d20 Ronin Arts Future Starship 15 - The Taurus.pdf

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Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
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INTRODUCTION
INTRODUCTION
Welcome to Ronin Arts’ Future: Starship 15 –
The Taurus , the 15th installment in our ongoing
series of PDFs for use with futuristic D20 System
campaigns. This series makes some assumptions
about your campaign; the starship designs in this
series will be most useful in campaigns in which
the following statements are true:
Tiles: Star Freighter and e-Future Tiles: Star
Chasers tile sets. The only tiles you will need that
are not available in those two e-Future Tiles sets
are the wings and cockpit – which have been
thoughtfully included at the end of this PDF.
To learn more about SkeletonKey Games please
visit the official websites at www.skeleton-
keygames.com and www.starbaseprime,com.
The campaign is not a “hard” science setting.
Campaigns that are more space
opera/adventure movie are the intended
target for this series.
Starships are not rare or unusual. All of the
starships in this series assume that space
travel is a standard and common occurrence
– individuals either fly their own ships or
ride on passenger ships. Starships and space
travel are as common for characters as a
plane ride is for people of our reality.
Space combat is not uncommon. It’s just
another exciting adventure when the player
characters have to engage the enemy while
fleeing from some world or other.
The campaign is packed with action. If
things aren’t exploding, how much fun can
the game really be?
F UTURE : D ATASTREAM
As of the time of publication, Ronin Arts’
Future: Datastream subscription service is run-
ning, introducing new material for futuristic cam-
paigns five times each week. For more information
on the Future: Datastream, including subscrip-
tion information, please visit the official forums at
www.d20projects.com.
O PEN G AME C ONTENT
All of the text of this PDF is presented as open
game content. While this means absolutely noth-
ing to your campaign it does give other publishers
permission to use this material as long as they fol-
low 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: Starship 15 – without
miniatures (see below for miniatures usage) – 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 role-
playing game vendors. No other Ronin Arts prod-
ucts are required to use this book.
To use the Taurus with miniatures, you will need
a complete set of SkeletonKey Games’ e-Future
A BOUT THE A UTHOR
Michael Hammes has been freelancing in the
role-playing industry since 2001. Starting small, he
has steadily built his repertoire, and reputation, by
working for such companies as Ronin Arts, Green
Ronin, Alderac Entertainment Group, Dark Quest
Games, and E.N. Publishing. He is currently trying to
balance his writing schedule with his role as stay-
at-home father. To catch the latest from Michael’s
Imagination,
please
visit
www.michael-
hammes.com.
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NEW RULES AND IDEAS
NEW RULES AND IDEAS
T HE H UNTER C AMPAIGN
Harkening back to the heyday of safaris on
Earth is this campaign concept. In it the Taurus and
its crew are a group of modern-day big game
hunters who fulfill contracts for the capture of live
xenomorphs. Note the emphasis on the term “live .
Anyone can send in the military or mercenaries to
lay waste to an area and bring back carcasses, but it
takes someone with specialized skills and knowl-
edge to capture xenomorphs alive and keep them
that way for the oftentimes-long journey back to
the buyer.
And just who buys living xenomorphs? Well, no
one poor, because capturing live xenomorphs is an
expensive game. But beyond that:
are looking to exploit the xenomorph direct-
ly rather than to study it or derive some form
of benefit from its biology. Thus you have
entertainers who make use of the unique
appearance and talents of a xenomorph to
improve their acts as well as individuals on
remote worlds that run Roman-style circus-
es where xenomorphs battle each other and
gladiators (which may be free or slave).
Not only does a hunter campaign give the PCs
an excuse to go hunting the most dangerous of
xenophiles all over the universe, it also puts them
in contact with some very interesting characters
and organizations that can lead to, or even be,
adventures in their own right. But that’s not all. The
campaign can also put the PCs in some interesting
moral predicaments.
