[HR] Science Fantasy House Rules Collection

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James C. Bennett
Joined: 2012-01-17 20:17
[HR] Science Fantasy House Rules Collection

So, halfway through setting up my ACKS campaign, I lost a month being caught up in actual paying work and then on vacation. Now I'm back at it, but my gamer ADD has kicked in and wants me to write a post-apocalyptic-wasteland-exploration-and-conquest science-fantasy campaign instead. Somebody slap me!

If you'll indulge me, I'm going to post the house rule ideas that are plaguing me here (instead of just on my computer like I normally would) in the hopes that somebody might be able to make use of them even if I abandon this and go back to my original idea. Criticism is welcome, of course.

First up, guns.

The following rules apply to all firearms:

Proficiency - Firearms may be used by classes with Unrestricted weapon selection, classes with Broad weapon selection and the "all missile weapons" broad weapon group, and classes with Narrow weapon selection and the new "firearms" narrow weapon group.

Ammunition - To preserve my own sanity, there are only three types of firearm ammunition: pistol cartridges, rifle cartridges, and shotgun shells. Firearm ammunition is common merchandise. A load of firearm ammunition (regardless of type) is a crate that weighs 10 stone and which has a base price of 500 gp. This crate contains 10 1 stone boxes of ammunition. Each 1 stone box of ammunition costs 50gp
and contains either 100 shotgun shells, 200 rifle cartridges, or 300 pistol cartridges. Adventurers on a budget can buy a pouch of 10 shotgun shells, 20 rifle cartridges, or 30 pistol cartridges for 5 gp.

Cleave - Guns do not suffer the cleave limitation that normally applies to ranged weapons. They can be used to cleave until the user runs out of available cleave attacks or the weapon runs out of ammunition.

Magazine - A firearm's cost depends on the size of its magazine (the number of shots it can fire before it must be reloaded. Magazine sizes are as follows:

Single Shot (SS): 1 shot magazine.
Double Barrel (DB): 2 shot magazine.
Repeater (R): 6 shot magazine. Repeater pistols are usually revolvers; repeater rifles and shotguns are usually operated with a bolt, lever, or slide pump.
Automatic (A): 30 shot box magazine. Automatic weapons are capable of automatic fire (see below), but can also be fired one round at a time. Reloading an automatic weapon assumes you are replacing an empty box magazine with one that is fully loaded. Actually reloading an empty box magazine takes several minutes. An empty spare box magazine costs 5 gp.

Reloading - You may reload a firearm instead of attacking during a combat round.

Shotguns & Automatic Fire - Shotguns and automatic weapons both cast a cluster of projectiles at the target almost simultaneously. Making such an attack consumes one shotgun shell or 5 pistol or rifle cartridges. The attacker makes 3 separate attack rolls, each with a -1 penalty on the attack throw. Each attack that hit inflicts damage based on the weapon used: 1d2 for a short shotgun or automatic pistol
wielded in one hand, 1d3 for a short shotgun or automatic pistol wielded in two hands, or 1d4 for a long shotgun or automatic rifle. If the target is slain before all 3 attacks are resolved, the remaining attacks can target another opponent adjacent to or behind the first. Each target you fell with a shotgun or automatic fire attack triggers a cleave attack, which may be another shotgun or automatic fire attack. A fighter's damage bonus does not apply to shotgun or automatic fire attacks; nor does the attacker's DEX bonus if you are playing with a house rule that allows your DEX bonus to apply to ranged attack damage rolls. Damage from a weapon's magical or technological enhancement bonus does apply (I recommend not introducing shotguns or automatic weapons with more than a +1 bonus).

Firearm stats -
Pistol: 1 or 2 hands, 1d6/1d8 damage, range 50(-0)/100(-2)/150(-5), price SS 50gp/DB 100 gp/R 200 gp/A 400 gp
Rifle: 2 hands, 1d10 damage, -1 initiative, range 250(-0)/500(-2)/750(-5), price SS 75gp/DB 150 gp/R 300 gp/A 600 gp
Short Shotgun: 1 or 2 hands, 1d2/1d3 x3, range 50(-0)/100(-2)/150(-5), price SS 50gp/DB 100 gp/R 200 gp
Long Shotgun: 2 hands, 1d4 x3, -1 initiative, range 50(-0)/100(-2)/150(-5), price SS 50gp/DB 100 gp/R 200 gp

James C. Bennett
Joined: 2012-01-17 20:17

Ray Guns:

Ray Gun Magazines: All ray guns have internal microgenerators that grant the weapon an infinite magazine, provided the weapon receives its annual tune-up.

Red Ray Gun: As pistol or rifle, but +1 to hit and damage, damage is fire damage. Also called blasters, heat rays, thermo-rays, laser guns, melter guns, etc.

Orange Ray Guns: As pistol or rifle, but +1 to hit and damage, damage is fire damage, and capable of automatic fire. Also called pulse guns, pulse rays, pulse blasters, etc.

Yellow Ray Guns: As pistol or rifle, but damage is electricity damage, +3 to hit and damage vs. robots, androids, cyborgs, and computers. Against other targets, +1 to hit and damage, all damage is nonlethal, and on a natural 20 target must save vs. paralysis or be rendered unconscious for 1d6 turns. Also called stun guns, stun rays, stunners, shock guns, shock rays, shockers.

Green Ray Gun: As pistol or rifle, but +3 to hit and damage, and on a natural 20 target must save vs. death or be transformed into a pile of fine ash. Also called disintegrators, disintegration rays, etc.

Blue Ray Gun: As pistol or rifle, but +1 to hit and damage, damage is cold damage, and on a natural 20 target must save vs petrification or be frozen and unable to act for 1d6 turns. Also called freeze rays, cryo-blasters, etc.

Black Ray Gun: As pistol or rifle, but +3 to hit and damage, damage is negative-energy damage that has no effect against undead creatures, and on a natural 20 target must save vs death or die instantly. Anyone killed by this weapon (not just with its special ability) rises as an undead creature within 1d3 days. Also called death rays, nega-guns, etc.

James C. Bennett
Joined: 2012-01-17 20:17

Tecnological Artifact Condition:
d20: Condition
20: Pristine - The item functions normally and will not require its annual tune up for a full year.
15-19: Working - The item functions normally, but requires a tune up in 1d8 months.
10-14: Busted - The item will not function. With an hour's work, a tinker can attempt to restore it to Working condition at no cost (repair check 11+). If he fails, the item becomes Burnt Out.
4-9: Burn Out - The item will not function until it receives a tune up (see below).
2-3: Broken - The item will not function and cannot be repaired, but it can be cannibalized to provide the parts necessary to perform a tune up on a similar item. Once cannibalized, the item is Destroyed.
1: Destroyed - Then item will not function and cannot be repaired.

