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Showing posts with label GUNS. Show all posts
Showing posts with label GUNS. Show all posts

Tuesday, May 7, 2019

Ninjas Slay Free

The final member of the trio of shooter protagonists turned GLOG classes! Joining their illustrious comrades (the Doom Guy and the Vault Hunter), come the infamous murderers of clones and capitalists and mutants by the million, impeccably dressed, motivated solely by the promise of ridiculous weaponry...

Warframe
Related image
by Kevin Yeo
"Excellent armaments, Operator. Please return c̱͚̮̻̩̟͈o̴̤̙͚̺̬v̻̻ͧͣͫ̀̆̇ḛ̸̲̳̻̥̐r̗͔̲̖͔ͥ͐̓͒ͪ̏̆͘e̲ͬͩͤḑ͔͕̗ ̵͈͑͛́̾i͇̬͙̥̖ͨ̾͟n̶̬̦͔̔ͮ̉ ͈̞͌b̵͓͚͓̳̲ͮ̾͂ͯ̚l̶͈̞̗̪͈̰̊o̥̺̤̙̦͓̐̎ͨ̑͊ͤ̌́o̬̝ͣ̍̒͌̇dͥ̂ͣ͑̑ safe and sound."

Level 1: Exosuit, Void Power, 2 Void Dice
Level 2: Modding, Void Power, +1 Void Die, 2 Mod Slots
Level 3: Prime Armory, Void Power, +1 Void Die, +2 Mod Slots
Level 4: Fashion Frame, Void Power, +1 Void Die, +2 Mod Slots

Hit Die: d6
Starting Items: Random gun, melee weapon of choice, scarf or other fashionable accessory
Skills (d6)
1. Acrobatics
2. Dueling
3. Foraging
4. Philosophy
5. Stealth
6. Xenobiology

Exosuit: You wield a Warframe, a suit of powered armor that you cannot remove. It gives you incredible power and agility. You have Armor 4, but cannot wear other armor except as decoration. You can jump as high as you can move, and climb and cling to vertical surfaces.

Void Power: When you gain a Void Power, pick a spell. You can cast it at dice equal to the Warframe level you took it at. Expend Void Dice (d6s) to cast Void Powers. Whenever you kill an enemy, on a (Warframe level)-in-6, a Void Die regenerates. They also all regenerate on long rests.

Modding: You can modify your Warframe and your weapons. Gain 2 mods at random from each of the Frame and Weapon lists. You can find more on the corpses of your fallen foes. You have a number of Mod Slots; you can have that many mods equipped across all of your gear (so if you have 2 Mod Slots, you can (for example) put 1 mod on your Frame and 1 on your melee weapon, or 2 on your Frame, or 1 on a gun and one on a sword, etc.). No more than 2 mods per piece of equipment. You can mod anyone else's gear, but Frame mods only work on Warframes.

Frame Mods
1. Vitality: +1 HD
2. Steel Fiber: +2 Armor
3. Reflection: Step up HD size
4. Continuity: Roll an extra die for Duration
5. Stretch: Roll an extra die for Targets
6. Flow: +1 Void Die, but it's a d4
7. Intensify: Reroll 1s on Void Dice
8. Rush: Double run speed
9. Enemy Sense: You can sense the locations of openly hostile creatures in a 100' radius
10. Aviator: When you aren't touching the ground, enemies roll damage against you with disadvantage
11. Maglev: When you jump, you can hover until the end of your next turn (and move while hovering)
12. Heavy Impact: When you land on or adjacent to an enemy, they take d6 bludgeoning damage
13. Rage: When you take maximum damage from an attack, regenerate 1 Void Die
14. Quick Thinking: You can expend all your remaining Void Dice (if you have any) to prevent a Major Wound.
15. Natural Talent: When you kill someone, next Void Power is cast with advantage
16. Intruder: When someone discovers you hiding, you get to take a turn before they get to yell.
17. Streamline: 1-in-6 chance of Void Die regenerating on short and daily rest
18. Retribution: When you Take It, deal extra d4 damage
19. Pain Threshold: Ignore ability score decreases from Minor Wounds until after combat ends
20. Provoked: When you're at 0 HP or less, your attacks deal damage with advantage