The first issue is that their occupation in and of
itself is a source of controversy. Even if the PCs only
work for above-board zoological organizations
they will undoubtedly run afoul of whatever
xenomorph rights organizations there are. And
then there is the question of whether to take an
assignment from a morally questionable organiza-
tion or individual. Sure, the bioweapons job pays
well, but do they really want to put a living exam-
ple of that warrior-xenomorph in the hands of
those that might use it to subject worlds to their
whim? And if the PCs don’t do it, you can bet some
other less scrupulous hunters will.
Scientific Community – this can mean
anything from government bio-weapons
divisions to not-for-profit health organiza-
tions to large zoos. These organizations buy
xenomorph specimens in order to study
them, both to learn their behavior and to see
what kind of benefit (i.e. a new drug, genet-
ic advantage, cure of disease, rabid killing
machine clones, etc.) they can derive from
their biological natures.
Private Individuals – let’s face it, there are
always individuals with too much money
looking for a way to distinguish themselves
from other individuals with the same prob-
lem. What better way to stand out from the
crowd of everyday billionaires than to have
your own xenomorph (or better yet,
xenomorphs)? To such individuals their
xenomorphs are a status symbol,
T RANQUILIZERS
Much like in today’s world, the crew of the
Taurus relies on tranquilizers to subdue targeted
xenomorphs for capture. Producing tranquilizers is
a use of either the Craft (chemical) or Craft (phar-
maceutical) skill.
Tranquilizers are essentially poisons with the
goal to induce unconsciousness rather than death.
nothing
more.
Business/Entertainment – this segment
is distinguished from the scientific commu-
nity, which is most often also a business or at
least business-driven, in the fact that they
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NEW RULES AND IDEAS
T RANQUILIZER G UNS
The crew of the Taurus has a number of tranquil-
izer guns at their disposal.
CROSSBOW
Damage: Special (tranquilizer)
Critical:
Damage Type:
Range Increment: 20 ft.
Rate of Fire: 1
Magazine: 1 int.
Size: Large
Weight: 7 lb.
Purchase DC: 9
Restriction:
Tranquilizers are usually injected via a tranquilizer
dart (basically, a syringe that can be shot from a
weapon).
While it would be easy to list one or two tran-
quilizers here, the fact is that tranquilizers require a
very specific dose. Too little and the tranquilizer
does not have an effect. Too much and a tranquiliz-
er can kill. As a result, the dose of a tranquilizer has
to be carefully measured for each application (and
that’s before taking into consideration the prob-
lems inherent in dealing with xenomorph physi-
ologies).
While it would be impossible, and is in fact
impractical, to create rules for all the factors
involved in creating the proper type and dose of
tranquilizer for a given xenomorph, the following
system does add a little more variation and
thought into the creation of tranquilizers.
TRANQUILIZER
Type: Injury
Save DC: 10+
Initial Damage: 1d2 Dex (Save DC 10-12), 1d3
Dex (Save DC 13-15), 1d4 Dex (Save DC 16-18), 1d6
Dex (Save DC 19+)
Secondary Damage:
The ultimate in retro technology, this modified
crossbow fires tranquilizer darts instead of bolts; it is
highly reliable and, thanks to modern materials,
totally silent in its operation (although the bolt still
makes noise going through the air).
AIRDART TRANQUILIZER RIFLE
Damage: Special (tranquilizer)
Critical:
Damage Type:
Range Increment: 30 ft.
Rate of Fire: 1
Magazine: 1 int. (breech loaded)
Size: Large
Weight: 8 lb.
Purchase DC: 17
Restriction:
Unconsciousness 1d3
hours
Purchase DC:
Base 6 +1 per every point of
Save DC above 10
Craft DC: Base 20 + 1 per every point of Save
DC above 10
Time: 8 hours
The individual crafting the tranquilizer deter-
mines the Save DC for a given dose (to represent
the strength). The Save DC in turn determines the
Initial Damage, Purchase DC, and Craft DC.