Tune-ups: A tinker can perform a tune-up on a relic item for 20% of the item's base cost (if you are a tinker, you can do it yourself and parts cost only 10% of base cost). Relics require a tune-up every year. If the annual tune-up is not performed, the item becomes Burnt Out the next time it is activated. A tune-up performed on a Working item always restores it to Pristine condition. When performing a tune-up on a Burnt Out item, the tinker has to make a repair check (11+). If he is successful, the item is restored to Working condition. If he fails, the item becomes Broken.

James C. Bennett
Joined: 2012-01-17 20:17

Shield Belts:

Standard Shield Belt: A shield belt surrounds its wearer with a protective force field. The shield belt's proactive AI activates the force field automatically when the wearer rolls initiative. The force field provides the wearer with 10 extra hit points. When the force field collapses when it runs out of hit points or after 10 minutes (1 turn) has passed. Once the force field collapses, the shield belt cannot be activated again for 10 minutes (1 turn). The shield belt is powered by an internal microgenerator that allows it to function an infinite number of times, provided the item receives its annual tune-up.

Albedo Shield Belt: As basic shield belt, but the wearer also takes half damage from fire attacks, or no damage if he succeeds on a saving throw that would normally reduce damage to half. This protection is lost once the force field collapses.

Inertia Shield Belt: As basic shield belt, but the wearer also takes half damage from physical attacks, such as weapon attacks. This protection is lost once the force field collapses.

Hardened Shield Belt: As basic shield belt, but the wearer also gains a +1 bonus to AC. This protection is lost once the force field collapses.

Heavy Shield Belt: As basic shield belt, but the force field provides 20 extra hit points instead of 10.

Enviro Shield Belt: As basic shield belt, but the force field only activates on the wearers command and it doesn't collapse unless it runs out of hit points. While the force field is active, the wearer is provided with breathable air (uncontaminated by poison, radiation, or pathogens) at a comforatble temperature and pressure.

Inviso Shield Belt: As basic shield belt, but the force field only activates on the wearers command and it doesn't collapse unless it runs out of hit points or the wearer attacks somebody. While the force field is active, the wearer is invisible.

Alex
Joined: 2011-06-30 18:10

Wonderful post! Who's going to start running "Earthman, Jed, Jeddak"??

James C. Bennett
Joined: 2012-01-17 20:17

Thanks Alex. I guess I'll keep it up then.

Let's change gears and post a list of proposed available classes:

Human Classes From ACKS:
Assassin
Explorer
Fighter
Thief

Human Classes From the ACKS Companion:
Barbarian (unlocked when the PCs recruit their first barbarian henchman)
Mystic

New Human Classes:
Gunslinger - a fast, lightly armored gunfighter.
Psychic - a mage-like character with a wide array of psychic powers.
Psychic Spy - a thief who uses psychic power in place of skill.
Psychic Warrior - a fighting man with limited psychic powers.
Tinker - a mechanic and engineer capable of restoring ancient relics to working condition, or cobbling new devices together from scavenged parts.
Unlikely Hero - a character whose rise from lowly 0th levelhood is attributable entirely to his extraordinary luck.

Purebreed Classes: Purebreeds are humans who retain most the genetically engineered enhancments of their Ancient ancestors. Engineered to be smarter, healthier, longer lived, and better looking than normal humans, Purebreeds require CON, INT, and CHA 9, and gain the Divine Blessing, Divine Health, and Longevity custom powers. Increasing Purebreed Value will increase Hit Dice rating (halfway, like the Thrassian's fighting value bonus), increase Divine Blessing to Hardy People, and maybe something else.

Purebreed Soldier - a typical Purebreed fighting man.
Purebreed Antiquarian - a Purebreed tinker.

Beastman Characters: In this context, beastmen are humanoid animals, like 90% of the humanoid monsters in Gamma World. Inherently chaotic sub-men like ACKS-standard beastmen are called mutants. I've got some standard beastmen I'd like to have available when the campaign starts, but I'd like to build a single custom race that could be adapted to build any kind of humanoid animal character someone might come up with. Still pondering that one.

Dogman Warrior
Catman Ranger
Batman Thief

Ubermutant Characters: As mentioned before, mutants are post apocalyptic orcs - cannibalistic creatures of chaos that lack the free will or discipline to be anything but savage raiders. That being said, there are rumors of the occasional Gamma World/Marvel style mutant with super powers arising among them. Such creatures are called ubermutants. I'm planning to build the ubermutants with extreme power, but saddle them all with an ubermutant rating of 4 and the associated level limit of 8. I'm going to limit the randomness by giving the ubermutants 1 roll on a class-specific major mutation table and 2 rolls on a generic minor mutation table with stuff like infravision, water breathing, human appearance, etc. Mutants are my lowest priority for this exercise, so don't expect to see these classes any time soon.

Ubermutant Warrior: Major mutations - Hulking (STR 19(+4), Berserkergang, lethal fist/fist/smash attack routine), Speedster (DEX 19(+4), Animal Reflexes, increased speed), Regenerating (CON 19(+4), Savage Resilience and mortal wounds results become temporary, heal 1 hp per time increment that improves with level, Longevity), Armored (STR and CON 15, AC 5, lethal fist/fist/smash attack routine), Feral (STR and DEX 15, Animal Reflexes, Naturally Stealthy, claw/claw/bite attack routine), Venemous (Bite or Sting attack delivers save or die poison).

Ubermutant Telepath: Major Mutations - Genius (INT 19, Mind Breaker plus 4 additional psychic powers), Mind Reader (WIS 19, Mind Reader plus 4 additional psychic powers), Leader (CHA 19, Mind Bender plus 4 additional psychic powers).

James C. Bennett
Joined: 2012-01-17 20:17

Psychic Powers

The Arcane Value is replaced with the Psychic Value. Each point of Psychic Value grants the character one psychic power. Each power gives you one spell-like ability at level 1, and another at levels 2, 3, 5, 7, and 9. For example:

Empathic Healing:
Level 1: The character can heal another character by touching them. This ability is usable at will. Each day, the character may freely restore a number of hit points equal to his level. Once this pool of hit points is exhausted, the character loses one hit point for each hit point he restores for another character.
Level 2: Delay Disease or Delay Poison, once per hour, casting time 1 turn.
Level 3: Cure Blindness or Disease, once per 8 hours, casting time 1 turn.
Level 5: Neutralize Poison, once per day, casting time 1 turn.
Level 7: Cure Serious Wounds, once per day, casting time 1 turn.
Level 9: Restore Life and Limb, once per week, casting time 1 turn.