Weapon Mods
1. Point Blank: Step up damage die size
2. Hellfire: Also deals fire damage
3. Convulsion: Also deals electric damage
4. Cryo Coil: Also deals cold damage
5. Biosteel: Also deals acid damage
6. Thunderstruck: Killed targets explode as grenade, scatter away from you
7. Point Strike: Crit range 18-20
8. Shred: Damage also inflicts -1 Armor
9. Vital Sense: Can choose Minor Wound to inflict
10. Furious: Can attack at start of round. If you do, can't attack on your turn
11. Pressure Point: Roll damage with advantage
12. Frame Perfect: Stunts deal double damage dice
13. Stand Ground: When you Take It and attack back with this weapon, deal normal damage instead of damage with disadvantage
14. Patient Hunter: If you do nothing besides attack on your turn, the attack can't be dodged
15. Hushed: Attacks silently. Impact not necessarily silent
16. Flesh-Eating: Also deals necrotic damage
17. Mind Blowing: Also deals psychic damage
18. Collision Force: Also deals bludgeoning damage
19. Augur Strike: Also deals piercing damage
20. Buzz Kill: Also deals slashing damage

Prime Armory: Permanently install a copy of a mod you own on a piece of your gear. The gear becomes shiny and gets a bunch of cool decorative flanges. This doesn't count towards your Mod Slots, and you keep the mod itself to install on other stuff. Each time you level up, you can Prime another piece of gear, including your Frame.

Fashion Frame: When you fail a physical test, you can try again with a Charisma check. You can do this a number of times a day equal to the number of fashionable, coordinated accessories you're wearing on your frame (ex. a fancy paint job, decorative armor plates, a scarf or cape...)

Thursday, May 2, 2019

Knee Deep in the GLOG

Well, I made Vault Hunter a class. Then I had this bad idea, which is the kind of bad idea that's actually a quite good idea so long as you never explicitly acknowledge that fact (or at least do so in an appropriately sarcastic way). Anyway, if the classic D&D experience is based on the core of fighting-man/thief/magic-user, and a Vault Hunter is a kind of thief, what's the fighter equivalent for shooter protagonists? The answer is self-evident.

(oh, and the magic-user equivalent is a Warframe)

Doom Guy
this should be playing during your combat scenes
Rip and tear, until it is done.

Level 1: Lock and Load, Rockets For Feet
Level 2: Rip and Tear, +HD
Level 3: Huge Guts, +HD
Level 4: Rampage, +HD

Hit Die: d6
Starting Equipment: Flak vest (counts as leather gambeson), helmet, basic pistol, chainsaw w/ 3 doses of gasoline, bad attitude (Chainsaw: as Club when unpowered, consumes dose of gasoline to count as a Greataxe that wounds as if it dealt double damage. Dose lasts 1 attack.)
Skills (d6)
1. Animal Handling
2. Brawling
3. Demonslaying
4. Gladiation
5. Soldiering
6. Violence

Lock and Load: You acquire guns from killing enemies as a Vault Hunter does (drop chance of (level+1)-in-6 from enemies, roll (Doom Guy level)d10 for traits), up to (level+1) per day, but they all disappear at the end of the day. The first one you get each day is a pistol or SMG, the next is an AR or shotgun, the third is a sniper rifle or rocket launcher, the fourth+ is a legendary gun of any type.

Rockets For Feet: You move twice as fast, dodge twice as far, and can jump up to two times (once midair) as part of any movement action. Attacks made on turns you move your full speed (without doubling back) can't be dodged, only Taken or Parried.

Rip and Tear: When you kill an enemy with a melee attack, it detonates in a shower of gore and healthpacks. Restore HP equal to the number of HD it had.

Huge Guts: Enemies have a 1-in-6 chance of dropping a Power-Up. Roll on the Power-Up table. Power-Ups last 1d4 rounds.

