-Auto or faster to gain the Fully Unload feature. The clip must have more then 1/2, round up, of its uses left. And the Ammunition amount for the Weapon must be at least 2. This requires a Full Round action. The character has a choice. Focus on a single target for an automatic critical as long as the accuracy check was successful. Or shooting at targets in front of the character, with a 180degrees of view in the direction the character is facing, with the max number that can be hit equal too the ammunition that is left. The damage with this choice is the Hit Die one lower level of the weapon against each target. The weapon's ranged is halved. The weapon's Ammunition is completely spent. The weapon cannot preform this move again for 1d4 turns. Fully Unloading requires that the Character stand in front of the enemy and hold tight to there gun as it's empties all its ammunition. This gives all enemies within range to have advantage on accuracy checks against the Character for 1 round. (Ranged only, Archaic weapons do not apply) |
Swift Reload: The gun is configured in a way to make it extremely easy to quickly remove and replace an emptied mag. Making the process seam almost completely effortless. This allows the player to reload as a Simple action. (Ranged only, only Archaic weapons like crossbows) |
Special Ammunition: Some guns have to be modified and handled carefully to be able to load any other amo except the one specifically designed for it. However exceptions can be made. This allows the character to be able to apply special amo to the weapon. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used make the weapon more deadly. However taking this ability makes any Melee weapon Exotic) |
Enhanced Combat Options: This is a vague ability that is used to describe a couple of different types of enhancements. There are a list of combat techniques a character can do. To read up on them please review Combat Techniques rules. This gives the weapon an ability bonus for these combat maneuvers if the weapon is used to assist in the maneuver. You can acquire this ability multiple times for different maneuvers or the same one. Each one provides a major +4 advantage to a maneuver. However the same rules for advantage stacking apply here. To review read the rules here. Also remember that abilities require the necessary feat for your weapon type to be usable. |
Suppression Fire: Also known as Suppressive or Covering Fire. This ability when declared requires a delayed action. It takes 3 times the uses out of the gun's Ammunition and thus the weapon must have at least 3 rounds left. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. The target would have to teleport out of the line of fire to avoid a Ranged delayed attack. The Character can choose to focus on a single target to help keep them from moving. Or they can declare a cone like area effect. A 90 degree cone with a range of weapon. Any enemy that moves within this cone is subject to a delayed attack action, up to 3 targets. The Character gains advantage to the accuracy check and a +1 for Bonus Damage per Weapon Level. If it is a single target then the Hit Die goes up a level. If it is a cone then the Hit Die goes down a level. Like Fully Unload however the Character is exposed. Any enemy not effected by the Suppression Fire gains advantage to accuracy checks while the Character is using this ability. |
Versatile: This allows Medium weighted weapons (Levels 3 thru 5) to no longer require two hands. This also allows them to be used as Off Handed weapons although penalties may still apply. This can also counter the Clunky status if it was gained because of its Gigantic Power level. This removes the 'Two Handed' requirement for Medium Weighted weapons and the 'Clunky' Gigantic Power level weapons. |
Ammunition
Ammunition cost is based on what the Weapon power level is. The price is based on the average cost of ammo for a full magazine.
Power Level | Avg. $ | Bonus $ for special amo |
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Small | $5 | + $10 |
Medium | $10 | + $20 |
Large | $15 | + $50 |
Gigantic | $50 | + $100 |
There are different types of special ammo. Not all weapons can use special ammo for example Laser or Gravity Arch-Type weapons are unable to use Special Ammo. Special Ammo can change the Damage Type and/or provide a bonus to damage. If the Weapon Style or Arch-Type already requires the Special Ammo price then any ammo that has special attributes are simply double the normal special cost.
Damage Type Change: There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic. If the weapon damage type is anything other then the default Kinetic then it cannot use this type of special ammo. |
Bonus Damage: The ammo is in someway changed to provide the most about of possible damage to the target. This can only be increased by +1. |
Bonus Damage by Type: The ammo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The damage is determined by a dice roll. The Hit die level starts with 1d4 (Level 1) and goes as high has 1d10 (Level 4). The price is calculated by: Base Price + Bonus price + $20 * Hit Die Level = Cost. |
AP Bonus: Armor Piercing bonus damage. The ammo can shred through armor more effectively. This provides a +1 to AP damage. Similar to 'Bonus Damage' this can only be increased by +1. |
Ammo Crafting
Normal Ammo Crafting requires that the crafter have a rank of 2 in the required crafting skill. The correct skill is based on the weapon damage. Kinetic is Mechanical, Electric is Electronics, Thermal(Radiation) is both (Electronic and Chemical), Chemical is either Chemical or Pharmaceutical.