Determine which power(s) a character has by rolling on the Psychic Power Table. If a character rolls a duplicate power, they gain an additional use of the associated spell-like abilities. For instance, a 2nd level psychic who rolled Empathic Healing twice could freely restore 4 hp per day, and cast Delay Disease twice per 8 hours.

Psychic Power Table (d12):
1 - Astral Projection (create spirit form, teleportation)
2 - Empathic Healing (transfer your hp into target by touch, healing spell equivalents)
3 - Extrasensory Perception (clairvoyance and other detection powers)
4 - Force Shields (as shield belt, plus floating disk, wall of force, etc.)
5 - Illusionist (psychic illusions)
6 - Mind Bender (telepathic communication plus mind control)
7 - Mind Breaker (telepathic communication plus psychic attacks a la Scanners)
8 - Mind Reader (telepathic communication plus thought reading and memory manipulation)
9 - Necromancy (manipulate negative energy and the undead)
10 - Precognition
11 - Pyrokinesis (fire baby!)
12 - Telekinesis (move objects at distance, force attacks, levitate and fly)

James C. Bennett
Joined: 2012-01-17 20:17

Gunslinger

Hit Die Value: 1
XP Cost: 500
Hit Die: 1d6

Fighting Value: 2
XP Cost: 1000 + (150 x 7) = 2050
Attack Throws: +2 per 3 levels

Weapon Selection: Unlimited, Reduced to Narrow for 3 custom powers
Pistol, Dagger, Club, Hand Axe, Short Sword, Whip
Graceful Fighting: The character gains a +1 bonus to Armor Class if wearing leather armor or lighter and able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3. This bonus stacks with the one from the Swashbuckling proficiency.
Accuracy: The character gains an accuracy bonus of +1 to all attack throws with missile weapons.
Acrobatics: As the Acrobatics proficiency.

Armor Selection: Unrestricted, reduced to Narrow for 2 custom powers.
Gunslinger's Edge: The character gains a +1 bonus on surprise rolls and initiative rolls. This does not provide a bonus to casting spells. These bonuses stack with the bonuses from the Combat Reflexes proficiency.
Lucky: The character gains a +2 bonus to all saving throws. This is effectively the Divine Blessing proficiency, selected as a custom power.

Fighting Styles: 3, reduced to 2 for 1 custom power.
Two Handed
Two Weapons
Precise Shot: The character may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. This is effectively the Precise Shooting proficiency, selected as a custom power, and the character may take ranks in the Precise Shooting proficiency to reduce this penalty to -2 or less.

Damage Bonus: As Fighter, reduced to Missile-Only for 1 custom power.
Alertness: As the Alertness proficiency.

Cleaves: 1 per level

Thievery Value: 1
XP Cost: 200
Thief Skills: 3, reduced to 2 to gain 1 Custom Power
Pick Pockets
Backstab
Sniping: As the Sniping proficiency.

Psychic Value: 0

Saving Throws: As Fighter

Magical Items: General and those restricted to Fighters

Prime Requisites: DEX and CON

Class Proficiencies: 28 – Animal Training, Blind Fighting, Cat Burglary, Climbing, Combat Reflexes,Combat Trickery (Disarm, Force Back, Incapacitate, Knock Down, Sunder), Contortionism, Dungeon Bashing, Eavesdropping, Endurance, Fighting Style, Gambling, Illusion Resistance, Intimidation, Martial Training, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus

Hit Points After 9th Level: +2 per level.

Stronghold & Followers: Hideout and 2d6 1st Level Gunslingers.

XP:
1st 0
2nd 2,750
3rd 5,500
4th 11,000
5th 22,000
6th 44,000
7th 90,000
8th 210,000
9th 330,000
10th 450,000
11th 570,000
12th 690,000
13th 810,000
14th 930,000

I don't have level titles for this one yet. Suggestions would be very welcome.

James C. Bennett
Joined: 2012-01-17 20:17

Looking over the Gunslinger again, that Two Handed fighting style is totally useless. Change it to Weapon and Shield.

Or we could drop the second fighting style and give him another iteration of Precise Shot. Then change Lucky to Precise Shot and, voila, Gunslingers can shoot into melee without penalty. That would change the XP table though, which is already pretty steep. Hmm...

Baron Opal
Joined: 2011-12-16 22:55

*Looking over the Gunslinger again, that Two Handed fighting style is totally useless.*

"There's nothin' like a good piece of hickory."
The Preacher, *Pale Rider*

It may be that there isn't a mechanical value to using a club two handed, I'm not sure off the top of my head. I can't imagine, however, any random person not being able to choke-up on an axe handle to take out four scalawags hassiling the townsfolk. A shield doesn't fit the idiom, I think.

And, by "random person" I mean "adventurer".

James C. Bennett
Joined: 2012-01-17 20:17

"A shield doesn't fit the idiom, I think."

True. Pistol and shield has always been my favorite Gamma World fighting style - both because it's so odd and because of the mutant armed that way on the 2nd Edition cover. But that's more of a fighter thing.

I called two handed fighting style useless because none of the weapons on his list can be used two handed. Alex has previously mentioned that a two-handed club is a staff, so we could replace whip with staff on the list. But I don't think staff fits the idiom either. Since anyone can use an axe handle two handed (or any other weapon and style combo they like; they just fight as a Normal Man when they do so) it's probably not necessary to add it...

Building the Gunslinger class has presented an unusual problem. He obviously needed needed the fighter attack throw progression from Fighting 2, but, to differentate him from the fighter, he needs to lose everything else it grants and get a couple of custom powers. But reducing him to leather armor and pistols and a few iconic one handed weapons, and limiting his damage bonus to missile only, opens up a lot more custom power slots than he needs, which jacks his XP cost way up. Hmm...

You're right. Leaving the two handed style is the way to go. I guess my inner munchkin just chafes at giving a character an ability has can't use.

Baron Opal
Joined: 2011-12-16 22:55

I had similar issues when I was building the Claviger class.

