Difference between revisions of "MLP Equipment"

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A whip deals no damage to any creature with even a +1 damage reduction bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped. When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent). A Whip counts as both advanced sports equipment and a weapon and may only be used without penalty, if the character has the appropriate sports proficiency feat, or an appropriate exotic weapon proficiency.
 
A whip deals no damage to any creature with even a +1 damage reduction bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped. When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent). A Whip counts as both advanced sports equipment and a weapon and may only be used without penalty, if the character has the appropriate sports proficiency feat, or an appropriate exotic weapon proficiency.
  
==Tools==
+
==Tools and Toolkits==
  
  Item   Cost Damage  Crit. Range Inc. Wt. Type Size
+
  Item Cost Damage  Crit. Range Inc. Weight Dmg Type Size Weapon Type
 +
 
 +
<table width=90% border=1 cellpadding=0 cellspacing=2>
 +
<tr bgcolor=#999999><td><b>Tool</b></td><td><b>Cost</b></td><td><b>Damage</b></td><td><b>Crit.</b></td><td><b>Rng. Inc.</b></td><td><b>Weight</b></td><td><b>Dmg Type</b></td><td><b>Size</b></td><td><b>Weapon Type</b></td></tr>
 +
<tr><td>Anvil</td><td> </td><td>1d8</td><td>x3</td><td>- (fo)</td><td> </td><td>B</td><td>S</td><td>Advanced, Falling</td></tr>
 +
<tr><td>Hammer</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Pan</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Pick</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Pressing Iron</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Prongs</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Rake</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Rolling Pin</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Saw</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Screwdriver</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Shears</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Shovel</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Sickle</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Wood Axe</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><td>Wooden Spoon</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
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<tr><td>Wrench</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
</table>

Revision as of 15:53, 1 April 2012


Sports Equipment

Extreme sports and extreme danger go hand-in-hand. The following items are sports and recreational equipment that heroes might use in their adventures.

Item   						Cost 		Damage   Crit. 	Range Inc. 		Wt. 	 Type 	 Size
Ball, fine, hard (Golf Ball)					1d3 	  x2	3 squares	0,2 lb.		 B	 F
Ball, fine, soft (Table Tennis Ball)				1 	  x2	3 squares	0,01 lb.	 B	 F
Ball, diminutive, hard	(Baseball)				1d4 	  x2	2 squares	0,25 lb.	 B	 D
Ball, diminutive, light (Badminton Ball)			1 	  x2	3 squares	0,01 lb.	 B	 D
Ball, diminutive, soft	(Tennis Ball)				1d2 	  x2	2 squares	0,1 lb.		 B	 D
Ball, tiny, soft (Soccer Ball)					1d3 	  x2	2 squares	0,15 lb.	 B	 T
Ball, tiny, hard (Bowling Ball)					1d6 	  x2	2 squares	0,15 lb.	 B	 T
Ball, small, light (Gymnastics Ball)				1d3 	  x2	1 square	0,5 lb.		 B	 M
Ball, small, heavy (Medicine Ball)				1d6 	  x2	1 square	1 lb.		 B	 S
Item   				Cost 		Damage   Crit. 	Range Inc. 	Wt. 	 Type 	 Size
Badminton Racket 		 		1d3 	  x2 	- (x5)	 	1,5 lb.	 B 	 M 
Barbell, 5 lb. 		 			1d6	  x3	- (f)		5 lb.	 B	 S
Barbell, 25 lb. 		 		1d8	  x3	- (f)		25 lb.	 B	 M
Baseball- or Cricket Bat 	 		1d6 	  x2 	- (x5)	 	3 lb.	 B 	 M 
Boomerang					1d4	  x2	6 squares       0,5 lb.	 B	 S
Golf Club 	 				1d6 	  x2 	- (x5)	 	2 lb.	 B 	 M 
Ski Pole	 				1d6 	  x2 	-	 	2 lb.	 B 	 M
Tennis- or Squash Racket 	 		1d4 	  x2 	- (x5)	 	1,5 lb.	 B 	 M 
Whip * 	 		 			1d2 	  x2 	3 squares (max) 2 lb.	 S 	 S
Armor		DR	    Fort Bonus	Max. Dex Bonus	Skill Penalty	Speed	Weight	Cost
College Jacket	DR – 1/B	-		+4		0	30	3 lbs.	$120
Sport Padding	DR – 2/S	-		+6		0	30	15 lbs	$200
  • Badminton Racket

A Badminton racket works like a lighter version of a tennis- or squash racket, see below.

