d20 Ronin Arts Future 13 Starship Cargos.pdf

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Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
13 STARSHIP CARGOS
BY PHILIP REED
F UTURE : D ATASTREAM
As of the time of publication, Ronin Arts’ Future:
Datastream subscription service is running, intro-
ducing new material for futuristic campaigns five
times each week. For more information on the
Future: Datastream, including subscription infor-
mation, please visit the official forums at
www.d20projects.com.
In numerous sci-fi roleplaying campaigns, novels,
and movies, the smuggler or freighter pilot is a pop-
ular character type. Traveling the stars, transporting
cargo – both legal and illegal – appeals to many,
many players of sci-fi campaigns. It is with those
players in mind that I’ve written Future: 13 Starship
Cargos. More than just cargos, though, each entry in
this PDF is a catalyst to adventure that the GM can
use in order to create original, exciting adventure
opportunities for his players.
If you’re in need of starships to move the cargos
describer herein, you don’t need to look any farther
than several freighters detailed in Ronin Arts’ popular
Future: Starship series, available now where you
purchased this short PDF product.
O PEN G AME C ONTENT
All of the text of this PDF is presented as open
game content. While this means absolutely nothing
to your campaign it does give other publishers per-
mission to use this material as long as they follow the
open game license (see the end of this PDF).
W HAT S R EQUIRED
TO U SE THIS PDF?
In order to use Future: 13 Starship Cargos you
will need the D20 Modern roleplaying game, pub-
lished by Wizards of the Coast, Inc., and the official
future supplement, also published by Wizards of the
Coast, Inc.. You can find both at your favorite local
game store or online at any number of roleplaying
game vendors. No other Ronin Arts products are
required to use this PDF though Future: 13
Xenobiological and Stellar Hazards will prove use-
ful if you attempt to use the background as written in
one of the cargo descriptions.
A BOUT THE A UTHOR
Philip Reed has been working professionally in
the roleplaying game industry since 1995. In that
time he has worked for such companies as West End
Games, Privateer Press, and Steve Jackson Games.
Today Philip spends his days at home running Ronin
Arts, writing and designing new games, and reading
whatever books interest him at the time. To learn
more about Philip Reed – and Ronin Arts – please
visit www.philipjreed.com/php and www.roni-
narts.com.
Copyright © 2005 Philip Reed.You may not distribute this document without permission of the publisher. Some portions of this document are presented as open game content, see the Open Game License at the end of this doc-
ument for more information.
Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy.For more information on Ronin Arts, and Ronin Arts’sister company, Studio Ronin, please visit www.roninarts.com and www.studioronin.com.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and is used with permission.
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CARGO DESCRIPTIONS
CARGO DESCRIPTIONS
10 P LASMA M ISSILES (PL 7)
This thick, armored case is constructed of neu-
tronite. Divided into ten 2-foot by 5-foot by 5 foot
compartments, each locked, the case takes up a 10-
foot by 10-foot by 5-foot area. Inside each separate
compartment is a single plasma missile for use by
Gravity Age starships. Breaking into each compart-
ment requires a separate Disable Device check (DC
40) for each electronic lock.
If the case is breached (hit points reduced to 0)
there is a 30% chance that the missiles will go off
(+15% if the damage is caused by fire). If the mis-
siles are accidentally detonated the case is com-
pletely destroyed and all characters and creatures
within 25 feet of the case suffer 8d6 points of fire
damage (a successful DC 15 Reflex save reduces the
damage to 4d6)..
Case Hardness/Hit Points: 15/140.
Cargo Space Requirements: 10-feet square,
5-feet tall, 2,500 lb.
Cargo Value/Purchase DC: 45 (as separate
components the case has a purchase DC of 25 and
the missiles have a purchase DC of 44).
Restriction: Restricted (+2).
Cargo Space Requirements: One 5-foot
square, 10-feet tall, for each mecha, 250 lb.
Cargo Value/Purchase DC: 44 (as separate
components the protective wrapping has a pur-
chase DC of 10 (for each mecha) and each individ-
ual mecha has a purchase DC of 35).
Restriction: None
N EW P ERSONAL G EAR :
G ELWRAP (PL 7)
Gelwrap is a special spray-on chemical
designed to envelop a chosen object or
objects in a durable gel that instantly hard-
ens. A single gelwrap sprayer contains
enough of the substance to wrap a 5-foot
square area. Gelwrap has a hardness of 1 and
10 hit points per 5-foot square of space.
Gelwrap can also be instantly dissolved using
solvaway.
Size: Tiny.
Weight: 2 lb.
Purchase DC: 6.
Restriction: None.
12 M EDIUM -S IZE
M ECHA F RAMES (PL 7)
This is actually a dozen separate cargos, each
one a single 5-foot square and 10-feet tall. Each is
a Medium-size mecha frame (see box, p. 3)
wrapped in a protective layer of gelwrap (see box,
right). These are stripped down, basic mecha with-
out any modifications or additions – they’re wait-
ing to have their superstructures upgraded, armor
added, and any other components necessary to
make the combat-ready units.
Case Hardness/Hit Points:
20 F ACTORY C ONDITION
S URVIVAL S UITS (PL 6)
This alumisteel case is 10-feet by 5-feet by 5-
feet in size and divided into ten small storage
compartments, each one of which is locked with
a mechanical lock – Opening the lock without
the key requires a Disable Device check (DC 30).
The shipping manifest on the side of the case lists
the contents as a score of survival suits (see the
future SRD) destined for the Hellias Planitia
–/10 (each
mecha).
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CARGO DESCRIPTIONS
research colony (which was named for a geo-
graphic feature on the Sol system world of Mars).
Each compartment holds two survival suits that
are in perfect condition and have never been
used.
Case Hardness/Hit Points: 4/60.
Cargo Space Requirements: 10-foot by 5-
foot space, 5-feet tall, 970 lb.
Cargo Value/Purchase DC: 28 (as separate
components the case has a purchase DC of 23 and
each suit has a purchase DC of 16).
Restriction: Illegal (+4).
M EDIUM M ECHA
Mecha Size/Type: Medium
Size Modifier: -
Equipment Slots: 5
Hit Points: 50
Base Speed: 30 ft.
Height: 6-8 ft.
Weight: 250-500 lbs.
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Purchase DC: 35
Restriction: Res (+2)
30 C RYOGENICALLY
F ROZEN S LAVES (PL 7)
This cargo is made up of ten cryogenic tanks,
each one of which holds three humans in sus-
pended animation. Each cryogenic tank is 10-feet
by 10-feet by 5-feet in size and equipped with
three glass doors, each one of which can be
opened at the press of a button. Opening one of
the doors on the tank instantly revives the char-
acter inside that particular tank, though the sub-
ject awakens shaken and is fatigued for 4d6+4
hours.
The frozen humans inside the tanks are
unwilling slaves that were kidnapped from a
colony world deep in the outer systems. While
slavery is illegal in most systems, slave traders ply
the spaceways in search of fresh meat that they
tend to freeze and then sell on the black market.
Anyone inside a tank when the door closes is
instantly frozen and placed in suspended anima-
tion.
Case Hardness/Hit Points:
Though they are classified as mecha,
Medium mecha are essentially suits of power
armor. A typical Medium mecha is only a few
inches taller than the mecha’s pilot – often
referred to as a wearer – and does little to
restrict the mecha pilot’s natural abilities.
Medium mecha are most frequently used by
guards, special forces, and other troops that
benefit from the mecha’s small size.
Combat Statistics: A Medium mecha
adds a +4 equipment bonus to a character’s
Strength score. It imposes no size penalty on
attack or defense rolls. Depending on the
material used, a Medium mecha has 50 bonus
hit points, which are added to the character’s
total and subtracted first when the character
takes damage. Medium mecha take a –2
penalty on Hide checks.