May I suggest that you further narrow the armor selection to Restricted? The the best armor a gunslinger could have would be hide (aka leather duster). Then you could improve weapons to broad and that would give you a bit more flexibility.

Level Titles

1st: Greenhorn
2nd: Tinplate
3rd: --
4th: Quickdraw
5th: --
6th: --
7th: Sharpshooter (Should have firing into melee penalty zeroed out)
8th: Far Ranger
9th: Gunslinger
12th: Lone Ranger

James C. Bennett
Joined: 2012-01-17 20:17

Those are some great level titles, Baron. Thanks! I'm kind of letting this percolate a bit after delving so deep into the psychic powers over the weekend. But your mention of hide armor got me thinking about my nitpicky issue with the interaction of hide armor and the light helmet rule from the Companion. So I finished up and posted the armor tweaks I've been working on.

James C. Bennett
Joined: 2012-01-17 20:17

Tinker

Hit Die Value: 1
XP Cost: 500
Hit Die: 1d6

Fighting Value: 1
XP Cost: 500
Attack Throws: +2 per 4 levels

Weapon Selection: Narrow.
Pistol, Rifle, Bayonet, Club, Dagger, Spear

Armor Selection: Unrestricted, reduced to Broad for 1 custom power
Technical Expertise: Identify, diagnose problems with, or repair Ancient technology. If there is a chance of failure, you succeed on a throw of 11+.

Fighting Styles: 2, reduced to 1 for 1 custom power.
Two Handed
Design, Build, and Repair Robots (Costs 3 custom powers, 2 from Thievery 2, 1 from reduced Fighting Styles. Functions exactly like Design, Build, and Repair Automatons, except they have to be tuned-up once a year like Ancient technology. Maybe look into decreasing weight, too...)

Damage Bonus: None

Cleaves: 1 per 2 levels

Thievery Value: 2
XP Cost: 400
Thief Skills: 5, reduced to 3 to gain 2 Custom Powers
Open Locks
Find Traps
Remove Traps
Design, Build, and Repair Robots (see above).

Psychic Value: 0

Saving Throws: As Thief

Magical Items: General and those restricted to Thief

Prime Requisites: DEX and INT

Class Proficiencies: 28 – Alchemy, Armor Training, Art, Bargaining, Craft, Dungeon Bashing, Engineering, Inventing, Jury-Rigging, Knowledge, Lockpicking, Loremastery, Mapping, Martial Training, Mechanical Engineering, Military Strategy, Navigation, Personal Automaton, Precise Shooting, Riding, Scavenging, Seafaring, Signaling, Siege Engineering, Tinkering, Trap Finding, Trapping, Weapon Finesse

Hit Points After 9th Level: +2 per level.

Stronghold & Followers: Workshop, as Dwarven Machinist's manufactory, but attracts apprentice tinkers and normal humans seeking to become apprentice tinkers.

XP:
1st - 0 - Apprentice
2nd - 1,400 - Technician
3rd - 2,800 - Mechanic
4th - 5,600 - Tinker
5th - 11,200 - Grease Monkey
6th - 22,400 - Inventor
7th - 45,000 - Engineer
8th - 90,000 - Master Engineer
9th - 190,000 - Robot Master
10th - 290,000 - Robot Master, 10th Level
11th - 390,000 - Robot Master, 11th Level
12th - 490,000 - Robot Master, 12th Level
13th - 590,000 - Robot Master, 13th Level
14th - 690,000 - Robot Master, 14th Level

James C. Bennett
Joined: 2012-01-17 20:17

Languages:
There are three languages used in the post-apocalyptic world:

Ancient: The language of the Ancients, now used mostly in written form as the language of scholars. Robots and other computers speak Ancient, as do some technologically advanced isolated communities.

Common: The language spoken by civilized people - Lawful, agrarian communities and the raiders who prey on them. It is descended from the Ancient language, but is no more similar to Ancient than French is to Latin.

Gibberish: Gibberish is not a specific language, but rather what people who speak Common call the various unique, Ancient-derived languages spoken by isolated communities and tribes. Gibberish never has a written component. Characters of at least average intelligence have an “Interpret Gibberish” chance based on their INT score (see below). When you encounter a new community that speaks Gibberish, roll to determine if you can interpret their Gibberish. Record whether or not you are successful. If successful, you can always understand and speak to members of that community. If unsuccessful, you can try again at the end of every month spent living in that community.

INT: Language Ability
3: Broken Common speech only
4-5: Speak Common
6-8: Speak & read Common
9-12: Speak, read & write Common, Interpret Gibberish 1 in 6
13-15: Speak, read & write Common, Read & write Ancient, Interpret Gibberish 2 in 6
16-17: Speak, read & write Common & Ancient, Interpret Gibberish 3 in 6
18: Speak, read & write Common & Ancient, Interpret Gibberish 4 in 6
19+: Speak, read & write Common & Ancient, Interpret Gibberish 5 in 6

Language Proficiency: Improves your Language Ability by one row on the table.

James C. Bennett
Joined: 2012-01-17 20:17

The next several posts will cover the Psychic Power rules, which are now complete (man, was that a lot of work!).

Psychic Value

4 - 2500 XP - 4 Psychic Powers chosen randomly by rolling on the Psychic Power Table, and plumb esoteric mysteries at high level [create psionic items at 9th level; channel great power via psychic metaconcert rituals, create psionic constructs, or perform feats of high necromancy (if you are Chaotic, or willing to become so) at 11th level].
3 - 1875 XP - 3 Psychic Powers chosen randomly by rolling on the Psychic Power Table
2 - 1250 XP - 2 Psychic Powers chosen randomly by rolling on the Psychic Power Table
1 - 625 XP - 1 Psychic Powers chosen randomly by rolling on the Psychic Power Table
0 - 0 XP - Nothing

Psychic Power Table (d12):
1 - Astral Projection
2 - Empathic Healing
3 - Extrasensory Perception
4 - Force Field Generation
5 - Illusionist
6 - Mind Bender
7 - Mind Breaker
8 - Mind Reader
9 - Necromancy
10 - Precognition
11 - Pyrokinesis
12 - Telekinesis

Psychic Monsters: Monsters can have psychic powers. Treat their Hit Dice as their level and give them one * per 2 psychic powers.

