Difference between revisions of "MLP Equipment"

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(New page: Category:d20 MLP Category: Equipment ==Sports Equipment== Extreme sports and extreme danger go hand-in-hand. The following items are sports and recreational equipment that heroes...)
 
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==Sports Equipment==
 
==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.
 
Extreme sports and extreme danger go hand-in-hand. The following items are sports and recreational equipment that heroes might use in their adventures.
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* '''Ball'''
  
 
* '''Baseball Bat/Cricket Bat'''
 
* '''Baseball Bat/Cricket Bat'''
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* '''Climbing Gear'''
 
* '''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 Athletics skill check rolls for climbing.
 
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 Athletics skill check rolls for climbing.
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* '''College Jacket'''
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This impromptu armor offers a little protection against slashing or piercing damage.
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* '''Golf Club'''
  
 
* '''In-Line Skates '''
 
* '''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 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.
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* '''Lacrosse Racket'''
  
 
* '''Lasso'''
 
* '''Lasso'''
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* '''Sport Padding'''
 
* '''Sport Padding'''
 
A number of other impromptu armors, such as football pads and a baseball catcher’s pads, offer similar protection and game statistics.
 
A number of other impromptu armors, such as football pads and a baseball catcher’s pads, offer similar protection and game statistics.
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* '''Tennis Racket'''
  
 
* '''Whip'''
 
* '''Whip'''
The whip deals nonlethal (vitality) damage only. On a successful critical hit, the whip
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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).
deals double vitality damage. It 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.
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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.
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Item  Cost Damage Crit. Range Inc. Wt. Type Size
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).
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Ball, fine, hard (Golf Ball) 1d4   x2 B F
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Ball, fine, soft (Table Tennis Ball) 1d2   x2 B F
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Ball, diminutive, hard (Baseball) 1d6   x2 B D
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Ball, diminutive, soft (Tennis Ball) 1d3   x2 B D
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Ball, tiny, soft (Soccer Ball) 1d4   x2 B T
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Ball, small, soft, heavy (Medicine Ball) 1d6   x2 B S
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Ball, small, soft, light (Gymnastics Ball) 1d4   x2 B M
  
  Weapon Cost Damage Crit. Range Inc. Wt. Type Size  
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  Item  Cost Damage Crit. Range Inc. Wt. Type Size
  Baseball Bat/Cricket Bat Destitute 1d6   x2 -- 3 lb. B M  
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  Baseball Bat/Cricket Bat Destitute 1d6   x2 3 lb. B M  
 
  Boomerang Destitute 1d4   x2                 0,5 lb. B S
 
  Boomerang Destitute 1d4   x2                 0,5 lb. B S
  Whip * Working Cl. 1d2   x2 15 2 lb. S S
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Golf Club
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Lacrosse Racket
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Ski Pole
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Tennis Racket
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  Whip * Destitute 1d2   x2 15 2 lb. S S
  
 
  Armor DR     Fort Bonus Max. Dex Bonus Skill Penalty Speed Weight Cost
 
  Armor DR     Fort Bonus Max. Dex Bonus Skill Penalty Speed Weight Cost
  Leather Jacket DR – 1/S - 0 0 30 4 lbs. $120
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  College Jacket DR – 1/B - +4 0 30 3 lbs. $120
  Sport Padding DR – 2/S - +6 0 30 15 lbs $200
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  Sport Padding DR – 2/S - +6 0 30 15 lbs $200

Revision as of 16:13, 20 March 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.

  • Ball
  • Baseball Bat/Cricket Bat

Sports equipment that can easily be used as effective clubs.

  • 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). 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 Athletics skill check rolls for climbing.

  • College Jacket

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

  • Golf Club
  • 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.

  • Lacrosse Racket
  • 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.

  • 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.

  • 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.

  • 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.

  • Sport Padding

A number of other impromptu armors, such as football pads and a baseball catcher’s pads, offer similar protection and game statistics.

  • Tennis Racket
  • 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).

Item   					Cost 		Damage Crit. 	Range Inc. 	Wt. 	 Type 	 Size
Ball, fine, hard (Golf Ball)					1d4 	  x2				 B	 F
Ball, fine, soft (Table Tennis Ball)				1d2 	  x2				 B	 F
Ball, diminutive, hard	(Baseball)				1d6 	  x2				 B	 D
Ball, diminutive, soft	(Tennis Ball)				1d3 	  x2				 B	 D
Ball, tiny, soft (Soccer Ball)					1d4 	  x2				 B	 T
Ball, small, soft, heavy (Medicine Ball)			1d6 	  x2				 B	 S
Ball, small, soft, light (Gymnastics Ball)			1d4 	  x2				 B	 M
Item   			Cost 		Damage Crit. 	Range Inc. 	Wt. 	 Type 	 Size
Baseball Bat/Cricket Bat 	Destitute 	1d6 	  x2 	 	 	3 lb.	 B 	 M 
Boomerang			Destitute	1d4	  x2	                0,5 lb.	 B	 S
Golf Club
Lacrosse Racket
Ski Pole
Tennis Racket
Whip * 	 		Destitute 	1d2 	  x2 	15 		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