A Medium mecha has a single slam attack
that deals 1d6 points of damage (plus the
character’s increased Strength modifier).
12/100 (each
tank).
Cargo Space Requirements:
Its
10-foot
reach is 5 feet, and its base speed is 30 feet.
Base Purchase DC: 35.
Equipment Slots: A Medium mecha has 5
equipment slots available.
square, 5-feet tall, 1,800 lb.
Cargo Value/Purchase DC: 49 (as separate
components each cryogenic tank has a purchase
DC of 40 and each slave has a purchase DC of 30).
Restriction: Illegal (+4).
These slots are
located as follows.
Back: 1 slot.
Left arm: 1 slot.
Right arm: 1 slot.
Shoulders: 1 slot.
Torso: 1 slot.
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CARGO DESCRIPTIONS
fatigued (–2 penalty to Strength, –2 penalty to
Dexterity, can’t charge or run) for 2d4+1 hours.
Case Hardness/Hit Points: 5/20.
Cargo Space Requirements:
T HE S LAVE T RADE
Each campaign’s approach to slavery will
be different, though no matter the PL or set-
ting slavery remains a cruel, evil act.
Incorporating slavery into your campaign
can lead to real world problems if the play-
ers and GM are not suitably prepared for the
ramifications of roleplaying slavery condi-
tions. Each GM should determine for himself
whether or not this cargo – and subject – is
appropriate for his campaign. Though it
shouldn’t need to be said, neither the author
or Ronin Arts approve of slavery and this
cargo has been included herein simply
because it can lead to conflict which, of
course, is greatly necessary to the creation of
fun, memorable RPG sessions.
2-feet square,
80 lb.
Cargo Value/Purchase DC: 38 (as separate
components the case has a purchase DC of 15 and
each stemrush has a purchase DC of 13).
Restriction: Illegal (+4).
5,000 M AN -M ACHINE
I NTERFACE C HIPS (PL 7)
This is five 5-foot by 1-foot by 3-foot metal
crates bonded together with gelwrap (see p. 2),
each one with its own electronic lock and front-
opening door. Each case contains 1,000 man-
machine interface chips; chips that are used in all
cybernetic replacements and enhancements in
order to allow the host’s nervous system to interact
with the cybernetic component. These particular
man-machine interface chips are designed for
Gravity Age (PL 7) cybernetic components.
Each case is locked. Opening each lock without
the proper access code requires a Disable Device
check (DC 30).
Case Hardness/Hit Points: –/10 (total gel-
wrapped container), 8/40 (each individual crate).
Cargo Space Requirements:
1,000 S TEMRUSH P ACKS (PL 7)
This heavy, black case, manufactured complete-
ly of crystal carbon, a composite fiber material that
is grown in orbital laboratories, is 2-feet square and
opens on the top. An electronic security lock must
be deactivated with the proper access code or
hacked – requiring a successful DC 30 Disable
Device check – in order to open the case.
Inside the case are 1,000 stemrush packs, each
pack in a small plastic case. A stemrush pack is a
slim plastic device with a sticky side; once stuck to
a character or creature the stemrush pack floods
the subject with adrenaline, temporarily granting
the subject a +4 bonus to Strength, a +4 bonus to
Constitution, and a +2 morale bonus on Will saves,
but the character suffers a –2 penalty to Defense.
This increase in Constitution increases the charac-
ter’s hit points by 2 points per level, but these hit
points go away when the stemrush pack’s effect
wears off (1d4+1 rounds). While under the influ-
ence of a stemrush pack the subject cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except for Balance, Escape Artist, Intimidate, and
Ride), the Concentration skill, or any abilities that
require patience or concentration. When the stem-
rush pack’s effects wear off the character loses the
above modifiers and restrictions and becomes
5-foot square,
3-feet tall, 375 lb.
Cargo Value/Purchase DC: 35 (as separate
components each case has a purchase DC of 20 and
each man-machine interface chip has a purchase
DC of 5).