James C. Bennett
Joined: 2012-01-17 20:17

Astral Projection:

Level 1: The character can enter a trance during which his spirit leaves his body. This power can be used at will, but it takes 1 turn to enter the trance. His astral projecting spirit is invisible, inaudible, and intangible, but does have a faint odor that can be detected by dogs and other creatures with similarly acute noses. The spirit can see (with 60' infravision), hear, move at a speed of 120'(40'), and can communicate telepathically if the psychic has that ability. The spirit cannot "pass through walls" but it can move through any opening that is not airtight, as per the gaseous form spell. The spirit can do nothing else, and cannot interact with its environment in any way. This power lasts as long as the psychic concentrates on maintaining it, up to a maximum of 1 turn per level. At 8th level, the concentration limit increases to one hour per level. While astral projecting, the psychic is unaware of the condition of his body. If his body dies while he is astrally projecting, the astral projection effect ends (or the spirit becomes some kind of incorporeal undead, at the Judge's whim) At 1st level, the spirit manifests adjacent to the psychic's body. At 3rd level, it can manifest anywhere the psychic can see or has been within 100' of the psychic's body. This increases to anywhere the psychic can see or has been within 1000' of the psychic's body at 6th level, anywhere the psychic can see or has been within the same 6 mile hex as the psychic's body at 9th level, and anywhere the psychic can see or has been within the same 24 mile hex at 12th level. Note that this range is only a limit on the point where the spirit initially manifests. After is appears, the spirit can move at a speed of 120'(40') and can go as far from the psychic's body as it can get within the duration of the spell.

Level 2: Spirit Flight, once per 8 hours, casting time 1 round. As the Fly spell, execpt it can only be cast when the psychic is astrally projecting and only affects his astral form.

Level 3: Mainfest Tulpa: The psychic conjures an ectoplasmic body for his astrally projecting spirit. The spirit becomes visible, and is able to talk, to manifest psychic powers, and to interact with it's environment as if it were the psychic, but with a STR equal to the psychic's WIS. The tulpa is indistinguishable from the psychic by most senses, but it still gives off the astral projection's scent, and powers that detect magic or psionic effects will register the tulpa as magical. The tulpa has hit points equal to the psychic's level and cannot wear armor (though it appears to be wearing whatever the psychic is wearing). Destroying the tulpa inflicts 1 point of damage on psychic. The tulpa manifests with no equipment, but it can use any equipment that it picks up normally. This power can be used once per week when the psychic is astrally projecting, takes 1 turn to cast, and lasts until the tulpa is destroyed or the psychic ceases astrally projecting.

Level 5: Teleportation: The psychic teleports his body from wherever it is to wherever his astrally projected spirit is. This power can only be used when the psychic is astral projecting, takes 1 turn to cast, and may be used once per day.

Level 7: Contact Other Plane, once per week, casting time one turn. This power may only be used when the psychic is astrally projecting.

Level 9: Long Range Teleportation: This power functions like the Teleport spell, except it takes 1 turn to cast (during which the psychic's astral projection is hurtling towards the target destination at incredible speeds), affects only the psychic (and any equipment he is carrying), and any result other than "On Target" means the psychic simply fails to teleport (since his astral projection can see where he is going, he won't accidentally teleport to the wrong place). This power can be used once per week.

James C. Bennett
Joined: 2012-01-17 20:17

Empathic Healing:

Level 1: The character can heal another character by touching them at a rate one one hp per round. This ability is usable at will. Each day, the character may freely restore a number of hit points equal to twice his level. Once this pool of hit points is exhausted, the character loses one hit point for each hit point he restores for another character.

Level 2: Delay Disease or Delay Poison, casting time 1 turn. This power can be used once per hour; each time it is used, the healer chooses whether it will function as Delay Diseae or Delay Poison.

Level 3: Cure Blindness or Cure Disease, once per 8 hours, casting time 1 turn. This power can be used once per 8 hours; each time it is used, the healer chooses whether it will function as Cure Blindness or Cure Disease.

Level 5: Neutralize Poison, once per day, casting time 1 turn.

Level 7: Cure Serious Wounds, once per day, casting time 1 turn.

Level 9: Restore Life and Limb, once per week, casting time 1 turn.

James C. Bennett
Joined: 2012-01-17 20:17

Extrasensory Perception:

Level 1: Dowse, at will, casting time 1 turn. The psychic enters a trance which lasts as long as he concentrates on maintaining the effect. After he concentrates for a number of rounds equal to his level, he takes 1 point of damage every round he continues concentrating. Each round while in the trance he chooses one of the following things and knows whether it is present or absent within 120' radius of his position: a specific object or creature well known to the psychic, water, precious metals, precious stones, ancient technology (including robots), oil or gasoline, the tox, traps, secret doors, poison, living creatures, constructs (including robots), undead creatures, spirit creatures (astral projections and incorporeal undead), creatures with psychic powers, invisible creatures or objects, sinkholes of evil, ongoing psychic or magical effects including magic or psychically empowered items. If he concentrates on the same type of item two rounds in a row, he learns the direction to the nearest item of that type. If he concentrates on the same type of item a third round in a row, he learns the distance to the nearest item of that type. If the psychic makes use of a dowsing rod or similar focus object, he may move 20' per round while concentrating on this power. While dowsing, the psychic is unaware of anything except what he can sense using this power.

Level 2: Detect Invisible, once per 8 hours, casting time one round.

Level 3: Remote Sensing, once per 8 hours, casting time one turn. The psychic creates an invisible supernatural sensor at any point within 60' of his current location. By doing nothing but concentrating for one round, the psychic may see what is going on at that point as if he were there. If he moves out of range of the sensor, he may no longer perceive through it. He may move the sensor once per turn. At 9th level or above, he may also simultaneously hear through the sensor.

Level 5: Scry, once per day, casting time 1 turn. For as long as he concentrates, up to one turn, the psychic can see images of either a particular place or a particular person and their immediate vicinity. The more well known the target is to the psychic, the clearer the image received. There is no range limit on this power. At 9th level or above, the psychic may hear as well as see the target.

Level 7: Nondetection, once per day, casting time 1 round. For one hour per level, the psychic cannot be detected by dowsing, remote sensing, or scrying, or by any item that emulates these effects, such as a crystal ball.

Level 9: True Seeing, once per week, casting time one turn.

James C. Bennett
Joined: 2012-01-17 20:17

Force Field Generation:

Level 1: The psychic can surround himself with a protective force field. Using highly speciailized precognition, the psychic is able to activate the force field automatically when he rolls initiative. The force field provides psychic with 5 extra hit points. When the force field collapses when it runs out of hit points or after 10 minutes (1 turn) has passed. Once the force field collapses, it cannot be activated again for 10 minutes (1 turn). The force field improves as the psychic gains levels: it provides 10 hp at 4th level, 20 hp at 8th level, and 30 hp at 12th level. At 7th level, the psychic also takes half damage from physical attacks, such as weapon attacks, while the force field is active. This protection is lost once the force field collapses.

