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Re: [HOE] D20 Classes Poll..
I typed this in my sleep one night..it's pretty incomplete, but it means
something...if someone could tell me what it means i'll try and finish
it...x.x
Treasure charts:
Since in D&D currency works quite differently from Deadlands, here's a quick
way to convert all that gold, silver, copper, and platinum to "dollars worth
of goods". These goods represent things that anyone would want to buy at
market price; rations, clothing, and the like. each "platinum" is worth 1
dollar. that means that 10 gold=1 dollar, 100 silver=1 dollar, and 1000
copper=1 dollar. These goods are easily traded for their value.
"components and luxury goods"--Gems and art:in DL these translate to luxury
items and component items:most things that people want, but don't need.
Components(which replace gems) are worthless to anyone but a junker(unless
someone needs that exact component, which is unlikely). Luxury items can be
sold for their market price to some people, but if you unload them all at
once, you'll get shafted on the price.
Component table:
d% Value Average Example
1-25 1d2 $1.5 Structural components(1 lb);A pound of structure,
pvc tubing, metal
bar, etc
26-50 1d3 $2 mechanical, Chemical or electrical component(1
lb);"d" cell
battery, silicon board, spark plug, etc
51-70 2d6 $7 Partially complete but common component;Standard
processor, Tire,
jar of chemical, framework of a gun
71-90 4d10 $20 Mostly complete compoment;gun without a barell,
case of chemical,
car battery, etc
91-99 4d4x10 $80 Complete component; complete circuit board,
computer monitor, etc.
100 2d4x100 $400 Rare component; military hardware, laptop
computer, etc.
Luxury Item Table:
d% Value Average Example
1-10 1d10 $5 Extra change of clothes, candy bar, comic book
11-25 3d6 $10 Can of Soda, Clean clothing, book, car seat covers
26-40 1d6x10 $35 Unworn clothing, dictionary
41-50 1d10x10 $55 Designer Jacket, Comfy office chair
51-60 2d6x10 $70 Movie or video game
61-70 3d6x10 $100 Formal Clothing, gold ring
71-80 4d6x10 $140 Portable video game, gold necklace
81-85 5d6x10 $175 Full Designer suit
86-90 1d4x100 $250 Diamond Ring
91-95 1d6x100 $350 Working computer, diamond necklace
96-99 2d4x100 $500 Television with built-in slugplayer
100 2d6x100 $700 Portable movie screen, platinum necklace
Mundane Items:
1-3:Arrows(2d4)
4-10:Ammo(roll on chart)
11-15:Backpack
16-20:Binoculars
21-24:Compass
25-29:Flashlight(2d12 hours of use)
30-32:Geiger Counter(1d8 hours of use)
33-34:Mess kit(1d8 days worth of meals)
35-36:Ghost Rock(1d4 oz)
37-38:Night-Vision Goggles(1d6 hours of use)
39-42:Rope(50 feet)
43-44:Rifle Scope(x5)
45-46:Tent(for two)
47-48:Water Purification kit(1d10 1-quart uses)
49-50:Water tester(1d4 uses)
51-52:Handcuffs
53-54:Playing Cards
55-57:Soap
58-59:Sunglasses
60-61:Toothpaste
62-63:Watch
64-66:Coffee
67-69:Rations(1d10 days)
70-72:Whiskey(1 quart)
73-75:Thick Winter Coat
76-77:Kevlar Vest
78-79:Armored Duster
80-83:Common Melee Weapon(roll on chart)
84-86:Uncommon Melee Weapon(roll on chart)
87-90:Common Ranged Weapon(roll on chart)
91-93:Uncommon Ranged Weapon(roll on chart)
94-97:Infantry Helmet
98-100:Infantry Battlesuit
Common Melee Weapons
1-15:Brass Knuckles
16-31:Knife
32-39:Hand Axe
40-59:Club
60-75:Butcher Knife
76-90:Large Club
91-100:Machete
Uncommon Melee Weapons
1-19:Battle Ax
20-39:Bayonet
40-49:Mini-chainsaw
50-70:Long Sword
71-84:Greataxe
85-100:Great Sword
Common Ranged Weapons
Uncommon Ranged Weapons
d20 Junker 2.0
"Enchanting" guns:Enchanted guns, much like enchanted bows, bestow their
bonuses upon their ammunition. Enhancement bonuses do not stack with
enchanted ammo. Many types of ammunition abilities, namely those which
dictate the material from which the bullets are made(i.e. silvered or
ghost-rock tipped), cannot be put on the weapon.
Weapon Enhancements:
Having a weapon do anything special in the wasted west is damn expensive.
The cost for an enchanted weapon is its enhancement bonus squared times
$1000.
Ghost Steel:Using steel tempered in ghost rock fires drastically reduces the
weight of a weapon(weight down by half), and makes it more succeptable to
enhancements. This is like a "masterworks" weapon in D&D. Cost:$100 for
pistols, $200 for rifles and SMGs, and $500 for HMGs.
Enhancements:To give a weapon enhancements requires either an appropriate
smithing(gunsmith, swordsmith) skill or Knowledge:occult engineering at the
level mentioned. If the character is not a junker, the Custom-Build feat is
necessary to give these weapon enhancements.
Keen:As per the DMG
Shocking:As per the DMG
Brilliant Energy:As per the DMG
Balanced:As per Throwing
Returning:As per the DMG
Freezing:As per Icy Burst
Flaming:As per the DMG
Stabilized:As per Distance
Glow Rod:Functions as a Staff of Spell Storing for Doomsayers.
A.I.:Junkers use this ability to cram a tech spirit into a weapon, giving it
a greater range of abilities(AI enhancements), as well as giving the weapon
a kind of intelligence. Roll up Int, Wis, and Cha as for a normal
intelligent sword, but these weapons do not get any of the abilities, save
the ability to communicate(via speech 10% chance, all are able to
communicate with a computer through a dataport). It only gets as languages
Binary to talk to computers, and if it can speak, the native language of the
junker that built it. Enhancement bonus:+5
AI Enhancements:These enhancements can only be put on weapons with the AI
enhancement built by a junker or on relics(in which case, they don't need
the AI enhancement and can be normal intelligent weapons)
Dancing:
Defending:
Magic Enhancements:Not even junkers can pull off these enhancements--They're
for relics only!
Blessed:
Relics: