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qazzquimby
2013-11-16, 04:24 PM
I started by trying to adapt TF2 weapons into weapons for dnd 3.5, but after a while it became clear that it would be much easier, and probably more worth the effort, to make a separate game based heavily on 3.5.

I have almost all of the items statted, and I'll put the current version here.

Scattergun
Scattergun deals 4d6 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6, as well as a -1 penalty to damage at each successive range increment. It can fire 6 shots before needing to reload. Reloading to full is a full action, and reloading three is a standard action. Range increment of 10 ft. The Scattergun suffers no penalty to attack when targeting something beyond its first range increment.

Force-A-Nature
The Force-A-Nature deals 4d6+1 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6, as well as a -1 penalty to damage at each successive range increment. Upon damage an enemy is affected by a bull rush with a strength mod of the damage done. The Force-A-Nature can fire 2 shots before needing to reload. Reloading is a standard action. Range Increment of 10 ft. The Force -A-Nature suffers no penalty to attack when targeting something beyond its first range increment.

The Shortstop
The Shortstop deals 4d4 points of damage within 20 feet, and loses one die of damage for every 20ft increment after, to a minimum of 1d4. While holding the Shortstop, the wielder gets no save against bull rushes, or any other pushing force, and can be sent twice as far by any such effect. While holding the shortstop, all healing is increased by 20%, rounding up. The Force-A-Nature can fire 2 shots before needing to reload. Reloading is a standard action. Range Increment of 20 ft. The Shortstop suffers no penalty to attack when targeting something beyond its first range increment.

The Soda Popper
The Soda Popper 4d6 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6, as well as a -1 penalty to damage at each successive range increment. After moving 300ft, when the Soda Popper is next held, it grants the wielder mini-crits (1.5x damage) for two rounds. The Soda Popper can fire 2 shots before needing to reload. Reloading is a standard. Range increment of 10 ft. The Soda Popper suffers no penalty to attack when targeting something beyond its first range increment.

Baby Face’s Blaster
The Shortstop deals 3d4 points of damage within 20 feet, and loses one die of damage for every 20ft increment after, to a minimum of 1d4. While Baby Face’s Blaster is on someone’s person, they’re move speed -15ft, to a minimum of 5 ft. As Baby Face’s Blaster deals damage, it gains hype, to a maximum of 100 hype. For every 20 hype gained the wielders move speed increases by 5 ft. If the wielder ever takes both feet off the ground, for instance while jumping, climbing, or being knocked prone, the hype resets to 0, and all gained speed is lost. Baby Face’s Blaster holds 6 shots. Reloading to full is a full action, and reloading three is a standard action. Range increment of 20 ft. Baby Face’s Blaster suffers no penalty to attack when targeting something beyond its first range increment.

Pistol
The Pistol deals 1d10 points of damage within 20 feet, and gains a -2 penalty to damage every range increment after. It can be fired multiple times as if it had the wielder had the rapid shot feat. It holds 12 rounds, but fires two rounds per attack. Reloading is a standard ction. Range increment of 20 ft. The Pistol suffers no penalty to attack when targeting something beyond its first range increment.

The Winger
The Winger deals 1d10+3 points of damage within 20 feet, and gains a -2 penalty to damage every range increment after. It can be fired multiple times as if it had the wielder had the rapid shot feat. It holds 6 rounds, but fires two rounds per attack. Reloading is a standard action. Range increment of 20 ft. The winger suffers no penalty to attack when targeting something beyond its first range increment.

Pretty Boy’s Pocket Pistol
Pretty Boy’s Pocket Pistol deals 1d10 points of damage within 20 feet, and gains a -2 penalty to damage every range increment after. Pretty Boy’s Pocket Pistol grants the wielder +2 max hp, and grants immunity to damage from falling. All fire damage on the wielder is doubled while held. It holds 6 rounds, but fires two rounds per attack. Reloading is a standard action. Range increment of 20 ft. Pretty Boy’s Pocket Pistol suffers no penalty to attack when targeting something beyond its first range increment.

The Flying Guillotine
The Flying Guillotine does 1d6 damage when used as a melee weapon, and grants no other effects. When used as a thrown weapon it deals 1d12 damage, and causes the target to take 1d6 damage for the next two rounds. The Flying Guillotine returns to the wielder’s hand at the end of their next turn.

Bonk! Atomic Punch
As a standard action that provokes opportunity attacks, the wielder can become immune to damage and energy drain until the end of their next turn. During this time the wielder cannot attack. Bonk! Atomic Punch refills after four rounds.

Crit-a-Cola
As a standard action that provokes opportunity attacks, the wielder gain 10ft speed and deal all damage in mini-crits (1.5x damage) until the end of their next turn. During this time all damage taken is increased by 25%, rounding up. The Crit-a-Cola refills after four rounds.