Level 2: Shield, once per hour, casting time one round.

Level 3: Floating Disk, once per hour, casting time one round. Note that the duration of this effect is one hour, and the psychic can simply elect to extend the duration of an existing disk instead of conjuring a new one.

Level 5: Protection from Normal Missiles, once per day. Note that ray guns and rocket launchers do not fire normal missiles, but regular guns do.

Level 7: Psychic Shield, once per month, as Anti-Magic Shell

Level 9: Wall of Force, once per month

James C. Bennett
Joined: 2012-01-17 20:17

Illusionist:

Level 1: Cloud Minds, once per hour, casting time 1 round. For one turn per level, creatures within 120' of the psychic tend to ignore the his presence, granting him a +8 bonus to hide in shadows and move silently. If he doesn't have the hide in shadows or move silently abilities, he gains them at 12+ for the duration of this power. At 5th level, this power also grants invisibility and inaudibility, as per those spells. If the invisibility or inaudibility effects end before the duration of this power is up, then the psychic still receives the bonus on hide and move silently checks until the power ends. Note that this is a mind-affecting power that has no effect on anyone more than 120' from the psychic, or on cameras or microphones.

Level 2: Phantasmal Force, once per 8 hours, casting time 1 round.

Level 3: Disguise, once per hour, casting time 1 turn. For 6 turns plus one turn per level, this power disguises the psychic with the illusion of any other humanoid creature. The psychic can control his disguise's physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind. If possible, any equipment the psychic carries is incorporated into the disguise; otherwise, it is consealed. If used in conjunction with a successful Disguise proficiency throw, this power can allow the psychic to appear as a specific individual.

Level 5: Spectral Force, once per day, casting time 1 turn.

Level 7: Improved Cloud Minds, once 8 hours, casting time 1 turn. As Cloud Minds, except the concealment extends to any of the psychic's allies who are within 10 feet of him when he manifests the power.

Level 9: Phantasmal Killer, once per month, casting time 1 round.

James C. Bennett
Joined: 2012-01-17 20:17

Mind Bender:

Level 1: Mindlink, at will, casting time 1 round. The psychic can establish a psychic link with any one willing creature that has a language, provided the psychic can see the target and it is whithin 10' per level of the psychic. Once the link has been established, the psychic and the target can communicate with one another telepathically, across any language barrier, until one party moves out of range, or the psychic goes to sleep or falls unconscious, or one party chooses to sever the link. The psychic must sever the link before he can establish a link with another creature, unless he has this power more than once. In this case, he may maintain a number of mindlinks equal to the number of times he rolled this power, and all creatures to which he is mindlinked may communicate with each other across the link. The range of this power improves as the psychic gains levels: 100' per level at 4th level, within the same 6 mile hex at 8th level, within the same 24 mile hex at 12th level. At 4th level or above, you can establish or maintain a mindlink with an unwiling target if it fails a WIS save.

Level 2: Fellowship or Enthrall, casting time 1 round. This power can be used once per 8 hours; each time it is used, the healer chooses whether it will function as Fellowship or Enthrall

Level 3: Charm Person or Charm Animal, casting time 1 round. This power can be used once per 8 hours; each time it is used, the healer chooses whether it will function as Charm Person or Charm Animal.

Level 5: Command Person, once per day, casting time 1 round.

Level 7: Charm Monster, once per week, casting time 1 round.

Level 9: Geas, once per month, casting time one turn.

James C. Bennett
Joined: 2012-01-17 20:17

Mind Breaker:

Level 1: Mindlink, at will, casting time 1 round. The psychic can establish a psychic link with any one willing creature that has a language, provided the psychic can see the target and it is whithin 10' per level of the psychic. Once the link has been established, the psychic and the target can communicate with one another telepathically, across any language barrier, until one party moves out of range, or the psychic goes to sleep or falls unconscious, or one party chooses to sever the link. The psychic must sever the link before he can establish a link with another creature, unless he has this power more than once. In this case, he may maintain a number of mindlinks equal to the number of times he rolled this power, and all creatures to which he is mindlinked may communicate with each other across the link. The range of this power improves as the psychic gains levels: 100' per level at 4th level, within the same 6 mile hex at 8th level, within the same 24 mile hex at 12th level. At 4th level or above, you can establish or maintain a mindlink with an unwiling target if it fails a WIS save.

Level 2: Flay Mind, once per hour, casting time 1 round. You psychically assault one creature within 10' per level. That creature must succeed on a WIS save or take 1d8 damage. If the creature fails its save, you may continue concentrating on this power, and assault him again the next round. You may continue assaulting him, round after round, until he succeeds on a WIS save, or you lose concentration by taking damage, failing a save, or taking any action other than concentrating on this power.

Level 3: Hold Person, once per day, casting time 1 round.

Level 5: Confusion, once per week, casting time 1 round.

Level 7: Feeblemind, once per week, casting time 1 round. You may target any creature with which you are mindlinked, and only creatures with which you are mindlinked, with this power.

Level 9: Mind Switch, once per month, casting time 1 turn. One target with which you are mindlinked must succeed on a WIS save or your mind inhabits his body while his mind inhabits your body. While your minds are switched, each of you gains the STR, DEX, CON, age, speed, and senses of the body they currently inhabit, while retaining all of their own other statistics and abilities. This effect lasts one hour per level of the psychic. If one of the bodies is killed while the effect persists, then the spirit currently in that body dies and the other spirit permanently inhabits the other body.

James C. Bennett
Joined: 2012-01-17 20:17

Mind Reader:

Level 1: Mindlink, at will, casting time 1 round. The psychic can establish a psychic link with any one willing creature that has a language, provided the psychic can see the target and it is whithin 10' per level of the psychic. Once the link has been established, the psychic and the target can communicate with one another telepathically, across any language barrier, until one party moves out of range, or the psychic goes to sleep or falls unconscious, or one party chooses to sever the link. The psychic must sever the link before he can establish a link with another creature, unless he has this power more than once. In this case, he may maintain a number of mindlinks equal to the number of times he rolled this power, and all creatures to which he is mindlinked may communicate with each other across the link. The range of this power improves as the psychic gains levels: 100' per level at 4th level, within the same 6 mile hex at 8th level, within the same 24 mile hex at 12th level. At 4th level or above, you can establish or maintain a mindlink with an unwiling target if it fails a WIS save.

