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Page 1: Sample file - watermark.dmsguild.com · Welcome to d20 Future Tech, the gadgets-and-gear supplement for the d20 Future supplement. Intended for use by both players and Gamemasters,

Rodney Thompson and JD Wiker

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Page 2: Sample file - watermark.dmsguild.com · Welcome to d20 Future Tech, the gadgets-and-gear supplement for the d20 Future supplement. Intended for use by both players and Gamemasters,

Rodney Thompson and JD Wiker

Tammie Webb Ryan

Kim MohanChristopher Perkins

Paul Hebron Kalman Andrasofszky

Attila Adorjany. Kalman Andrasofszky, Jeffrey Carlisle, Anderson Gaston, Andez Gaston, D. Alexander Gregory, Jaime Jones, Warren Mahy, Joel Thomas, Francis Tsai

Paul Hebron, Kate Irwin, Jennifer Lathrop, Soe Murayama

Angelika Lokotz

Travis Adams

Bill Slavicsek

Randall Crews, Joshua Fischer

U.S., CANADA, EUROPEAN HEADQUARTERSASIA, PACIFIC, & LATIN AMERICA Hasbro UK Ltd.Wizards of the Coast, Inc. Caswell WayP.O. Box 707 Newport, Gwent NP9 0YHRenton WA 98057–0707 Great Britain(Questions?) 1–800–324–6496 Please keep this address for your records

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ISBN-10: 0-7869-3949-4 First Printing: February 2006 ISBN-13: 978-0-7869-3949-7

d20, d20 Future, d20 Modern, Urban Arcana, Menace Manual, Alternity, Dungeons & Dragons, D&D, are trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.Printed in the U.S.A. ©2006 Wizards of the Coast, Inc.

Visit our website at www.wizards.com/d20.

This product requires the use of the d20 Modern Roleplaying Game by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. Rules mechanics

are based on the d20 Modern Roleplaying Game, the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and

the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

Sources for this product include the Alternity Science Fiction Roleplaying Game by Bill Slavicsek and Richard Baker; Warships by Richard Baker;

Star Frontiers Alpha Dawn (published by TSR, Inc.); Zebulon’s Guide to Frontier Space by Kimber Eastland; “Mecha Crusade” by David Noonan

(Polyhedron #154); and “Genetech” by Rich Redman (Polyhedron #155).

This Wizards of the Coast® game product contains no Open Game Content. No portion of this work may be reproduced in any form without

written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

®

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CONTENTSIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

What is d20 Future Tech? . . . . . . . . . . . . . . . . . . . . 4How to Use this Book . . . . . . . . . . . . . . . . . . . . . . . . 5Progress Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Chapter OnePersonal Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Universal Weapon Gadgets . . . . . . . . . . . . . . . . . . . 6Universal Weapon Flaws . . . . . . . . . . . . . . . . . . . . . . 8Universal Ammunition Gadgets . . . . . . . . . . . . . . . 8Universal Ammunition Flaws . . . . . . . . . . . . . . . . . . 9Universal Armor Gadgets . . . . . . . . . . . . . . . . . . . . . 9Universal Armor Flaws . . . . . . . . . . . . . . . . . . . . . . . 9Universal Equipment Gadgets . . . . . . . . . . . . . . . . 10Universal Equipment Flaws . . . . . . . . . . . . . . . . . . 10Universal Computer Gadgets . . . . . . . . . . . . . . . . 10Universal Computer Flaws . . . . . . . . . . . . . . . . . . . .11Universal Psitech Gadgets . . . . . . . . . . . . . . . . . . . .11Universal Psitech Flaws . . . . . . . . . . . . . . . . . . . . . . 12Progress Level 6 Gear . . . . . . . . . . . . . . . . . . . . . . . 12Progress Level 7 Gear . . . . . . . . . . . . . . . . . . . . . . . . 18Progress Level 8 Gear . . . . . . . . . . . . . . . . . . . . . . . 22Progress Level 9 Gear . . . . . . . . . . . . . . . . . . . . . . . 26Equipment Packages . . . . . . . . . . . . . . . . . . . . . . . . 28