Power-Ups
1. Berzerk. Can't make attacks besides unarmed melee attacks. Can make 3 of those attacks per turn, with a stepped up damage die. Must attack each round.
2. Invincibility. You get an extra STR save against all attacks. If you succeed, ignore it.
3. Quad Damage. Your attacks deal quadruple damage.
4. Haste. You go first in initiative, in addition to your normal initiative count.
5. Telefragger. Instead of moving your speed, you can teleport up your move distance to any point in line of sight. Anyone you share a destination with must DEX save or take firearm damage equal to your current HP (minimum 1).
6. Ghost Mode. You can move through walls and your attacks hurt ghosts as if the ghosts weren't ghosts.
7. Alchemixer. Your attacks deal three additional random elemental damage types.
8. Jetpack. You get a jetpack. It lets you move in any direction, and doubles your speed (stacks with Rockets for Feet). Enemies you collide with this way take d6 bludgeoning damage for every 30' you've moved this turn.

Rampage: You're too angry to die. Whenever you damage an enemy, ignore all wounds that you suffer in the next round. Your HP still decreases (and can go below -10), but with no negative repercussions. All the wounds come rushing back after your Rampage ends. Every third Rampage kill gives you a random Power-Up.

Sunday, April 7, 2019

The Vault Hunter

I'm in maximum Borderlands 3 hype mode, and the murderhoboing of the Vault Hunters is exactly in line with the murderhoboing I want to encourage in my parties. Matt Mercer's Gunslinger can eat its heart out - you're here to shoot, you're here to loot, and nothing's gonna stand in your way.

Vault Hunter
Image result for borderlands vault hunters
"Lemme explain how things work here: Vault Hunter shows up. Vault Hunter looks for the new vault. Vault Hunter gets killed. By me." - Handsome Jack, President of the Hyperion Corporation.

Level 1: Guns! Guns! Guns!, d6 Gun Die, One Cool Thing
Level 2: +d8 Gun Die, One Cool Upgrade
Level 3: +d10 Gun Die, One Cool Upgrade
Level 4: +d12 Gun Die, One Cool Upgrade, free Legendary Gun

Hit Die: d6
Starting Equipment: A gun (roll it like you looted it), another random weapon, anything else you absolutely 100% need for your One Cool Thing
Skills (d3): 1. Badassery, 2. Looting, 3. Shooting

Guns! Guns! Guns!: Your loot drops in the form of outlandish guns. Whenever you'd loot something or someone, on a Vault Hunter level-in-6, they drop a gun. No one besides you can use or even interact with these guns; they dematerialize if you don't take them. You can carry a number of guns on your person equal to 1+Vault Hunter level. Roll a d6 to find out what kind of gun it is, then roll all your Gun Dice on the Gun Traits table.

One Cool Thing: Pick one ability another class gets, at any level. If it needs resource dice or some other requirement, you have the minimum needed to use it, and can't get more. To activate it, roll a 5+ on your Gun Die; if you succeed, next time it's a 6+, then a 7+, etc. If it's a passive ability, it lasts for minutes equal to your roll. Whenever you take a Vault Hunter level, you can upgrade your One Cool Thing in one of the following ways.

One Cool Upgrade
1. Can't Touch This: Once a day, when you activate your One Cool Thing, get an extra hit die. Roll it, gain that much HP. This HP and HD expire at the end of the day.
2. Cool Rules Everything Around Me: Your One Cool Thing becomes a 10' radius aura.
3. EXPLOSIONS!!!: Things you affect with your One Cool Thing explode like a grenade for Gun Die Firearm damage. If you take it again, add an Elemental damage type of your choice.
4. Mutant Master: Roll a Mutation on the Spell Mutation table. It applies to your One Cool Thing.
5. My Buddy, My Buddy, and Me: Your allies can each use your One Cool Thing once per day if they're within line of sight of you.
6. No Kill Like Overkill: Whenever you kill something without using your One Cool Thing, you can roll your Gun Die. On a 5+, regenerate a resource die for your One Cool Thing.
7. Power Hungry: Get an extra Resource Die or other requirement for your One Cool Thing.
8. Take The Shot: When you Stunt while your One Cool Thing is active, you can automatically succeed by making a Gun Die roll of 5+.
9. What's Up, Danger?: If you're at or below 0 HP, you have advantage on rolls for your One Cool Thing once you've activated it.
10. You Ain't Seen Nothin' Yet: While your One Cool Thing is active, you have +4 to one ability score (chosen when you pick this upgrade).