Special Ammo crafting requires that the you at least 3 ranks in the correct crafting skill. You can only craft ammo to masterworked level. That means it can only receive a signal +1 bonus. With the exception to 'Bonus Damage By Type' which can go up to +4 and requires the crafter to craft at +4 masterworked level.
Explosives (Grenades/Traps)
These deal damage to anything within an area of effect. The area can be either circular or cone shaped. Explosives can be put into throw-able objects or set in place like a mine or trap. Explosives require no proficiency to use normally.
Combat rules for thrown explosives in located in the combat section here. Planted explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the Combat: Traps/Mines section.
Below is a graph with commonly used explosives in the FuturePath Universe. Below that is the 'Making your Own Explosives' section which has common components that can be mix and matched to create your own explosives.
Grenades/Explosives Table
Columns in table are explained below the table.
Tech Level 1 | |||||||||
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Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
Fragmentation Grenade | TNT/Grenade/Time Delay | 3d6 | Kinetic | Yes | Circle | (1)5ft | $365 / 1 | ||
C4/Semtex | Semtex/Simple Land Mine/Remote | 4d6 | Kinetic | No | Circle | (2)10ft | $470 / 1 | ||
Dynamite | TNT/Simple Land Mine/Time Delay | 3d6 | Kinetic | No | Circle | 5ft | $370 / 0 | ||
Molotov Cocktail | Napalm/Class Bottle/Contact | 2d6 | Thermal | Yes | Circle | (1)5ft | $155 / 0 | ||
Thermite Grenade | Thermite/Grenade/Contact | 3d6 | Thermal | Yes | Circle | (1)5ft | $360 / 1 | ||
White Phosphorus Grenade | White Phosphorus/Grenade/Contact | 3d4 | Chemical | Yes | Circle | (1)5ft | $420 / 1 | ||
Smoke Grenade | Smoke/Grenade/Contact | - | - | Yes | Circle | (3)15ft | $120 / 0 | ||
Tear Gas Grenade | Tear/Grenade/Contact | - | - | Yes | Circle | (3)15ft | $120 / 0 | ||
Concussion Grenade | Concussion/Grenade/Contact | - | - | Yes | Circle | (3)15ft | $120 / 0 | ||
Tech Level 2 | |||||||||
Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
EMP Explosive | Energized Compound/Grenade T2/Time Delay | 4d6 | Electric | Yes | Circle | (2)15ft | $625 / 1 | ||
Fireflash Explosive | ThermitX+Agent X/Containerized Mine/Motion 2 | 2d8 + 1d6 | Thermal + Chemical | No | Circle | (2)10ft | $555 / 1 | ||
Tangler Explosive | C-T/Curved-Nade/Contact | - | - | Yes | Circle | (2)10ft | $710 / 2 | ||
Tech Level 3 | |||||||||
Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
Dis-solver Explosive | Xoctic/Packed-Nade/Contact 3 | 6d6 | Chemical | Yes | Circle | (6)30ft | $2,270 / 2 | ||
Cryonic Explosive | Neg-H/Hybrid-Nade/Contact 3 | 5d8 | Thermal (Cold) | Both | Circle | (2)10ft | $1,850 / 2 | ||
Stunner | Hyper-Concuss/Clocked-Mine/Smart Sense | - | - | No | Circle | (4)20ft | $1,470 / 2 | ||
Tech Level 4 | |||||||||
Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
Psionic Wave Explosive | Psionic/Transporting Mine/Gravity Sense | 6d8 | - | No | Circle | (3)15ft | $12,550 / 4 | ||
Singularity Implosion Device | H-S-EX/Transporting Mine/Gravity Sense | 6d12 | Gravity | No | Circle | (6)30ft | $6,550 / 3 | ||
Gravimetric Explosive | H-S-EX/Gravity-Packed Nade/Contact 3 | 7d12 | Gravity | Yes | Circle | (6)30ft | $7,500 / 4 |
Making your Own Explosives
The Charge
This shows what the damage die will be. For example: Xd6 or Xd10. It doesn't say how many of that die. This also tells the user what the damage type will be. IE: Thermal or Chemical or etc. This also informs the user what the damage range is. There can also be Charge Attributes that can effect the explosion.