Level 2: Hear Thoughts, at will, casting time 1 turn. This power functions as the ESP spell, except that it only lasts as long as the psychic concentrates.

Level 3: Iron Mind, once per 8 hours, casting time 1 turn. The psychic gains a +4 bonus to WIS saves for 1 turn per level.

Level 5: Correspond, once per day, casting time 1 turn. You establish a mindlink with a creature with which you have previously shared either physical contact or a mindlink, regardless of where that creature is. This effect functions across even intergallactic distances, and across interplanar boundaries.

Level 7: Modify Memory, once per day, casting time 1 turn. You reach into the mind of a creature with which you are mindlinked and modify as many as 5 minutes of its memories in one of the following ways: 1 - Eliminate all memory of an event the subject actually experienced (this spell cannot negate charm, geas/quest, suggestion, or similar effect); 2 - allow the subject to recall with perfect clarity an event it actually experienced; 3 - change the details of an event the subject actually experienced; 4 - implant a memory of an event the subject never experienced. A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

Level 9: Mind Probe, once per day, casting time 1 turn. You reach into the mind of a creature with which you are mindlinked and draw forth its memories. All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. The power lasts for 1 round per level, and you can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a WIS save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists.
You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a WIS save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above. Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

James C. Bennett
Joined: 2012-01-17 20:17

Necromancy:

Level 1: The necromancer can command undead as a Chaotic cleric of his level.

Level 2: Speak With Dead, once per 8 hours, casting time 1 turn.

Level 3: Drain Life, once per day. Creature touched loses 1d10 + Necromancer's level hit points. Necromancer gains the hit points drained as temporary hit points. These temporary hit points will be the first lost if any damage is suffered, but cannot be regained through rest or healing effects, and will disappear at the expiration of the power’s duration (1 hour per necromancer level). Anyone killed by this power arises as an undead creature (usually a zombie, but based on hd/level) in 1d6 days if the body is not cremated.

Level 5: Fear, once per week.

Level 7: Animate Dead, once per week, casting time one turn.

Level 9: Death Spell, once per month, casting time 1 turn. Anyone killed by this power arises as an undead creature (usually a zombie, but based on hd/level) in 1d6 days if the body is not cremated.

James C. Bennett
Joined: 2012-01-17 20:17

Precognition:

Level 1: Detect Danger: By doing nothing but concentrating for one full round, the precog determins whether a small area (1’ x 1’), creature (man-sized), or object (such as chest, weapon, or smaller item) is dangerous. A full round of concentration is needed for each small area, creature, or object examined. Larger areas, creatures, or objects can be examined by spending proportionally more time. After examining the thing, the caster will learn whether it poses him a clear and present danger, a potential danger, or no danger. The precise nature of the danger is not, however, revealed. Most creatures are potential dangers. Most poisons are clear and present dangers. This power may be used at will.

Level 2: Augury or Predict Weather, casting time 1 turn. This power can be used once per hour; each time it is used, the precog chooses whether it will function as Augury or Predict Weather.

Level 3: Combat Precognition, once per 8 hours, casting time 1 turn. For 1 turn per level, the precog gains a bonus on attack throws, saving throws, and AC equal to his level divided by 3, rounded down. While this power is in effect, the precog cannot be surprised.

Level 5: Postcognition, once per day, casting time 1 turn. See images of the past of object or creature touched. Target must be touched for the entire casting time. Unwilling creatures can can make a WIS save to avoid the effect. In general, this power reveals the target's origin, how it came to be where it is now, and a number of other events in its existance equal to the precog's level. If this ability is used again on the same target, it will reveal the same information it did before, unless the precog has more "other events" available to him as a result of his level having increased.

Level 7: Divination, once per day, casting time 1 turn.

Level 9: Moment of Prescience, once per month, casting time 1 turn. This ability lasts for one hour per level of the precog. Exactly one time during the duration of this power, the precog may choose for any one throw he makes to be automatically successful. Alternatively, he may choose for any one throw that another character makes in attempt to injure or thwart the precog to automatically fail.

James C. Bennett
Joined: 2012-01-17 20:17

Pyrokinesis:

Level 1: Ignite: By concentrating for one round, you can ignite any fire you could start with a match or lighter up to 10' away. If you try to ignite a creature with this power, the target must make a WIS save or take 1d6 damage, and you can't use this power again for one turn. The range of this ability increases as the psychic gains levels: 30' at 4th level, 100' at 8th level, line of sight at 12th level (this is very usefull when paired powers like clairvoyance that allow remote viewing).

Level 2: Hurl Firebolts, once per hour. For a duration of one turn, the psychic may attack by throwing bolts of fire. This functions as having a one handed ranged weapon that inflicts 1d6 fire damage at the following range: 20'(+0)/40'(-2)/60'(-5). The psychic's WIS bonus applies to attacks and damage with this weapon (in place of his DEX), and the psychic may make up to his level or 4 (whichever is less) cleave attacks with it each round.

Level 3: Resist Fire, once per 8 hours. Alternatively, you may use this power to quench all normal fire within a 20' cube that is within the range of your Ignite power.

Level 5: Fireball, once per day.

Level 7: Wall of Fire, once per week.

Level 9: Cryokinesis: The psychic learns how to decrease as well as increase the energy of a target. When he uses wall of fire, he may create a wall of ice (as the spell) instead. When he uses any of his other powers, he may choose to inflict or resist cold damage instead. Note that this does not allow him to use these powers any more often.

James C. Bennett
Joined: 2012-01-17 20:17

Telekinesis:

Level 1: The character can use telekinesis to manipulate objects up to 10' away. For the most part, he may use telekinesis to do anything he could do by physically interacting with the target, except that he uses his Wisdom in place of his Strength. He may use telekinesis to make Brawling and Wrestling attacks (again, with WIS substituting for STR), but not weapon attacks. He may use telekinesis to Pick Pockets; if he does not have the Pick Pockets ability, he may pick pockets with telekinesis as a thief of half his level. The range of this ability increases as the psychic gains levels: 30' at 4th level, 100' at 8th level, line of sight at 12th level (this is very usefull when paired powers like clairvoyance that allow remote viewing).

Level 2: Choking Grip, once per hour.