Gun Type (d6)
1. Pistol: d6 ranged firearm damage, concealable under clothes, needs reload on 18+ to-hit
2. Sub-Machine Gun: d6 ranged firearm damage, on 6+ damage can attack again, needs reload on 16+ to-hit
3. Shotgun: d10 ranged firearm damage, step down damage die for every move target is away, two-handed, needs reload on 11+ to-hit
4. Assault Rifle: d8 ranged firearm damage, counts as dual-wielding for multiple attacks, two-handed, needs reload on 16+ to-hit
5. Sniper Rifle: d10 ranged firearm damage, can't be dodged, two-handed, always needs reload
6. Rocket Launcher: d10 ranged firearm damage, 10' blast radius, scatters as grenade, two-handed, always needs reload
Reloading takes an Attack action.

Firearm Wounds
0-4: Holed. You blow a hole in them. They save vs. taking another d6 damage, and save vs. taking another d3 ongoing damage each turn until they succeed.
5-9: Blasted. You blow a very large hole in their d10: 1. Eye, 2. Ear, 3. Jaw, 4. Lung, 5. Guts, 6. Arm, 7. Hand, 8. Leg, 9. Foot, 10. Head.
10+: Shot Down. You reduce them to bloody shreds. They die screaming.

Gun Traits (d6/d8/d10/d12)
1. You can hit stationary, inanimate targets without rolling.
2. Damage dice explode on max damage.
3. Bullets pierce enemies on max damage.
4. Can be Reloaded as a move action instead of an attack action.
5. Step up damage die.
6. Deal elemental damage in addition to firearm damage, roll on the Elemental Damage table to see what type.
7. Roll damage with advantage.
8. You can throw it as a Grenade to reload. A new copy materializes in your hand.
9. Roll an additional damage die.
10. Fires anything as ammo.
11. Roll 2d10 on this table.
12. Roll a d20 on the Legendary Guns table.

Elemental Damage (d6)
1. Acid
2. Cold
3. Electric
4. Fire
5. Psychic
6. Necrotic

Legendary Guns (d20)
1. Always crits inanimate objects and makes them explode into d6 damage shrapnel of a relevant damage type.
2. At the beginning of each combat round, you get to shoot someone with this gun for free.
3. Bullets home in on enemies. If they miss this round, they'll Dodge the enemy and come around for another go on your next turn.
4. Can charge gun instead of firing it for up to 3 rounds. Each round you charge it, you can have it either deal elemental damage, or add an additional damage die. Roll the elemental damage type when you get this trait.
5. Creates a black hole of bullets that draws in everything within 50' at a rate of 10' per round. Everything within the 10' event horizon of the hole can't interact with anything outside the event horizon, and takes damage as if they were hit by this gun each round. Dissipates in d6 rounds.
6. Every shot deals a different random elemental damage type.
7. Fuses with another gun you own of the same Gun Type and gets its Gun Traits too. Can't be unfused, but you can pick what it fuses with.
8. Has legs! Will run around as a pet and attack people of its own volition. Attacks enemies, but otherwise won't really follow orders.
9. Integrates into your arm. Becomes part of you, and can reload by dealing d4 necrotic damage to you.
10. Is a flamethrower (or an acid-sprayer, or a frost-thrower, or a tesla-blaster, etc). Give it an elemental damage type, and it deals damage in a cone.
11. Is a targeting beam for an orbital laser. Doesn't deal any damage of its own, but in d6 rounds, a beam from the sky immolates the area you pointed the gun for (Gun Type damage die) of each elemental damage type. Works once/day.
12. Is two of the gun stapled together. Makes two attacks each time you fire it.
13. Morphic. Every time you shoot it, it becomes a new gun type. Keeps the same traits.
14. Raises the enemies it kills as undead who fight for you until combat ends.
15. Shoots bees that sting the target, then amalgamate into a larger swarm that flies around the battlefield attacking indiscriminately. Each bee steps up the swarm damage die. Bees leave when combat ends.
16. Shoots smaller guns. Also makes a basic attack of the Gun Type below it on the Gun Type table.
17. Shots encase the target in an elemental damage aura that deals d4 damage to them and everything within 10' each turn (save ends).
18. Wounds for double value (if you'd deal a Wound 3, you instead deal a Wound 6. If you deal a Wound 5+, you instakill).
19. Roll 6d10 on the Gun Traits table. Figure out how the traits stack if you roll duplicates.
20. Roll twice on this table.

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