Table: Charges Listed by Tech Level | |||||
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Tech Level 1 (Limit d6) | |||||
Charge | Damage Die | Damage Type | Range | Attributes | Cost/Proc Diff |
TNT | Xd6 | Kinetic | 5ft | None | $100 / 1 |
Semtex | Xd6 | Kinetic | 10ft | Casing not Required | $120 / 1 |
White Phosphorus | Xd4 | Chemical | 10ft | None | $120 / 2 |
Black Powder | Xd4 | Kinetic | 5ft | None | $75 / 0 |
Agent Orange | Xd6 | Chemical | 10ft | None | $135 / 2 |
Napalm | Xd6 | Thermal | 5ft | None | $130 / 2 |
Thermite | xd4 | Thermal | Tiny 1ft | Lingers (1d4 rnds) | $100 / 0 |
Smoke | N/A | N/A | 15ft | Fogs x1 DisAdv, Lingers (1d4 rnds), Tech | $100 / 0 |
Tear | N/A | N/A | 15ft | x1 DisAdv, Lingers (1d4 rnds), Tech | $100 / 0 |
Concussion | N/A | N/A | 15ft | Stuns (d4 rounds), Tech | $110 / 1 |
Tech Level 2 (Limit d8) | |||||
Charge | Damage Die | Damage Type | Range | Attributes | Cost/Proc Diff |
Agent X | Xd6 | Chemical | 10ft | Lingers (1d4 rounds) | $160 / 2 |
Energized Compound | Xd6 | Electrical | 15ft | EMP Effect, Tech | $140 / 1 |
RDX2 | Xd8 | Kinetic | 10ft | Casing not Required | $120 / 1 |
ThermitX | Xd8 | Thermal | 5ft | Lingers (1d3 rounds) | $120 / 1 |
Hyper-Concuss | N/A | N/A | 20ft | Stuns (d6 rounds) | $170 / 1 |
Cl-d | N/A | N/A | 60ft | Fogs x1 DisAdv, Lingers (1d4 rnds) | $155 / 1 |
M-A-D | N/A | N/A | 30ft | Confusion (1d4 rnds) | $220 / 2 |
S-S-T | N/A | N/A | N/A | Shield Splicer Techniques, Tech | $750 / 3 |
T-M-T | N/A | N/A | N/A | Technomancer Techniques, Tech | $750 / 3 |
C-T | N/A | N/A | N/A | Combat Technique, Tech | $600 / 2 |
Tech Level 3 (Limit d10) | |||||
Charge | Damage Die | Damage Type | Range | Attributes | Cost/Proc Diff |
HMXXX | Xd10 | Kinetic | 15ft | None | $300 / 2 |
Temperist-3 | Xd8 | Thermal | 10ft | None | $300 / 1 |
Xoctic | Xd6 | Chemical | 30ft | Lingers (2d4 rnds) Fogs 1x DisAdv | $320 / 2 |
ELT | Xd8 | Electrical | 20ft | EMP Effect | $300 / 1 |
Thickened Smoke | N/A | N/A | 20ft | Fogs x2 DisAdv, Lingers (1d6 rnds) | $310 / 1 |
Neg-H | Xd8 | Thermal(Cold) | 5ft | None | $300 / 1 |
Mind-X | N/A | N/A | 20ft | Alter Emotion (Hate,Love,Fear) | $400 / 2 |
Teleporting | N/A | N/A | 5ft | Teleports | $750 / 2 |
Psionic | N/A | N/A | N/A | Psionic Techniques, Tech | $2,000 / 4 |
Tech Level 4 (Limit d12) | |||||
Charge | Damage Die | Damage Type | Range | Attributes | Cost/Proc Diff |
Ice 9 | Xd12 | Thermal (Cold) | 5ft | Contagious, Lingers (1d6 turns) | $1,000 / 4 |
H-S-EX | Xd12 | Gravity | 30ft | None | $1,000 / 3 |
M-Nuke | Xd12 | Kinetic/Thermal(Rads) | 30ft | None | $1,000 / 3 |
Black-50 | N/A | N/A | 30ft | Fog 100%, Lingers (1d6 rnds) | $500 / 2 |
The Casing
This tells the user the maximum amount of charge can be used. IE: The number of damage die like 2d6 or 4d10. This also informs the user if the device is throw-able or place-able or both. If the device is place-able then the Casing also provides what the default DC for a Perception skill check to notice the device. This also informs the user what the area of effect will be either circular or cone shaped. It also can provide additional attributes for weapon use such as 'Sticky'.