Mad Milk
Mad Milk can be thrown as a splash weapon with a radius of 10 ft. Every target within the radius is given a reflex save against 10+the wielder’s HD to dodge the splash. For two rounds, all hits against targets hit by the splash heal the attacker by half the damage dealt. The Mad Milk reforms and returns after four rounds.

The Bat/ Holy Mackerel
Melee range, 1d6 damage.

The Sandman
While held the wielder loses two points of max hp. The Sandman deals 1d6 damage as a melee attack. Once per three rounds the Sandman can launch a magical baseball with a range increment of 10ft. The target is granted a reflex save vs. the original attack roll to dodge the attack. If the baseball hits its target, they are dazed for one round if they were within the first 5 range increments (within 50ft). If the target was beyond that distance, they are instead stunned for one round.

The Candy Cane
The Candy Cane deals 1d6 damage as a melee attack. While on the wielder’s person, a ¼ health pack appears next to any target brought to 0 hp or lower by the wielder. While on the wielder’s person, the wielder automatically fails any save to take half damage from an area affect, and takes double damage from all such effects.

The Boston Basher
The Boston Basher deals 1d6 damage as a melee attack, and causes the target to take 1d6 damage for the next two rounds. If the wielder misses an attack with the Boston Basher, treats the attack as if it was a hit on the wielder themself.

The Sun-on-a-Stick
The Sun-on-a-Stick deals 1d4 damage as a melee attack, but always does critical damage against a target that is suffering from ongoing fire damage.

The Fan O’War
The Fan O’War deals 1 damage as a melee attack, but causes the target to take mini-crits (1.5x damage) for three rounds. Only one target can suffer this effect at a time. If a new target is hit, the effect on the first target ends.

The Atomizer
The Atomizer deals 1d4 damage as a melee attack. During movement, the wielder can fly with perfect maneuverability for 20ft, and can ignore fall damage at any time. Doing either of these things deals 1d2 damage to the wielder.

The Wrap Assassin
The Wrap Assassin deals 1d2 damage as a melee attack. Once per three rounds the Wrap Assassin can launch a magical bauble with a range increment of 10ft. The target is granted a reflex save vs. the original attack roll to dodge the attack. If the bauble hits its target, they take 1d4 damage, 1d6 damage for the next two rounds, if they were within the first 5 range increments (within 50ft). If the target was beyond that distance, the attack is treated as a critical hit, and they instead take 1d8 damage for the next two rounds.

The Rocket Launcher
The Rocket Launcher deals 3d8 damage on a direct hit and 3d4 splash damage with a radius of 5 ft within the first range increment. It then deals one die of damage less, per additional range increment, to a minimum of 1d8, and 1d4. The rocket moves slowly and suffers -4 to hit per range increment. The wielder may aim at its target’s feet, for a +4 to hit, but only splash damage will be dealt. If the attack hits by 5 or more, the target is considered airborne until their next turn. The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check, but they take the weapon’s splash damage when doing so. The rocket launcher has a clip of 4 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Direct Hit
The Direct hit deals 3d10 damage on a direct hit within the first range increment. It then deals one die of damage less, per additional range increment, to a minimum of 1d10. The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check, but they take 3d4 damage when doing so. The Direct hit has a clip of 4 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Black Box
The Black Box deals 3d8 damage on a direct hit and 3d4 splash damage with a radius of 5 ft within the first range increment. It then deals one die of damage less, per additional range increment, to a minimum of 1d8, and 1d4. The rocket moves slowly and suffers -4 to hit per range increment. The wielder may aim at its target’s feet, for a +4 to hit, but only splash damage will be dealt. If the attack hits by 5 or more, the target is considered airborne until their next turn. Any time a target is hit, either directly or through splash damage, the wielder gains 1d4 health. The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check, but they take the weapon’s splash damage when doing so. The Black Box has a clip of 3 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Rocket Jumper
The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check. The rocket Jumper has a clip of 4 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Liberty Launcher
The Rocket Launcher deals 3d6 damage on a direct hit and 3d4 splash damage with a radius of 5 ft within the first range increment. It then deals one die of damage less, per additional range increment, to a minimum of 1d6, and 1d4. The rocket moves quickly and suffers only a -1 to hit per range increment. The wielder may aim at its target’s feet, for a +4 to hit, but only splash damage will be dealt. If the attack hits by 5 or more, the target is considered airborne until their next turn. The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check, but they take the weapon’s splash damage when doing so. The Liberty Launcher has a clip of 4 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Cow Mangler 5000
The Cow Mangler 5000 deals 3d8 electric damage on a direct hit and 3d4 electric splash damage with a radius of 5 ft within the first range increment. It then deals one die of damage less, per additional range increment, to a minimum of 1d8, and 1d4. It deals only splash damage to constructs. The rocket moves slowly and suffers -4 to hit per range increment. The wielder may aim at its target’s feet, for a +4 to hit, but only splash damage will be dealt. If the attack hits by 5 or more, the target is considered airborne until their next turn. The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check, but they take the weapon’s splash damage when doing so. If the rocket is at full clip the wielder may fire a burst of energy as a full round action that provokes opportunity attacks. This acts as a normal attack, but deals mini-crits (1.5x damage) and all targets that take damage are set on fire and take 1d6 damage for the next two turns. The Cow Mangler 5000 has a clip of 4 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Beggar’s Bazooka
The Beggar’s Bazooka deals 3d8 damage on a direct hit and 3d4 splash damage with a radius of 5 ft within the first range increment. It then deals one die of damage less, per additional range increment, to a minimum of 1d8, and 1d4. The rocket moves slowly and is very inaccurate, and suffers -8 to hit per range increment. The wielder may aim at its target’s feet, for a +4 to hit, but only splash damage will be dealt. If the attack hits by 5 or more, the target is considered airborne until their next turn. The Wielder may shoot beneath them as part of a movement to make add +50 to any jump check, but they take the weapon’s splash damage when doing so. While using the Beggar’s Bazooka, the wielder gains the benefits of Manyshot, even if they do not meet the prerequisites. The Beggar’s Bazooka has a clip of 3 rockets. Reloading one rocket is a standard action, and reloading four is a full round action.

