Gangsters and Goblins
Additions to Streetwise Skill:
This campaign will be set mostly in an urban environment, and the story will deal heavily with the urban criminal underworld. Thus the Streetwise skill has been expand to take these two facts into account. Basically this skill can be considered useful more often in cases where you need to get around the city or when you are dealing with the criminal underworld.
New Rules for Improvised Weapons:
Improvised melee weapons weighting between 3-5 pounds deal 1d6 points of damage instead of 1d4.
New Rogue Tactic:
Swift Shootist: You are proficient with all one-handed firearms, and you can use those weapons with Sneak Attack or any rogue power that normally requires a crossbow. You also gain “Quick Draw” as a bonus feat.
New Weapon Group:
Firearms: consists of a device which projects either single or multiple projectiles at high velocity through a controlled explosion. The firing is achieved by the gases produced through rapid, confined burning of a propellant.
Military Ranged Weapons
Superior Ranged Weapons
Hip Hammer (LMG): The Hip Hammer is a light machine gun that uses a 18 round clip. A single shot from the gun expends 3 rounds of ammunition, so the weapon can be fired 6 times before reloading. It takes a standard action to eject the clip and put in a new clip. The 18 round clip used by the gun coasts 18sp and weights 1 lb.
Pistol: The pistol is a clip loading automatic handgun. It uses a 10 round clip which means the player can fire the weapon 10 times before it needs to be reloaded. It takes a standard action to eject the clip and put in a new clip. A clip of 10 rounds costs 1gp and weights 1/2 lb.
Revolver: The revolver is a swing out cylinder automatic revolver. The revolver can hold 5 rounds, so the player can fire 5 times before reloading. It takes a standard action to reload the revolver. A single round costs 1sp and 5 rounds together weight 1/2 lb.
Rifle: The rifle is a semi-automatic rifle. It uses a a 5 round clip which means the player can fire the weapon 5 times before it needs to be reloaded. It takes a standard action to eject the clip and put in a new clip. A clip of 5 rounds costs 5sp and weights 1/2 lb.
Scoped Rifle: The scoped rifle is a semi-automatic rifle fitted with a scope. This rifle uses the same 5 round clip as the regular rifle, but differs in that it is slightly more powerful and has a longer effective range. It takes a standard action to eject the clip and put in a new clip. A clip of 5 rounds costs 5sp and weights 1/2 lb.
Shotgun: The shotgun is a single barrel pump action shotgun. 5 shotgun shells cost 1gp and together weight 1/2 lb.
Trench Sweeper (SMG): The Trench Sweeper is a fully-automatic sub-machine gun that uses a 30 round clip. A single shot from the gun expends 5 rounds of ammunition, so the weapon can be fired 6 times before reloading. It takes a standard action to eject the clip and put in a new clip. The 30 round clip used by the gun coasts 3gp and weights 1 lb.
RULE UPDATE 3/3/2010
Benefit: You are trained in Drive
This skill represents your knowledge and ability to work with technology and your skill in the use of explosives. The Mechanics skill acts like a knowledge check when dealing with any technology based questions and identification. This aspect of the skill can also be used to get monster information on Warforges.
This skill can be used for repairing or jury-rigging broken pieces of technology (see D20 Modern rules on the Repair skill for a basic understanding of these mechanics) Besides just understanding technology and repairing it, this skill can be used to better utilize or manipulate technology. For example: bugging a phone line or improving upon a car engine to make it go faster.
The Mechanics skill is also used for explosives (see Star Wars Saga Edition rules for “Handle Explosives” under the Mechanics skill)
Benefit: You are trained in Mechanics
Street Speed: The vehicle is traveling at a moderate speed, up to about 35 miles per hour.
Highway Speed: The vehicle is moving at a typical highway speed, from about 35 to 65 miles per hour.
In order to make explosives you need to have a set of plans, use the necessary components (like ritual casting), and acquire a blasting cap for it to detonate. In order to set up a explosive you have to use the Mechanics skill. Placing explosives requires a successful Mechanics check. Every time you double the amount of explosives, you increase the damage by 2 dice. All explosives require a blasting cap to use. Buying explosives without making them yourself is twice as expensive as the component cost to make them.
TNT- 5d6 damage for one stick in a one square radius. A blasting cap is required to detonate a stick of TNT. Cost of Plans: 120gp. Component Cost (per stick): 40gp. Time to Create: 30 minutes.
Dynamite- 8d6 damage for one stick in a one square radius. A blasting cap is required to detonate a stick of Dynamite. Cost of Plans: 200gp. Component Cost (per stick): 70gp. Time to Create: 1 hour.
Gelignite-8d6 damage for one bar in a one square radius. However, unlike TNT and Dynamite, Gelignite’s can be manipulated by the use so that squares can be excluded from the one square radius blast. A blasting cap is required each bar of Gelignite detonated. Cost of Plans: 260gp. Component Cost (per bar): 100gp. Time to Create: 1 hour.
Blasting Cap- Is required for any explosive to detonate. Cost: 25gp
Timer- Used to set up an explosive device to go off automatically at a particular time. Cost: 50gp.