  • Ball

The Ball is the most basic component of myriads of sport forms. It may range in size and density from compact little golf ball to enormous wobbly gymnastics ball. Some balls may even divert in shape from the regular sphere like badminton balls, or footballs. Either way a ball is most often used to throw, bat or roll it over a certain distance in a more or less artistic manner with any kind of appendages or further sports equipment. Any kind of ball is basic sports equipment may be thrown or played without penalties.

  • Barbells
  • Baseball- or Cricket Bat

A Baseball or Cricket bat is used to propel a ball over a distance that is farther than the distance the ball could be thrown due to the lever principle. Any kind of bat or racket is made for a specific kind of ball to strike. If the bat or racket is used with a ball that matches it it multiplies the range increment of the ball by the factor provided in its statistics. If used with a ball that diverts from the bats intended use it may still be useful but not as effective. If used with a smaller sized ball of equal or lesser weight increase the range multiplier of the bat by one for each step in size difference, but the batter also takes a -2 to hit penalty for each step in size. Vice versa if used with a ball of larger than intended size decrease the range multiplier by one for each step and the ball becomes more easy to hit. If the ball is heavier than intended half the range multiplier of the bat and increase it by half if the ball is lighter than the bat is built for. Most bats and rackets can easily double as effective clubs. A Baseball- or Cricket bat counts as a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Boomerang

A boomerang is a curved throwing stick, generally used for either sport or hunting. Its unique shape generates lift as it moves through the air, allowing for some interesting stunts as well as enabling it to be thrown farther than most weapons. Though the boomerang can be used in melee, it is not designed for such a purpose. When used as a melee weapon, treat the boomerang as an improvised weapon (you take a -4 penalty on attack rolls). A Boomerang counts as a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat. Special Boomerang Attacks:

    • Bank Throw: You can throw a boomerang such that it will bank around obstacles and cover. Performing a bank throw is a full-round action (the extra time represents time spent studying and preparing the proper trajectory), and you can only throw up to three range increments. By performing a bank throw, your target receives no cover bonus to his AC. However, you still cannot use a bank throw against a target that has total cover. You must have proficiency with the boomerang to perform a bank throw.
    • Returning Throw: You can throw a boomerang such that it will return to you if you miss. Performing a returning throw is a standard action. You take a -3 on the attack roll, and you can only throw up to two range increments. If you miss your target with a returning throw, the boomerang will fly back to the space it was thrown from at the beginning of your next turn. If you still occupy that square, you can catch it as a free action with a DC 12 Dexterity check (failure means it just lands on the ground next to you) and it will be ready to be used again. If there is anything in the way between the point the boomerang was thrown to and the point it was thrown from, the boomerang has a chance to hit them instead of returning. It even has another chance to hit the original target if it flew past the target on the initial throw. You must have proficiency with the boomerang to perform a returning throw.
    • Returning Bank Throw: Combine the returning and bank throw techniques. This is a full round action, you take a -4 on the attack roll, and you can only throw up to a single range increment. You get all the benefits of both the returning throw and the bank throw. You must have proficiency with the boomerang to perform a returning bank throw.
  • Climbing Gear

This is a set of ropes, carabiners and climbing harness used to scale cliffs and mountains. Using a set of climbing gear provides a +4 bonus to all skill check rolls involving climbing. Climbing gear counts as advanced sports equipment that may only be used without penalty, if the character has the appropriate sports proficiency feat.

  • College Jacket

This basic impromptu armor offers a little protection against slashing or piercing damage.

  • Golf Club

A golf club also propels the kind of ball it was made for a longer distance and makes a sturdy impromptu weapon in and off itself. A golf club counts as a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.