Table: Casings (Sorted by Tech Level) | |||||
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Tech Level 1 | |||||
Casings | Max Charge | Throw/Place-able | Circular/Cone | Attributes | Cost/Proc Diff |
Grenade | x3 | Throw-able | Circular | None | $50 / 0 |
Simple Land Mine | x4 | Place-able | Circular | None | $50 / 1 |
Clay-more | x3 | Place-able | Cone | None | $50 / 1 |
Class Bottle | x2 | Throw-able | Circular | Thermal/Chemical Charge Types Only | $10 / 0 |
Jumping Mine | x3 | Place-able | Circular | +5ft Range | $100 / 2 |
Tech Level 2 | |||||
Casings | Max Charge | Throw/Place-able | Circular/Cone | Attributes | Cost/Proc Diff |
Mag-Casing | x4 | Throw-able | Circular | +1 Accuracy | $75 / 1 |
Stealth Mine | x5 | Place-able | Circular | +2 Perception DC | $120 / 2 |
Positioned Trap | x4 | Place-able | Cone | +1 Damage | $120 / 2 |
Curved-Nade | x4 | Throw-able | Circular | +10ft Throwing Range | $100 / 1 |
Containerized Mine | x3 | Place-able | Circular | Containerized | $120 / 1 |
Tech Level 3 | |||||
Casings | Max Charge | Throw/Place-able | Circular/Cone | Attributes | Cost/Proc Diff |
Walking-Mine | x5 | Place-able | Circular | Chasing 30ft | $250 / 2 |
Clocked-Mine | x6 | Place-able | Circular | +5 Perception DC | $350 / 2 |
Directed-Mine | x5 | Place-able | Cone | +2 Damage | $200 / 1 |
Packed-Nade | x6 | Throw-able | Circular | None | $150 / 1 |
Hybrid-Nade | x5 | Both | Circular | None | $150 / 2 |
Containerized Mine Adv | x5 | Place-able | Circular | Containerized | $220 / 1 |
Containerized Grenade | x4 | Throw-able | Circular | Containerized | $240 / 1 |
Tech Level 4 | |||||
Casings | Max Charge | Throw/Place-able | Circular/Cone | Attributes | Cost/Proc Diff |
Transporting Mine | x6 | Place-able | Circular | Chasing 45ft | $350 / 2 |
Transporting Nade | x6 | Throw-able | Circular | +5 Accuracy | $500 / 2 |
Directed-Trans Mine | x6 | Place-able | Cone | Chasing 30ft | $1,000 / 3 |
Gravity-Packed Nade | x7 | Throw-able | Circular | None | $350 / 2 |
Containerized Casing | x6 | Both | Circular/Cone | Containerized | $320 / 1 |
The Detonator
This controls when and how the device is activated. For throw-able devices this can include attributes such as 'On Contact' or 'Chasing'. For Place-able devices this can include attributes such as 'Laser trip wire', 'Motion Sensitive', or 'Remote Controlled'. This can also provide a bonus to the DC check against Disable Device skill checks making it harder to disable.
Table: Detonators (Sorted by Tech Level) | |||
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Tech Level 1 | |||
Detonators | Attributes | Description | Cost/Proc Diff |
Contact | On Contact | $10 / 0 | |
Motion | Motion Sensitive 10ft | $25 / 0 | |
Remote | Remote Controlled 150ft | $20 / 0 | |
Time Delay | Delay 1-900 Sec | $15 / 0 | |
Trip Wire | Trip Wire | $10 / 0 | |
Tech Level 2 | |||
Detonators | Attributes | Description | Cost/Proc Diff |
Walker | Chasing 15ft | $100 / 1 | |
Laser Wire | Trip Wire | $15 / 0 | |
Motion 2 | Motion Sensitive 20ft | $35 / 0 | |
Electronic Sense | Sense Electronics 20ft | $50 / 1 | |
Tech Level 3 | |||
Detonators | Attributes | Description | Cost/Proc Diff |
Smart Sense | Programmable Sensor 30ft | $100 / 1 | |
Invisible Wire | Trip Wire (clocked) | $150 / 1 | |
Contact 3 | Chasing (throw-able only) 10ft | $200 / 2 | |
Tech Level 4 | |||
Detonators | Attributes | Description | Cost/Proc Diff |
Gravity Sense | Sense Mirco Gravity 50ft | $200 / 1 |
Combing Explosive Components
If the components already exist then they do not require a crafting skill to make an explosive. But the Demolitions skill instead. Some restrictions apply when combining components.
- You cannot mix multiple types of Charges in the same Casing unless the Casing specifies.
- You can have more then one type of Detonator per Casing but the Explosive cannot be throw-able and can still only be detonated once unless specified differently by the Casing.