Chapter TwoStarships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Designing New Starships . . . . . . . . . . . . . . . . . . . . 32Starship Combat Maneuvers . . . . . . . . . . . . . . . . . 38Expanded Crew Actions . . . . . . . . . . . . . . . . . . . . . 39Starship Modifi cations . . . . . . . . . . . . . . . . . . . . . .40Starships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Drone (PL 5) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43Escape Pod (PL 5) . . . . . . . . . . . . . . . . . . . . . . . . 43Bomber (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Drop Ship (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . . 44Light Freighter (PL 6) . . . . . . . . . . . . . . . . . . . . . . 45Blockade Runner (PL 7) . . . . . . . . . . . . . . . . . . . 46Maintenance Tug (PL 6) . . . . . . . . . . . . . . . . . . . 46Ravager (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Flagship (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Fortress Ship (PL 8) . . . . . . . . . . . . . . . . . . . . . . . 48

Space Stations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Spacedock (PL 5) . . . . . . . . . . . . . . . . . . . . . . . . . 48Orbital Colony (PL 6) . . . . . . . . . . . . . . . . . . . . . 49Military Base (PL 6) . . . . . . . . . . . . . . . . . . . . . . . 50Deep Space Outpost (PL 7) . . . . . . . . . . . . . . . . 50

Starship Templates . . . . . . . . . . . . . . . . . . . . . . . . . . 50

Chapter ThreeSystems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Telephony (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . 55Videophony (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . 55Holophony (PL 8) . . . . . . . . . . . . . . . . . . . . . . . . 55

Identifi cation and Security . . . . . . . . . . . . . . . . . . 55Personal Data Identifi cation (PL 6) . . . . . . . . . 56Retinal Identifi cation (PL 7) . . . . . . . . . . . . . . . 56Genetic Identifi cation (PL 8) . . . . . . . . . . . . . . 56

Bioelectric Identifi cation (PL 9) . . . . . . . . . . . . 56Advertising and Marketing . . . . . . . . . . . . . . . . . . . 56

Talking Products (PL 6) . . . . . . . . . . . . . . . . . . . . 57Pinpoint Marketing (PL 7) . . . . . . . . . . . . . . . . . 57Holomarketing (PL 8) . . . . . . . . . . . . . . . . . . . . . 58

Health Care . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Medevac (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . . 58Medifreeze (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . 58Mediport (PL 8) . . . . . . . . . . . . . . . . . . . . . . . . . . 58

Home Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59Autogrocer (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . 59Fabricator (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . 59Biofabricator (PL 8) . . . . . . . . . . . . . . . . . . . . . . . 59

Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Planetary Travel (PL 6) . . . . . . . . . . . . . . . . . . . .60Interplanetary Travel (PL 6) . . . . . . . . . . . . . . . .60Interstellar Travel (PL 7) . . . . . . . . . . . . . . . . . . .60Teleportation Stations (PL 8) . . . . . . . . . . . . . . 61

Chapter FourMecha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

New Mecha Combat Rules . . . . . . . . . . . . . . . . . . . 62Mecha Copilot Actions . . . . . . . . . . . . . . . . . . . 63Throwing Large Objects . . . . . . . . . . . . . . . . . . 63Sundering Mecha Equipment . . . . . . . . . . . . . .64Damaging Equipment Slots . . . . . . . . . . . . . . . .64Blowing off Limbs . . . . . . . . . . . . . . . . . . . . . . . .64Disabled/Destroyed Mecha . . . . . . . . . . . . . . .64

Mecha as Walking Tanks . . . . . . . . . . . . . . . . . . . . . 65New Mecha Base Models . . . . . . . . . . . . . . . . . . . .66

Large Scout Walker Mecha . . . . . . . . . . . . . . . .66Large Heavy Assault Mecha . . . . . . . . . . . . . . .66Huge Command Mecha . . . . . . . . . . . . . . . . . . . 67Huge Infantry Mecha . . . . . . . . . . . . . . . . . . . . . 67Gargantuan Deep Space Mecha . . . . . . . . . . . . 67Gargantuan Siege Mecha . . . . . . . . . . . . . . . . . . 67Colossal Sentinel Mecha . . . . . . . . . . . . . . . . . .68Colossal Walking Fortress Mecha . . . . . . . . . .68