  • In-Line Skates

In-line skates allow a character to increase his or her speed by an additional 20 feet per round on level ground and an additional 30 feet per round on a downward slope. The character can only take attack or move actions while using in-line skates (no full-round actions except a double move). If the character attempts any fancy maneuvers, he must make a Balance check (DC 10); the DC can increase based on how difficult the GM determines the maneuver to be. A failed check means that he falls, taking damage as if he fell 10 feet vertically for every 20 feet of movement. In-Line Skates count as advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Lasso

A lasso,or lariat,consists of a hemp,horsehair or rawhide rope of generally thirty-to-forty feet in length with a slipknot tied at one end to make a loop.With a DC 15 Dexterity check,a character can make a lasso from any rope of sufficient length.A lasso requires two hands to use and generally entails throwing a loop over the opponent and yanking it tight. To use a lasso a character must first make a ranged touch attack.The maximum range of a lasso is 20 feet.If the attack is successful,the target is entangled.An entangled character incurs a –2 penalty on all attack rolls and a –4 penalty to Dexterity (see Character Condition Summary,page 228).Unlike most entangled characters, the victim of a lasso suffers no reduction in speed. Furthermore,the victim may run or charge.However,if the lasso user succeeds at an opposed Strength check, the target can move only within the limits allowed by the length of the rope. The target can escape from a lasso with an Escape Artist check against a DC of 20 or burst it with a DC 22 Strength check,both of which use full-round actions;a lasso has 2 points of grit and a hardness of 0. If the attacker misses with the ranged touch attack,or if the victim subsequently escapes after a successful hit, as a full-round action the lasso can be drawn in,recoiled, and made ready to throw again. A lasso is considered a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.

  • SCUBA Suit

This suit is the very latest development in Self Contained Underwater Breathing Apparatus. With a SCUBA Suit and a successful Athletics skill check roll (DC 15), a human can safely descend as much as 30 metres beneath the surface (in Earth-standard gravity). For every 20 metres beyond that mark, the DC of the Athletics skill check increases by fi ve. Even the most skilled divers, however, cannot descend much past 100 metres, as the pressure of the water past that point is simply too much for the human body to bear. Obviously, tolerable depths vary depending upon the gravity of the area. A standard SCUBA Suit includes a one hour air supply. A SCUBA Suit counts as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Skateboard

The skateboard has become a ubiquitous part of city living. On level ground, a skateboard increases a person's speed by an additional 10 feet per round. On a downward slope, this increases by an additional 20 feet per round. The character can only take attack or move actions while riding a skateboard. Any time he does anything fancy, the rider must make a Balance check (DC 15). The DC can increase based on how difficult a maneuver he is attempting. A failed check means that he falls, taking damage as if he fell 10 feet vertically for every 20 feet of movement. A Skateboard counts as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Skis and Snowboards

For game purposes, skis and snowboards operate the same way. When moving downhill on snow or icy terrain, the character's speed increases by an additional 30 feet per move action (20 feet when using cross-country skis on more-or-less level terrain). A person can only move at half speed while using skis up a slope. Any time the character performs some sort of fancy maneuver, he must make a Balance check (DC 15). The DC can increase based on how difficult a maneuver he is attempting. A failed check means that he falls, taking damage as if he fell 10 feet vertically for every 20 feet of movement. If the character is skiing on fresh snow, this damage is reduced by one die. Ski poles can be used as impromptu weapons. Skis and Snowboards are advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Sport Padding

A number of impromptu armors, such as football pads and a baseball catcher’s pads, that offer similar protection and game statistics. These paddings count as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Tennis or Squash Racket

Tennis-, or Squash rackets divert from the more simple bat by having a web of elastic stringing, that improves both the area to hit the ball with and the speed the intended ball can be propelled to. If a racket is used with a ball that is larger, or heavier than the racket is built for, the stringing may be damaged. reduce the range multiplier of the racket by one for each size step and/or if the ball is heavier than intended every time a ball of that kind is hit by the racket. If the range multiplier of a racket reaches zero, the stringing is destroyed and needs to be renewed for the racket to be effective again. A Tennis or Squash Racket counts as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.

  • Whip

A whip deals no damage to any creature with even a +1 damage reduction bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped. When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent). A Whip counts as both advanced sports equipment and a weapon and may only be used without penalty, if the character has the appropriate sports proficiency feat, or an appropriate exotic weapon proficiency.

Tools and Toolkits

Item			Cost 		Damage   Crit. 	Range Inc. 	Weight 	 Dmg Type 	 Size  Weapon Type
ToolCostDamageCrit.Rng. Inc.WeightDmg TypeSizeWeapon Type
Anvil 1d8x3- (fo) BSAdvanced, Falling
Hammer
Pan
Pick
Pressing Iron
Prongs
Rake
Rolling Pin
Saw
Screwdriver
Shears
Shovel
Sickle
Wood Axe
Wooden Spoon
Wrench