For example, a dose with a Save DC of 14 (10 +
4) would have an Initial Damage of 1d3 Dex, a
Purchase DC of 10 (6 + 4), and a Craft DC of 24 (20
+4). A dose with a Save DC of 18 would have Initial
Damage of 1d4 Dex and Purchase and Craft DCs of
14 and 28 respectively.
Overdose: Any creature (xenomorph or other-
wise) that fails either of its Fortitude save against a
tranquilizer by 10 or more has received an overdose
dies (the creature’s Constitution drops to 0).
The Airdart is almost unchanged from the tran-
quilizer rifles of 21 st century Earth. Simple in con-
struction and ruggedly reliable, the Airdart uses CO2
cartridges to deliver its disposable .50 caliber dart
(one cartride/dart per shot) making it very silent
(+10 to the DC of Listen checks to hear the weapon
firing). Loading the Airdart rifle is a full-round action.
AIRDART TRANQUILIZER PISTOL
Damage: Special (tranquilizer)
Critical:
Damage Type:
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NEW RULES AND IDEAS
Range Increment: 5 ft.
Rate of Fire: 1
Magazine: 1 int. (breech loaded)
Size: Medium
Weight: 4 lb.
Purchase DC: 16
Restriction:
The PL 7 rail gun tranquilizer uses gravity puls-
es rather than magnets to propel darts to an even
longer range than the PL 6 rail gun.
O THER W EAPONS
While the Taurus’s crew has access to tranquiliz-
er guns for most of its hunting work, they are not
their sole weapons. Other favorite weapons and
weapon gadgets include:
Gravity Snare
Stun Baton
Stun Module (to give the crew’s energy
weapons a non-lethal option)
Another design relic from 21 st century Earth, the
Airdart tranquilizer pistol relies on a pump-action
filled air reservoir instead of the CO2 cartridges of the
rifle to put its darts downrange. Pumping and load-
ing the Airdart pistol is a full-round action. Like the
Airdart rifle, it is very silent in operation (+10 to the
DC of Listen checks to hear the weapon firing).
C ONCUSSOR
For truly big xenomorphs the Taurus itself can
bring to bear a pair of fire-linked custom-manufac-
tured concussors.
Based on concussion rifle technology, the con-
cussors fire artificial gravity pulses at the target,
dealing concussion (nonlethal) damage with every
hit.
RAIL GUN TRANQUILIZER RIFLE (PL 6)
Damage: Special (tranquilizer)
Critical:
Damage Type:
Range Increment: 60 ft.
Rate of Fire: S
Magazine: 5 box
Size: Large
Weight: 20 lb.
Purchase DC:
The target of the concussors must succeed at a
Fortitude save (DC = damage dealt) or be knocked
prone. Targets of Medium size or smaller are hurled
a distance of 5 feet for every 5 points of damage
dealt by the concussors. For each increase in size
category, the damage required to knock the crea-
ture prone is doubled, so a Gargantuan creature
would be knocked back 5 feet for every 40 points of
damage dealt.
As with all nonlethal damage-causing
weapons, if the concussors’ damage exceeds the
target’s Constitution score then it must make a
Fortitude saving throw (DC 15). Success means that
the target is dazed for 1 round, failure means the
target is unconscious for 1d4+1 rounds.
22 (25 with sound suppressor
gadget)
Restriction: Res (+2)
The PL 6 rail gun tranquilizer makes use of elec-
tromagnets to propel alloy tranquilizer darts. It is a
very bulky weapon but provides enhanced range and
rate of fire over the Airdart designs.
RAIL GUN TRANQUILIZER RIFLE (PL 7)
Damage: Special (tranquilizer)
Critical:
Damage Type:
Range Increment: 100 ft.
Rate of Fire: S
Magazine: 5 box
Size: Large
Weight: 20 lb.
Purchase DC:
CONCUSSOR
Damage: 6d10 (33)
Critical: 20
Damage Type: Concussion
Range Increment: 200 ft.
Rate of Fire: S
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Lic (+1)
24 (27 with sound suppressor
gadget)
Restriction: Res (+2)
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