Mecha Modifi cations . . . . . . . . . . . . . . . . . . . . . . .68Adding New Equipment Slots . . . . . . . . . . . . .68Transforming Mecha . . . . . . . . . . . . . . . . . . . . . 69Metabots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Mecha Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70Mecha Superstructure . . . . . . . . . . . . . . . . . . . . 70Mecha Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70Mecha Movement Systems . . . . . . . . . . . . . . . . 71Mecha Sensor Systems . . . . . . . . . . . . . . . . . . . 72Mecha Defense Systems . . . . . . . . . . . . . . . . . . 72Mecha Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 73Miscellaneous Equipment . . . . . . . . . . . . . . . . . 77

Sample Mecha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Hive (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Scarab (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Boulder (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . .80Sledgehammer (PL 7) . . . . . . . . . . . . . . . . . . . . .80Final Judge (PL 8) . . . . . . . . . . . . . . . . . . . . . . . . . 81

Chapter FiveRobotics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

Playing Robot Heroes . . . . . . . . . . . . . . . . . . . . . . . 82Robot Level Adjustments . . . . . . . . . . . . . . . . . 83Robot Advantages . . . . . . . . . . . . . . . . . . . . . . .84Robot Drawbacks . . . . . . . . . . . . . . . . . . . . . . . .84

Robot Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84Command Codes (PL 5) . . . . . . . . . . . . . . . . . . .84Decentralized Components (PL 7) . . . . . . . . . .84Finely Tuned (PL 6) . . . . . . . . . . . . . . . . . . . . . . . 85Memory Implant (PL 6) . . . . . . . . . . . . . . . . . . . 85Overclocked (PL 6) . . . . . . . . . . . . . . . . . . . . . . . 85Persistent Personality (PL 7) . . . . . . . . . . . . . . . 85Plug-and-Play Brain (PL 6) . . . . . . . . . . . . . . . . . 85Plug-and-Play Components (PL 6) . . . . . . . . . . 85Rogue Robot (PL 6) . . . . . . . . . . . . . . . . . . . . . . . 85Voice-Activated (PL 6) . . . . . . . . . . . . . . . . . . . . 85Wetware (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

Robot Accessories . . . . . . . . . . . . . . . . . . . . . . . . . .86Energy-Resistant Coating (PL 6) . . . . . . . . . . . .86Extendable Sensor (PL 6) . . . . . . . . . . . . . . . . . .86Gimbaled Joints (PL 6) . . . . . . . . . . . . . . . . . . . .86Grappling Hand (PL 6) . . . . . . . . . . . . . . . . . . . .86Passenger Compartment (PL 6) . . . . . . . . . . . . 87Tentacles (Multiple) (PL 6) . . . . . . . . . . . . . . . . . 87Fusion Engine (PL 7) . . . . . . . . . . . . . . . . . . . . . . . 87Component Assimilator (PL 8) . . . . . . . . . . . . . 87Nanite Self-Repair Cluster (PL 8) . . . . . . . . . . . 87Psychocoder (PL 8) . . . . . . . . . . . . . . . . . . . . . . . 87

Sample Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88Gun Drone (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . .88Microbot (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . .88Intruder Mk. VI (PL 6) . . . . . . . . . . . . . . . . . . . . .88OmniTool Self-Guided Repair Kit

(SGRK) (PL 6) . . . . . . . . . . . . . . . . . . . . . . . . . .89Reaper (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90PAR–3 (PL 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90Cyberspawn (PL 8) . . . . . . . . . . . . . . . . . . . . . . . . 91

Chapter SixCombat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

Character Combat . . . . . . . . . . . . . . . . . . . . . . . . . . 93Integrating Vehicle Combat . . . . . . . . . . . . . . . 93Integrating Mecha Combat . . . . . . . . . . . . . . . . 93Integrating Starship Combat . . . . . . . . . . . . . . . 93

Vehicle Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Integrating Character and Mecha Combat . . 94Integrating Starship Combat . . . . . . . . . . . . . . . 94