Restriction: None.
10,500 I DENTITY C HIPS (PL 6)
This 5-foot square metal case contains 10,500
identity chips, each one individually wrapped in
plastic. The case opens in the front and is currently
locked (the case includes a built-in electronic secu-
rity lock). Opening the lock without the proper
access code requires a Disable Device check (DC 25).
These are ordinary identity chips, a type of
cybernetic enhancement detailed in the future
SRD.
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CARGO DESCRIPTIONS
N EW X ENOMORPH : V ORACIOUS M ONSTROUS M ANTIS
Named after a common insect found on the human homeworld in the Sol system, the voracious
monstrous mantis is a large, aggressive insectoid creature. Standing over 9 ft. tall when stretched
upward, the voracious monstrous mantis towers over most prey prey. The creature usually stands on its
rear four legs, reserving its front claws for hunting purposes.
In combat the voracious monstrous mantis is a violent predator. The creature attacks with its two
front claws and will use them to grab and hold its prey. Once its prey is held the xenomorph uses its
powerful mandibles to tear the head off its prey and drink the prey’s internal fluids. Usually a voracious
monstrous mantis will attack a single opponent and decapitate it before attacking others.
SPECIES TRAITS:
Darkvision (Ex): Most vermin with visual sensory organs have darkvision with a range of 60 feet.
Immunities: Vermin are immune to mind-affecting effects.
Improved Grab (Ex): To use this ability, the voracious monstrous mantis must hit a creature at least
one size category smaller than it with one of its claw attacks. If it gets a hold, it may make a bite attack
each round in addition to the hold damage at a +10 attack bonus. While held by the mantis, this bite
attack has the ability to tear the target’s head off.
Paralysis (Ex): The voracious monstrous mantis’ bite delivers a paralysing venom that allows a
Fortitude save (DC 21) to negate its effects. Opponents that fail their save are paralysed for 1d10 min-
utes.
Resistance to Massive Damage (Ex): Vermin gain a +5 species bonus on Fortitude saves to
negate the effects of massive damage.
Tear (Ex): Voracious monstrous mantises are adept at tearing the heads off their opponents. On any
round that an opponent’s head is struck with the mantis’ bite attack they must make a massive dam-
age save (DC 15). If the opponent fails they are reduced to -1 hp and the following round their head is
torn completely off.
Skills: Voracious monstrous mantises have a +4 racial bonus to Spot checks. *In greenish foliage
they also receive a +8 bonus to their Hide checks
Voracious Monstrous Mantis; CR 6; Large Vermin; HD 8d8+24; hp 60; MAS 20; Spd 40 ft, fly 40 ft.
(poor); AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size); BAB +6; GRP +15; Atk +10 melee
(1d8+5, claw); Full Atk +10 melee (1d8+5, 2 claws) and +8 melee (1d6+2 plus paralysis, bite); FS 10
ft. by 10 ft.; Reach 5 ft.; SQ darkvision 60 ft., improved grab, resistance to massive damage, tear, vermin
immunities; AL none; SV Fort +8, Ref +3, Will +4; Str 20, Dex 12, Con 17, Int —, Wis 15, Cha 11.
Skills: Hide +1*, Move Silently +5, Spot +10
Feats: Multiattack (Bonus)
Advancement: 9-12 (Large), 13-16 (Huge)
C AGED X ENOMORPH (PL 8)
This energy cage, specifically designed for
transporting xenomorphs, is made of two metallic
cylinders, the topmost one of which hovers up to a
pre-set height and then projects energy beams
downward to the base unit. Activating or deacti-
vating an energy case is a full-round action.
Case Hardness/Hit Points: 12/60.
Cargo Space Requirements:
5-foot square,
250 lb.
Cargo Value/Purchase DC: 38 (as separate
components the case has a purchase DC of 23 and
each biocort injector has a purchase DC of 5).
Restriction: None.
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