It takes 10 minutes to safely combine components together. If rushed the Player must make a Demolitions skill check of DC10 + 1 for every minute less. If the Player fails the check the GM can decide the negative consequences. IE: Explosive device blows up in there face or becomes a dud and so on.
Weapon/Explosive Accessories
- These rules are going to change. They will be associated with rules for gadgets which is incomplete.
These are items you can add too your weapon that are not necessary considered gadgets. They can add minor improvements to the way a character interacts with the weapon.
Object | Size | Weight | Cost |
---|---|---|---|
Magazine | Tiny | 0.5 lb. | $15 |
Holster, Hip | Tiny | 1 lb. | $35 |
Holster, Concealed | Tiny | 0.5 lb. | $40 |
Illumination | Tiny | 0.5 lb. | $85 |
Laser sight | Tiny | 0.5 lb. | $25 |
Scope, Standard | Tiny | 0.5 lb. | $70 |
Scope, Electro-Optical | Small | 3 lb. | $250 |
Speed loader | Tiny | 0.5 lb. | $45 |
Suppressor, Pistol | Tiny | 1 lb. | $550 |
Suppressor, Rifle | Small | 4 lb. | $1000 |
These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.
Object | Size | Weight | Tech Level | Cost |
---|---|---|---|---|
Grenade Pouch | Small | 0.1 lbs | 0 | $15 |
Molly Pockets | Small | 0.1 lbs | 1 | $25 |
Automatic Retrieval | Medium | 5 lbs | 2 | $450 |
Detantors/Sensors for planting explosives | ||||
Wire | Tiny | 1 lb. | 0 | $10 |
Blasting Cap | Tiny | 0.5 lb. | 1 | $20 |
Radio Controlled | Tiny | 0.5 lb. | 1 | $30 |
Timed Detonator | Tiny | 0.5 lb. | 1 | $30 |
Weight Sensor | Tiny | 0.5 lb. | 1 | $40 |
Light Sensor | Tiny | 0.5 lb. | 1 | $40 |
Thermal Sensor | Tiny | 0.5 lb. | 1 | $50 |
Biological Sensor | Tiny | 0.5 lb. | 2 | $250 |
Gravity Sensor | Tiny | 0.5 lb. | 3 | $500 |
Melee/Martial Arts Combat
"I do not need a weapon. I am a weapon!" - Martial Artist... before being shot.
Combat with fists is a little different then traditional Melee weapons. However here are some rules for combat via "fist-a-cuffs". Also known as an unarmed strike.
First to determine the Hit Die we need to determine the Weapon Power and Speed. However with the organic body the faster one is the less likely they are to have body type for massive muscles and vice-a-verses. So the higher you are at one level the higher the limit is for the other level.
Unlike other Melee weapons a characters fists are not always manual. They are ranked based on the Characters Dexterity score.
- 10-13(0-1) : Single-Fire - No Limit
- 14-15(2) : Manual - No Limit
- 16 -17(3) : Semi-Auto - No Limit
- 18-19(4) : Fully-Auto - Large
- 20-21(5) : Super-Fast - Medium
The Power level of a Character's punch is based on the Strength Modifier.
- 10-15(0-2) : Small - No Limit
- 16-17(3) : Medium - Fully-Auto
- 18-19(4) : Large - Semi-Auto
- 20-21(5) : Gigantic - Manual
The Hit Die is the total of the two combined. Also the Character can add his Str Mod just as in any Melee attack. However the damage rolled is considered Non-lethal and still has to go through DR if there is anything. To review Non-lethal please visit the Combat page.
To convert the damage from Non-Lethal to Lethal the Character must wear gloves that can provide damage. Such as metal gloves or Powered Gloves. This will reduce the Hit die of the Character's punch by one level but convert the Damage to Lethal. So if a Character has a Str Mod of +2 and a Dex Mod of +3 His Non-Lethal damage would be 1d8+2. However if he wears metal gloves his Hit Die would be 1d6+2. If the Character's Non-lethal Hit Die Level is already Level 0 (1d2) it simply will not go any lower. So the lethal damage will also be 1d2.
- Exceptions
Alien races may have exceptions too this rule.
Melee/Martial Arts Combat Accessories
Weapon | Tech Level | Bonus Damage | Cost/Proc Diff |
---|---|---|---|
Metal Gloves | Tech Lvl 1 | +1 | $100 / 0 |
Powered Gloves | Tech Lvl 2 | +2 | $300 / 1 |
High Feq Cloves | Tech Lvl 3 | +3 | $2,500 / 2 |