Mecha Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Integrating Character and Vehicle Combat . . 95Integrating Starship Combat . . . . . . . . . . . . . . . 95

Starship Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95Integrating Character Combat . . . . . . . . . . . . . 95Integrating Vehicle and Mecha Combat . . . . . 96

About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . 96

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Welcome to d20 Future Tech, the gadgets-and-gear supplement for the d20 Future supplement. Intended for use by both players and Gamemasters, d20 Future Tech expands upon d20 Future by presenting even more options for a futuristic campaign. More tha just lists of equipment, though, this

book presents guidelines for developing futuristic societies, generating nonstandard heroes (such as robots), and conducting combat using the

kinds of weapons and vehicles available in high-technology settings.

WHAT IS D20 FUTURE TECH?WHAT IS D20 FUTURE TECH?d20 Future Tech is many things. On one level, it’s a peek into the tech-

nology of the future and how that technology will affect everyday life. Science fiction writers and other futurists have been imagin-ing the future for almost as long as humankind has been around.

Their visions range from utopian scientific wonderlands to bleak radioactive wastelands, but always have the

common thread of technological progress tying them together. d20 Future Tech is the translation of

these visionary concepts into rules for gear in futuristic d20 MODERN roleplaying campaigns.

On another level, d20 Future Tech is a collection of what the designers of d20 Future wanted to put in, but

ultimately didn’t have room for in the book—along with the countless ideas that came to them weeks or days or hours after d20 Future went to print. Furthermore, d20

Future Tech is the culmination of designs suggested or requested by you, the players, after you had a chance to

read through d20 Future and play with those rules a few times. In some cases, the designers have clarified

what they had already written; in others, they’ve filled in the gaps that players asked to know more about. So, d20 Future Tech is a companion piece to d20 Future—a compendium of requests,

clarifications, and all the brilliant ideas that the designers have had since they wrote d20 Future.

On another level, d20 Future Tech is a book of examples of what can be done with the d20 Future rules. From chapters on per-sonal equipment—including modifications to the gadget system first presented in d20 Future—to new starships, mecha, and robots,

d20 Future Tech offers virtual “props” for your future d20 MODERN games. Additionally, d20 Future Tech provides rules for com-

bining the various forms of futuristic combat: vehicular, mecha, starship, and personal combat—how a vehicle attacks and damages a mecha, starship,

Introduction

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or character; how a character attacks and damages a mecha; and so on. Finally, this book discusses how to tie all the elements of science fiction and technology together to create a cohesive futuristic campaign setting—one that seems both fantastic and realistic at the same time.

HOW TO USE THIS BOOKHOW TO USE THIS BOOKThe best use of d20 Future Tech is as a menu for outfitting a campaign. Once the GM has selected the Progress Level of the setting (see below), she can then establish the limitations of what is and isn’t available in the campaign, and what constitutes a cut-ting-edge technology. Though much of the information presented here relates specifi-cally to equipment—and thus can enter a futuristic campaign at any point—some of it also affects character creation. Feats, in particular, should be available from the very beginning, and if the GM decides to allow robotic heroes, the players should also have access to the chapter on robotics early on in the campaign planning process.

PROGRESS LEVELSPROGRESS LEVELSAs explained in d20 Future, Progress Levels (PL) indicate the state of technological advances that exist in any given civilization, whether that civilization is located somewhere on Earth or on some distant world. Progress Levels are generally homogenous throughout a civilization, especially after communications technology goes global at PL 5 (the Information Age): Anyone, anywhere in the world, can share in the scientific progress of other cultures on the same planet, or at least close the gap. Similarly, a society that has mastered space travel might journey to a world that has just developed the steam engine, and in the same solar system visit another world where the natives are testing their first spacecraft. Progress Levels aren’t necessarily the same for various aspects of technology, however. A society might be at PL 5 for vehicles and communications, but only at PL 4 for space travel. A common convention of science fiction is one or two fields of technology that are greatly advanced over all others. Having a society develop teleportation technology instead of space flight might be a setting’s defining characteristic. Other works of fiction posit the existence of rapid interstellar travel, but rule out the possibility of personal laser weapons. Each Progress Level beginning at PL 1 is briefly described below. For more information, see d20 Future.

PL 1: Bronze/Iron AgeWhen a civilization learns to create bronze from copper and tin, it has advanced to the Bronze Age, which allows it to advance to working iron, an even more durable metal. Settlements grow from small villages to large ones and eventually to small towns, fostering trade, which in turn leads to larger and larger settlements, right on up to the first small cities.

PL 2: Middle AgesThe hallmark of this Progress Level is the first real mass-communica-tion system: printing. The ability to create and share multiple copies of books enables architecture, commerce, metallurgy, and mathematics to make great strides. At the same time, the populations of Bronze Age nations begin migrating toward cities, making urban areas more important than the surrounding farms for the first time in history.

PL 3: Age of ReasonThe Age of Reason supplants faith- and superstition-based logic systems with scientific experimentation and systematic research. The study of chemistry, medicine, biology, astronomy, and even electromagnetism all thrive—aided by the invention of the first crude telescopes and microscopes.

PL 4: Industrial AgeThe Industrial Age is characterized by the invention of the steam engine and electric power, and the development of the assembly line, all of which combine to create a boom in commerce and industry. Communication also leaps forward with the telegraph, telephone, and primitive radios.

PL 5: Information AgeComputer technology and electronic devices define the Informa-tion Age, and internal combustion engines replace steam engines. Borders between countries gradually fade away as corporations establish what amount to miniature embassies in every develop-ing nation.

PL 6: Fusion AgeThe Fusion Age is named for the most common renewable source of energy developed in this period. At the same time, artificial evolution through genetic manipulation becomes feasible, and ranged energy weapons begin to appear.

PL 7: Gravity AgeGravity induction engines replace fusion engines, ushering in this age. Hovervehicles and interplanetary drives revolutionize transportation, and telecommunications link not just continents, but planets.

PL 8: Energy AgeCivilizations begin to miniaturize induction engines, allowing anyone to carry a limitless power supply. This paves the way for the development of personal force fields, practical one-person starfighters, and city-sized space stations.

PL 9 and HigherFew civilizations advance beyond the Energy Age, and those that do are generally isolated worlds or species as yet undiscovered. At this stage of development, scientists rewrite the laws of physics, manipulating matter at a subatomic level, traveling through time, and adjusting space itself to literally shorten distances traveled, rather than the time taken to travel those distances.

WHAT YOU NEED WHAT YOU NEED TO PLAYTO PLAYd20 Future Tech builds upon the rules in the d20 Future supple-ment, which in turn uses the rules in the d20 MODERN Roleplaying Game. You’ll need both of those books to get full use out of this one. In addition, you might find d20 Cyberscape useful—particu-larly if you want to include a heavy focus on cybernetic limbs and computer netsurfing.

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As technology advances, the tools available to characters become more powerful, more versatile, or simply more con-venient. The material in this chapter builds on Chapter Three:Gear in d20 Future. In addition to presenting weapons, armor, equipment, computers, and psitech items from PL 6 to PL 9,

this chapter includes additional gadgets for each type of gear and a new concept in the gadget system: gear flaws. Gear flaws reduce the purchase DC of gear, making gear more affordable—though somewhat less

useful—than stock models. For more information on the gadget system and

how to use gear in a d20 Future campaign, see Chapter Three of d20 Future.

UNIVERSAL UNIVERSAL WEAPON WEAPON

GADGETSGADGETSThe following gadgets are uni-versal and can apply to weapons

found in any era, provided all gadget-specific restrictions are observed.

AutomatedAny ranged weapon that must be

mounted on a tripod or similar hard point can be automated. An automated

weapon attacks any target that enters a 10-foot-by-10-foot area specified by the person

who sets up the weapon. The weapon targets visually, so it cannot attack targets that it cannot see. (For targets using Hide, assume the weapon has a Spot modifier of +0.)

This gadget can be selected multiple times for crew-served weapons, each time replacing one crewmember.

Restrictions: Mounted ranged weapons only. Purchase DC Modifier: +3.

ConcealableSome weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, gre-nades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except

Personal

Gear

CHAPTER ONE

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