Level 3: Levitate, once per hour, casting time one turn. Range is the same as his level 1 telekinesis power range limit. Weight limit increases as the psychic gains levels: 100 pounds per level up to 10th level, 1 ton at 11th level, 2 tons at 12th level, 5 tons at 13th level, 10 tons at 14th level. At 8th level or above, unwilling or attended targets may be lifted if they fail a STR save.

Level 5: Restrain, once per day. Targets a single creature or object within 180'. The target must make a STR save or be restrained for as long as the psychic does nothing but concentrate on maintaining this effect, and for a number of rounds equal to the psychic's level after he stops concentrating. A restrained creature is aware, and breathes normally, but cannot take any action, including speech. A winged creature that is restrained cannot flap its wings and will fall. A restrained swimmer cannot swim and may drown. A door or similar object that is restrained cannot be opened unless the opener succeeds on a STR save.

Level 7: Fly, once per 8 hours, casting time 1 turn.

Level 9: Crush, once per week. As restrain, but target takes damage each round it is restrained. The target takes 1d10 damage each round that the psychic concentrates on maintaining the effect, and 1d6 damge each round that the effect persists after he stops concentrating.

James C. Bennett
Joined: 2012-01-17 20:17

Saving Throws:

Replace this...with this...which is used to resist this:
Poison & Death...CON...Poison, instant death effects, and anything else that targets your health directly
Petrification & Paralysis...STR...Wrestling and any other attempt to physically restrain you
Blast & Breath...DEX...Area effect attacks and anything else you can dodge out of the way of
Spells...WIS...Mind affecting effects and anything that doesn't fit one of the other categories

Saving throws are modified by the corresponding attribute modifier.
Order of precedence is CON > STR > DEX > WIS.
Ignore the Staffs & Wands save, but grant a +1 bonus to save against effects generated by a staff, wand, or similar device.

James C. Bennett
Joined: 2012-01-17 20:17

Armor:

According to the Light Helmet entry in the ACKS Companion, wearing armor without a helmet reduces the AC by 1 (I'm curious how that rule interacts with hide and fur armor...). Since wearing a helmet seems to be the exception rather than the rule among road warrior types (and among my vain players) I want to flip this around and make wearing a helmet an opt-in rather than opt-out choice. So here's my optional armor table:

Example - AC - Enc - Cost - Minimum Class Armor Selection Required
Clothing - 0 - n/a - n/a - Forbidden
Leather - 1 - 1 st - 10gp - Narrow
Scale - 2 - 2 st - 20gp - Broad
Chain - 3 - 3 st - 30gp - Broad
Lamellar - 4 - 4 st - 40gp - Unrestricted
Plate - 5 - 5 st - 50gp - Unrestricted
Light Helmet - +1 - 1 st - 10gp - Restricted
Heavy Helmet - +1 - 1 st - 20gp - Restricted
Shield - +1 - 1 st - 10gp - Restricted + Weapon & Shield Fighting Style

Post-apocalyptic soldiers in the armies of highly civilized realms wear various historical styles of armor (such as the ones listed in ACKS) that have been either consciously copied from the Ancients' records of their own history or convergently reinvented by post-apocalyptic armorers.

Bandits, raiders, mutants, poor mercenaries and adventurers, and other unsavory sorts wear armor more reminiscent of Fallout or The Road Warrior, which is generally known as wastelander armor.

Wastelander Armor: Cost, encumberance, and required armor selection is the same as for historical armor with the same AC.

~ AC1: Leathers (often black), thick hides and furs, a motley patchwork outfit stitched together from the remnants of a dozen or more ruined armored jumpsuits, or a leather duster lined with the remains of several ruined armored jumpsuits.

~ AC2: As AC1, but augmented with rigid pieces that protect one or more arms, legs, or shoulders. These rigid pieces could be mail or plate scavenged from suits of historical armor, ancient pieces scavenged from ruined suits of ancient battle armor or powered armor, or crude pieces fashioned from scrap metal or the bones, shells, or exoskeletons of heavily armored mutant monsters.

~ AC3: As AC2, but with but with rigid protection for the chest and back as well. This could be a breastplate or mail vest.

~ AC4: As AC3, with rigid protection for the chest and back, both arms, both legs, and both shoulders.

There is no AC5 wastelander armor.

Relic Armor: All peices must be tuned up every year like other ancient relics.

Armored Jumpsuit: AC2, Enc 0, Narrow armor selection. Can be worn consealed beneath normal clothing.

Ancient Battle Armor: AC4, Enc 2, Broad armor selection. A heavier armored jumpsuit augmented with a rigid breastplate composed of advanced materials and matching arm, leg, and shoulder protection. And pockets.

Powered Armor: AC6, Enc 2, Unrestricted armor selection. A full suit (sans helmet) of rigid armor composed of advanced materials and augmented with internal motors to reduce its effective encumberance. The wearer's effective STR is increased by 2, and he does not have to rest every 6th turn while exploring.

Powered Assault Armor: AC8, Enc 3, Unrestricted armor selection. A full suit (sans helmet) of rigid armor composed of advanced materials and augmented with internal motors to reduce its effective encumberance. The wearer's effective STR is increased by 2, and he does not have to rest every 6th turn while exploring.

Ancient Helmet: +1 AC, ENC 1, Restricted armor selection. A relatively open helmet with a trasparent visor, this device provides 60' infravision and also serves as a set of display goggles (see Relic Communications Equipment).

Powered Helmet: +1 AC, ENC 1, Restricted armor selection. A heavy helmet that fully encloses the head, this device provides a +2 bonus on d20 rolls made on the mortal wounds table and 60' infravision, and also serves as a set of display goggles (see Relic Communications Equipment). When worn with a suit of power armor, it also provides the wearer with breathable air (uncontaminated by poison, radiation, or pathogens) at a comforatble temperature and pressure.

Shield Glove: +2 AC, ENC 0, Restricted armor selection plus weapon and shield fighting style. This device projects a hardened force field in the shape of a shield (usually but not always round). It's predictive AI activates the shield when the wearer rolls initiative.

shane
Joined: 2012-08-26 04:17

This is great stuff! Have you added any other content in the meantime?

James C. Bennett
Joined: 2012-01-17 20:17

Glad you like it. I haven't added anything else, no. I have gamer ADD issues, and wrote this science fantasy stuff mostly to get it out of my head so I could concentrate on the straight fantasy campaign I was developing. I might go back to it in the near future, though, as a way of transitioning a campaign I run sporadically for another group to a Sword & Planet game.