Thursday, January 21, 2016

For The Table: A Militant, With Gear

Having previously posted this image to G+ to a very warm reception, I formally present to you "A Militant In Fine Form," with a full description of the highlighted gear to follow. This information will be published in Gathox Vertical Slum this spring. Feel free to use these bits at your table.

Specialty Gear

Chug Boots - These sturdy mechanical boots allow the wearer to bear larger loads, effectively increasing encumbrance slots by 3. While heavy, they provide little in the way of armor, and can be worn by any class. 250 gp.

Gutter Gills - This fish-like helmet provides air filtering for hostile environments, improving saving throws and CON checks against harmful airborne substances by 1 point. Swappable filters last 1 turn each. Additionally, the fish-like eye goggles built into the helmet provide a green filter that mitigates both bright and dark light, allowing 15’ vision in what would otherwise be blinding light or total darkness. 125 gp, 10 gp/filter; 1 encumbrance.

Karate Bandana - This mystic scrap of cloth provides 1 point of AC to the wearer and features a hard medallion in the center of the forehead, useful for headbutting. If the entire party wears Karate Bandanas, the resulting psychic communion allows the party +1 to group initiative. 40 gp each, ½ encumbrance.

Kneepads - these work-tough construction kneepads protect the wearer from a variety of patellar hazards, improving AC by 1 point and potentially mitigating some limb damage to the leg. 25 gp, 1 encumbrance.

Lungblade -
This powerful weapon consists of a pneumatic upper body suit with a large, flexible air bladder on the back. A tube runs down the back of the wearer’s preferred weapon arm and into the base of an unsettlingly large hatchet or meat cleaver. The wearer’s natural body movements build up pneumatic pressure in the bladder, allowing any attack with the blade to explode damage on a natural damage roll of 6. This effect is stackable. 1d6 dmg, range M, 225 gp; mechanical failure on a natural To-Hit roll of 1, requiring 30% of cost to repair.

Polearm - This 8’-12’ long two-handed weapon has been generalized for multiple purposes, featuring a variety of spikes, blades, ball peens and hooks on the killing end. With a successful attack roll, any militant using the polearm may choose to roll a 1d6 separate from their damage roll; a result of 1 indicates the militant may use one of the implements at the end of the weapon to perform a combat stunt of their choosing, subject to GM fiat. 8 gp, 2 encumbrance.

Revolver - A classic weapon for settling scores and missing glass bottles on fenceposts, the timeless revolver holds six rounds and fits snugly in a hip or leg holster for your quickdraw convenience. 1d8 dmg, 45' range, 1 encumbrance, 60 gp. Ammo: 25 gp for 20 bullets.

Skull Belt - An essential bit of kit, the Skull Belt marks the wearer as a magnificent bastard while providing easy access to a variety of pouches, weapons, and bullets. AC bonus of 1. 40 gp, 1 encumbrance.

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