The Shotgun
The Shotgun deals 3d6 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6. It can fire 6 shots before needing to reload. Reloading to full is a standard action, and reloading three is a standard action. Range increment of 10 ft. The Shotgun suffers no penalty to attack when targeting something beyond its first range increment.

The Reserve Shooter
The Reserve Shooter deals 3d6 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6. It can fire 3 shots before needing to reload. Reloading is a standard action. While on the wielder’s person, the wielder can change weapons as a swift action. All hits on targets with both feet off the ground are dealt as mini-crits (1.5x damage). The Range increment of 10 ft. The Shotgun suffers no penalty to attack when targeting something beyond its first range increment.

Buff Banner
The Buff Banner gradually charges as the wielder deals damage and is useable after the wielder has done 90 damage. As a standard action that provokes opportunity attacks, the wielder can create an aura with a radius of 30 ft for two rounds. All allies within the aura do all damage as mini-crits (1.5x damage).

The Gunboats
While worn, all self-damage from explosions is reduced by 60%, rounding down.

The Battalion’s Backup.
The Battalion’s Backup gradually charges as the wielder deals damage and is useable after the wielder has done 90 damage. As a standard action that provokes opportunity attacks, the wielder can create an aura with a radius of 30ft for two rounds. All allies within the aura are immune to critical hits, and take 35% less damage from all sources, rounding down.

The Concheror
The Concheror gradually charges as the wielder takes damage and is useable after the wielder has taken 70 damage. As a standard action that provokes opportunity attacks, the wielder can create an aura with a radius of 30ft for two rounds. All allies within the aura gain 20 move speed, and heal 35% of all damage they deal.

The Mantreads
While worn the wielder receives a +8 bonus when resisting a push force. In addition if the wielder lands on a target and would take fall damage, the wielder takes no damage, and instead the target takes 3x the fall damage.

Righteous Bison
The Righteous Bison deals 1d2 damage to constructs, and 1d8 damage to all other targets as a touch attack. It pierces targets, and only stops when it meets a thick obstruction. It can fire four shots before reloading, and can reload one as a standard action, or reload to full as a full action. Range increment of 10 ft.

Shovel
The Shovel deals 2d8 damage as a melee attack

The Equalizer
The Equalizer deals 1d6 damage above75% health, 2d6 when below 75% health, 3d6 when below 50% health, and 4d6 when below 25% health, as a melee attack.

The Pain Train
The Pain Train deals 2d8 as a melee attack and grants its wielder +1 cap rate, but all damage from non-explosive ranged projectiles is increased by 10%, rounding up.

The Half-Zatoichi
The Half-Zatoichi deals 2d8 damage as a melee attack, and has a +2 to attack due to its length. Once drawn, the wielder cannot let the Half-Zatoichi go until they have killed someone with it. Upon killing someone with the Half-Zatoichi, the wielder is returned to full health.
The Disciplinary Action
The Disciplinary action deals 1d8 damage as a melee attack, and has a +4 to attack due to its length. Upon striking an ally, instead of taking damage the ally and the wielder are granted +20 movement speed for one round.

The Market Gardener
The Market gardener deals 2d8 damage as a melee attack, and cannot randomly critical hit. If the Market Gardener hits a target immediately after the wielder explosive-jumps adjacent, or onto them, it deals critical damage.

The Escape Plan
The Escape Plan deals 2d8 damage as a melee attack. While held the wielder gains no benefit when above 75% health, +10 movement speed when below 75% health, +20 movement speed when below 50% health, and +30 movement speed when below 25% health. While held, and for one round after put away, all damage taken is in mini-crits(1.5x damage). As a full round action that provokes opportunity attacks, the wielder can take 50 damage, and deal 75 damage within a 5 ft radius.

The Flamethrower/rainblower
The Flamethrower deals damage in a 10ft line. The 5ft closest to the wielder deals 4d12 damage, and the farther 5ft deals 2d12. Any target that takes damage from this attack is lit on fire and takes 1d8 additional damage each round, for the next two rounds. As a standard action the wielder can push a target within 10ft back 5ft, without save. As an immediate action, when attacked by a rocket, grenade, bolt, or arrow, the wielder can take a reflex save versus the original attack roll. If the wielder makes the save, they can make an attack with that projectile as if they were firing it themselves. If this reflected attack hits, it deals mini-crit damage (1.5x damage). The Flamethrower has 200 ammunition, and uses 20 ammo per standard attack or airblast, and 40 per full round attack.

The Backburner
The Backburner deals damage in a 10ft line. The 5ft closest to the wielder deals 4d12 damage, and the farther 5ft deals 2d12. Any target that takes damage from this attack is lit on fire and takes 1d8 additional damage each round, for the next two rounds. As a standard action the wielder can push a target within 10ft back 5ft, without save. As an immediate action, when attacked by a rocket, grenade, bolt, or arrow, the wielder can take a reflex save versus the original attack roll. If the wielder makes the save, they can make an attack with that projectile as if they were firing it themselves. If this reflected attack hits, it deals mini-crit damage (1.5x damage). The Backburner deals critical damage against a target facing directly away from the wielder. The Backburner has 200 ammunition, and uses 20 ammo per standard attack, 50 ammo per airblast, and 40 per full round attack.

The Degreaser
The Degreaser deals damage in a 10ft line. The 5ft closest to the wielder deals 4d10 damage, and the farther 5ft deals 2d10. Any target that takes damage from this attack is lit on fire and takes 1d6 additional damage each round, for the next two rounds. As a standard action the wielder can push a target within 10ft back 5ft, without save. As an immediate action, when attacked by a rocket, grenade, bolt, or arrow, the wielder can take a reflex save versus the original attack roll. If the wielder makes the save, they can make an attack with that projectile as if they were firing it themselves. If this reflected attack hits, it deals mini-crit damage (1.5x damage). The wielder can change weapons as a free action. The Degreaser has 200 ammunition, and uses 20 ammo per standard attack or airblast, and 40 per full round attack.

The Phloginator
The Phloginator deals damage in a 10ft line. The 5ft closest to the wielder deals 4d10 damage, and the farther 5ft deals 2d10. Any target that takes damage from this attack is lit on fire and takes 1d6 additional damage each round, for the next two rounds. The Phloginator gradually charges as the wielder deals fire damage. After the wielder has dealt 34 fire damage, the wielder can take a full round action that provokes opportunity attacks to heal themself to full health, and grant themself critical hits with the Phloginastor for two rounds. The Phloginator has 200 ammunition, and uses 20 ammo per standard attack, and 40 per full round attack.

The Flare Gun
The Flare Gun deals 1d8 damage. In addition, any target hit by the flare gun takes 1d8 additional damage for two rounds. The Flare gun always deals a critical hit when it hits a target that is already taking fire damage. Range increment of 10 ft. It can fire one shot before needing to reload. The Flare gun reloads as a standard action, or reloads automatically when drawn, if it was put away for at least one round. As a full round action that provokes opportunity attacks, the wielder can make a melee attack that deals 75 damage.

The Detonator
The Detonator deals 1d8 damage and explodes with a radius of 5ft, doing 1d4 damage to each target not directly hit. In addition, any target hit by the flare gun takes 1d8 additional damage for two rounds. Range increment of 10 ft. It can fire one shot before needing to reload. Attacks with the Detonator gain a +4 to attack, but if the attack hits by 2 or less, only splash damage is dealt to the target. The Detonator reloads as a standard action, or reloads automatically when drawn, if it was put away for at least one round. As a full round action that provokes opportunity attacks, the wielder can make a melee attack that deals 75 damage.

The Manmelter
The Manmelter deals 1d8 damage. In addition, any target hit by the Manmelter takes 1d8 additional damage for two rounds. As a free action the wielder can end any ongoing fire damage on an ally within 5 ft. When the wielder does this, they gain one critical hit with the Manmelter, to be used with its next attack. Range increment of 20 ft. It can fire one shot before needing to reload. The Manmelter reloads as a standard action, or reloads automatically when drawn, if it was put away for at least one round. As a full round action that provokes opportunity attacks, the wielder can make a melee attack that deals 75 damage.

The Scorch Shot
The Scorch shot deals 1d4 damage. The Scorch Shot explodes with a radius of 5ft, and does 1d4 damage to each target not directly hit. In addition, any target hit by the Scorch Shot takes 1d8 additional damage for two rounds. Range increment of 10 ft. It can fire one shot before needing to reload. The Flare gun reloads as a standard action, or reloads automatically when drawn, if it was put away for at least one round. As a full round action that provokes opportunity attacks, the wielder can make a melee attack that deals 75 damage.

The Fire Axe/Lollichop
The Fire Axe deals 2d8 damage as a melee attack.

The Axtinguisher/Postal Pummeler
The Axtinguisher deals 2d4 damage as a melee attack, but deals 6d8 damage against flaming targets.

The Homewrecker/Maul
The Homewrecker deals 2d6 damage as a melee attack, but deals 4d6 against constructs, and can remove sappers.

The Back Scratcher
The Back Scratcher deals 2d10 damage as a melee attack. The wielder gains an additional 50% healing from health packs and other items, but only gains 25% healing from allies.

The Sharpened Volcano Fragment
The Sharpened volcano fragment deals 2d6 damage as a melee attack, and lights the target on fire on hit. The target takes an additional 1d8 damage each round for two rounds.

The Third Degree
The Third Degree deals 2d8 damage as a melee attack and deals equal damage to any non-construct that healed the target within the last round.

The Neon Annihilator
The Neon Annihilator deals 2d6 electric damage as a melee attack, and does critical hits when used on an underwater target. The Neon Annihilator can be used to remove sappers.

The Grenade Launcher
The Grenade Launcher deals 6d4 damage on a direct hit and 1d12 splash damage with a radius of 5ft. If the grenade misses it skids 20+1d8*10ft and detonates in that space, doing only splash damage, at the beginning of the wielder’s next turn. The Grenade Launcher has a clip of 4 Grenades. Reloading one grenade is a standard action, and reloading four is a full round action. Range Increment of 10 ft.

The Loch-N-Load
The Loch-N-Load deals 8d4 damage on a direct hit and 1d12 splash damage with a radius of 5ft. The Grenade Launcher has a clip of 2 Grenades. Reloading one grenade is a standard action, and reloading four is a full round action. Range Increment of 20ft.

Ali Baba’s Wee Booties/ Bootlegger
The wielder gains 1 point of constitution (4 max hp) and can strafe two spaces during a charge.

The Loose Cannon
The Loose Cannon makes two attacks as one standard action. The first attack deals 5d4-1 damage and pushes the target back 1d4x10ft on hit. The second attack gets a +4 bonus, and deals 3d4-1 damage on a hit, and explodes doing 1d4+1 damage with a radius of 5ft. If both attacks hit, the second attack is a mini-crit (1.5x damage). If the first attack hit and the second attack misses, the grenade lands in the space the target was originally in (before knockback) and detonates in that space, doing only splash damage, at the beginning of the wielder’s next turn. If both attacks miss it skids 10+1d4x10ft and detonates in that space, doing only splash damage, at the beginning of the wielder’s next turn. Range Increment of 10ft.

The Stickybomb Launcher
The Stickybomb Launcher fires a bomb that activates at the beginning of the wielder’s next turn. The wielder can have 8 Stickybombs out at a time. Any further stickybombs detonate the oldest remaining sticky bomb. As a free action the wielder can detonate all active stickybombs, 3d10 damage to any target in the same space and launching them airborne until the beginning of their next turn. The bomb also deals 11 damage to to everything within a 5ft radius. Anyone who would take splash damage can make a reflex save against a dc of 10 to take half damage. As part of a movement the wielder can detonate a stickybomb underneath them to add 100 to a jump check. The wielder always takes half damage from the splash damage taken from this. The Stickybomb Launcher can fire 8 times before needing to reload. Reloading one shot is a standard action. Range increment 10ft.

The Scottish Resistance
The Scottish Resistance fires a bomb that activates at the end of the wielder’s next turn. The wielder can have 16 Stickybombs out at a time. Any further stickybombs detonate the oldest remaining sticky bomb. As a free action the wielder can detonate all active stickybombs, 3d10 damage to any target in the same space and launching them airborne until the beginning of their next turn. The bomb also deals 11 damage to to everything within a 5ft radius. Enemy stickybombs within the splash radius are destroyed by this attack. Anyone who would take splash damage can make a reflex save against a dc of 10 to take half damage. As part of a movement the wielder can detonate a stickybomb underneath them to add 100 to a jump check. The wielder always takes half damage from the splash damage taken from this. The Scottish Resistance can fire 8 times before needing to reload. Reloading one shot is a standard action. Range increment 10ft.

The Chargin’ Targe
The wielder takes half damage from fire and explosives, and is immune to ongoing fire damage. As a move action the wielder can charge forwards 50ft in a straight line. If this charge hits an enemy within the last 10ft, they take 2d6 +1d2/head damager. Any attack made within the last 10ft of the charge ends the charge and deals critical damage. The wielder can only attack in the same direction they are charging during the charge. This ability recharges after two rounds.

The Stickybomb Jumper
The Stickybomb Jumper fires a bomb that activates at the beginning of the wielder’s next turn. The wielder can have 8 Stickybombs out at a time. Any further stickybombs detonate the oldest remaining sticky bomb. As part of a movement the wielder can detonate a stickybomb underneath them to add 100 to a jump check. The Stickybomb Jumper can fire 8 times before needing to reload. Reloading one shot is a standard action. Range increment 10ft.

The Splendid Screen
The wielder takes 80% damage from fire and 85% damage from explosives. As a move action the wielder can charge forwards 50ft in a straight line. If this charge hits an enemy they take 2d12+1d4/head damager. Any attack made within the last 10ft of the charge ends the charge and deals critical damage. The wielder can only attack in the same direction they are charging during the charge. This ability recharges after two rounds.

The Bottle/Scottish Handshake
The Bottle deals 2d8 melee damage.

The Eyelander/HHHH/Nessie’s Nine Iron
The Eyelander deals 2d8 melee damage and has a +2 bonus to attack. The wielder loses 4 max health. Every time the wielder kills someone with the Eyelander they get 1 head, to a maximum of 5 heads. The wielder gains 5 feet of movement speed and 2 max health per head.

The Scotsman’s Skullcutter
The Scotsman’s Skullcutter deals 2d10 melee damage and has a +2 bonus to attack. The wielder loses 5ft of movement speed.

The Ullapool Caber
When the wielder first makes an attack with the Ullapool Caber it deals 4d10 damage to the target and 3d10 to the wielder, and launches the wielder 10ft into the air. After the first attack it deals 2d8 melee damage.

The Claidheamh Mor
The Claideamh Mor deals 2d8 damage as a melee attack and has a +2 bonus to attack. The wielder loses 2 health. The wielder can charge 10ft longer than normal.

The Persian Persuader
The Persian Persuader deals 2d8 damage as a melee attack. If the wielder has the Chargin’ Targe or the Splendid Screen, they take only 1 round to recharge instead of two. When the wielder would gain ammo, they instead gain an amount of health dependent on how much ammo they would have gained. If the wielder would have gained ¼ ammo, they heal 2 hp. ½ ammo, 3hp. Full ammo, 6hp. Collecting all of the metal from a destroyed building heals 12 hp.

The Minigun/Iron Curtain
The Minigun deals 12d12 damage within its first range increment, 9d12 within its second, and 1d12 less every range increment after, to a minimum of 2d12. If the target is airborne, they are pushed back 5 ft per 10 damage dealt by the minigun. Before the wielder can attack with the minigun, it must first be spun up. Spinning up the minigun is a standard action, and on the turn it is spun up, and until it is spun down, move speed is decreased by 10ft. While the minigun is spun up, it produces a loud noise which is automatically heard by all within 50 ft. The minigun has 200 max ammo, and uses 20 when making an attack. The Minigun suffers no penalty to attack when targeting something beyond its first range increment.

Natascha
Natascha deals 9d12 damage within its first range increment, 7d12 within its second, and 1d12 less every range increment after, to a minimum of 1d12. If the target is airborne, they are pushed back 5 ft per 10 damage dealt by the Natascha. The target loses 5ft of movement speed per 5 damage dealt. Before the wielder can attack with the Natascha, it must first be spun up. Spinning up the Natascha is a standard action, and on the turn it is spun up, and until it is spun down, move speed is decreased by 10ft. While Natascha is spun up, it produces a loud noise which is automatically heard by all within 50 ft. Natascha has 200 max ammo, and uses 20 when making an attack. Natashca suffers no penalty to attack when targeting something beyond its first range increment.

The Brass Beast
The Brass Beast deals 14d12 damage within its first range increment, 11d12 within its second, and 1d12 less every range increment after, to a minimum of 3d12. If the target is airborne, they are pushed back 5ft per 10 damage dealt by the Brass Beast. Before the wielder can attack with the Brass Beast, it must first be spun up. Spinning up the Brass Beast is a standard action, and on the turn it is spun up, and until it is spun down, move speed is decreased by 15ft. While the Brass Beast is spun up, it produces a loud noise which is automatically heard by all within 50 ft. The Brass Beast has 200 max ammo, and uses 20 when making an attack. The Brass Beast suffers no penalty to attack when targeting something beyond its first range increment.

Tomislav 62
The Tomislav deals 9d12 damage within its first range increment, 7d12 within its second, and 1d12 less every range increment after, to a minimum of 1d12. If the target is airborne, they are pushed back 5ft per 10 damage dealt by the Tomislav. Before the wielder can attack with the Tomislav, it must first be spun up. Spinning up the Tomislav is a standard action, and on the turn it is spun up, and until it is spun down, move speed is decreased by 10ft. While the Tomislav is spun up, it produces a loud noise which is automatically heard by all within 50 ft. The Tomislav has 200 max ammo, and uses 15 when making an attack. The Tomislav suffers no penalty to attack when targeting something beyond its first range increment.

The Huo Long Heatmaker
The Huo Long Heatmaker deals 12d12 damage within its first range increment, 9d12 within its second, and 1d12 less every range increment after, to a minimum of 2d12. If the target is airborne, they are pushed back 5ft per 10 damage dealt by the Huo Long Heatmaker. Before the wielder can attack with the Huo Long Heatmaker, it must first be spun up. Spinning up the Huo Long Heatmaker is a standard action, and on the turn it is spun up, and until it is spun down, move speed is decreased by 10ft. While the Huo Long Heatmaker is spun up, it produces a loud noise which is automatically heard by all within 50 ft, drains 36 ammo per round, and creates a ring of fire with a 5 foot radius around the wielder. Anyone who enters the ring takes 2 damage and is lit on fire, taking 1d8 damage per turn for two turns. The Huo Long Heatmaker has 200 max ammo, and uses 20 when making an attack. The Huo Long Heatmaker suffers no penalty to attack when targeting something beyond its first range increment.

The Family Business
The Shotgun deals 2d8 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d8, as well as a -2 penalty to damage per interval. It can fire 8 shots before needing to reload. Reloading three is a standard action. Range increment of 10 ft. The Family Business suffers no penalty to attack when targeting something beyond its first range increment.

The Sandvich
As a full round action that provokes opportunity attacks, the wielder can gain up to 45 health. Alternatively the wielder can drop The Sandvich. Anyone who picks it up gains ½ their max health. Using either ability takes six rounds to recharge.

The Dalokohs Bar
As a full round action that provokes opportunity attacks, the wielder can gain up to 15 health, and for the next 6 rounds they act as if their max health was increased by 1/6th. Alternatively the wielder can drop The Dalokohs Bar. Anyone who picks it up gains ½ their max health. Using either ability takes 6 rounds to recharge.

The Buffalo Steak Sandvich
As a full round action that provokes opportunity attacks, the wielder can gain 10ft of movement speed, do all damage as mini-crits (1.5x damage), and take 25% more damage from all sources, and be restricted to melee weapons, all for 30 seconds. Alternatively the wielder can drop The Buffalo Steak Sandvich. Anyone who picks it up gains ½ their max health. Using either ability takes 6 rounds to recharge.

Fists
The Fists do 2d8 damage as a melee attack.

KGB
The KGB does 3d4 damage as a melee attack. Upon kill with the KGB, all hits the wielder makes with any weapon do critical damage until the end of their next turn.

GRU
The GRU deals 3d4 damage as a melee attack. While held, the wielder gains 5ft of movement speed. All damage is taken as mini-crits (1.5x damage) while held, and for one round after being put away.

Warrior’s Spirit
The Warrior’s Spirit deals 2d10 damage as a melee attack. The wielder loses 3 max health.

Fists of Steel
The Fists of Steel deals 2d8 damage as a melee attack. While held, the wielder takes only 60% damage from ranged sources, but double damage from melee sources.

Eviction Notice
The Eviction Notice deals 1d6 damage as a melee attack. The wielder can attack twice this weapon as a standard action, and may change targets between attacks.

Holiday Punch
The holiday punch deals 2d8 damage. The holiday punch always deals a critical hit from behind. Whenever the Holiday Punch would critical hit, it deals no damage, but the target is forced to laugh, and can take no actions until the end of their next turn.

The Frontier Justice
The Frontier deals 3d6 points of damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6. Whenever the wielder’s constructions get a kill, the Frontier Justice gets one critical hit in reserve. After that construction dies, each of the Frontier Justice’s next hits will be critical hits, until the reserve is depleted. It can fire 3 shots before needing to reload. Reloading one is a standard action. Range increment of 10 ft. The Frontier Justice suffers no penalty to attack when targeting something beyond its first range increment.

The Widowmaker
The widow maker deals 3d6 damage within 10 feet, and loses one die of damage for every 10ft increment after, to a minimum of 1d6. Using the Widowmaker uses 30 metal, but the wielder gains 6.5x the damage they deal in metal.

The Pomson
The Pomson deals 1d12 damage and has a +2 bonus to attack. Upon hitting a target, the target loses 10% of their current medigun charge, and half of their remaining cloak time, or recharge on their cloak. Range interval of 10ft. The Pomson can fire 4 shots before needing to reload, and reloads one shot as a standard action.

The Rescue Ranger
The Rescue Ranger deals 3d4 damage. Upon hitting a friendly construction it heals the construction the amount it would have damaged it. As a swift action the wielder may expend 130 metal to pick up any building within line of sight. The wielder always takes mini-crits (1.5x damage) while holding a construction. The Rescue Ranger can fire 4 shots before needing to reload, and reloads one as a standard action. Range interval 10ft.

The Wrangler
While held, the wielder’s sentry gun takes 1/3 damage from all sources. The sentry does double damage, but requires the wielder’s standard action to fire, and has no bonus to attack. The sentry takes the same facing as the wielder while the wrangler is held. The sentry uses twice as much ammunition when being fired with the wrangler.

The Short circuit
As an immediate action while held, in response to a projectile attack being fired within 5ft of them, the wielder can make an attack roll against the projectile firer’s attack roll. On success the projectile is destroyed, and does no damage.

The Wrench/Golden Wrench
The Wrench deals 2d8 damage as a melee attack. A construction will build twice as fast every round it is attacked with the wrench. Attacking a construction upgrades it by 25%, repairs up to 6d4 damage and destroys sappers.

The Gunslinger
The Gunslinger deals 2d8 damage as a melee attack. The Gunslinger never randomly criticals, but will always critical on the third consecutive hit on a target. The wielder builds mini-sentries instead of normal sentries. The wielder gains 4 max health. A construction will build twice as fast every round it is attacked with the wrench.

The Southern Hospitality
The Southern Hospitality deals 2d8 damage as a melee attack. On a hit the target takes 1d8 damage per round, for two rounds. The wielder takes 120% damage from fire. A construction will build twice as fast every round it is attacked with the Southern Hospitality. Attacking a construction upgrades it by 25%, repairs up to 6d4 damage and destroys sappers.

The Eureka Effect
The Eureka Effect deals 2d8 damage as a melee attack. The wielder cannot pick up constructions. As a full round action that provokes opportunity attack, the wielder can teleport to their respawn (or the place where they last slept). A construction will build twice as fast every round it is attacked with the Southern Hospitality. Attacking a construction upgrades it by 25%, repairs up to 6d4 damage and destroys sappers.

Explanation for things:
Range increment is kept very short in most cases to reflect the low accuracy and damage loss found in the game. Hitscan weapons do not have a penalty to hit, but do gradually less damage at a distance. All health and damage values are 15% of what they would be in tf2.
Some things are inconsistent, such as different shotguns reloading at different speeds. I'll update that as major changes come along.

The main problem I have is action timing. I would really like to keep moving and taking actions separately, since someone can fire just as fast whether they're running or standing still. This leaves me with, standard, swift, and free actions. As far as I can tell, that is not nearly enough to represent timing in the game. If one attack takes 0.8 seconds, and another takes 1.3 seconds, setting them both as standard actions is unrepresentative and overpowers the slower weapon. If I just multiply the damages so each standard action is one second of the weapons dps, it would give strange fractional amounts of ammo used. What I think might work is if each turn is simply 6 seconds, and each action takes up a certain amount of time, rounded to 0.5 or 0.25th of a second for ease of use. To make combat more reactive, turns should probably be shortened to 3 seconds.

Second problem: By the current theory, each player controls one team. That means there is perfect communication, and everyone knows where everyone else is. Therefor spies work how? This becomes even worse if there isn't a gm keeping everyone hidden from each other. The game is running with a facing variant, so backstabs and things should work fine, but stealth can't really exist.

Anyone have ideas or interest?

Grinner
2013-11-16, 07:51 PM
The main problem I have is action timing. I would really like to keep moving and taking actions separately, since someone can fire just as fast whether they're running or standing still. This leaves me with, standard, swift, and free actions. As far as I can tell, that is not nearly enough to represent timing in the game. If one attack takes 0.8 seconds, and another takes 1.3 seconds, setting them both as standard actions is unrepresentative and overpowers the slower weapon. If I just multiply the damages so each standard action is one second of the weapons dps, it would give strange fractional amounts of ammo used. What I think might work is if each turn is simply 6 seconds, and each action takes up a certain amount of time, rounded to 0.5 or 0.25th of a second for ease of use. To make combat more reactive, turns should probably be shortened to 3 seconds.

Recall that you're attempting to adapt a high-octane FPS to the tedium of D&D 3.5.

I think you need make few exceptions.


Second problem: By the current theory, each player controls one team. That means there is perfect communication, and everyone knows where everyone else is.

Welcome to D&D, where even the most thickheaded orc can be an expert tactician.


Therefor spies work how? This becomes even worse if there isn't a gm keeping everyone hidden from each other. The game is running with a facing variant, so backstabs and things should work fine, but stealth can't really exist.

Easy. Don't put him on the board. Instead, use him as some sort of expendable assassin, and set him down on the board wherever you desire when you decide to use him.

You've got a good idea for an arena game here, but I don't think you can be faithful to D&D and TF2 and still have a playable game.

qazzquimby
2013-11-18, 06:37 PM
That's probably true, I just have no experience outside of dnd, so it seemed like a good place to start. As for my other objective, of adapting the weapons to dnd, what needs to be done? Some of the damage values seem kind of insane since in tf2 they would destroy a class in a second. The flamethrower and minigun in particular. I also have no ability in pricing.

Emperor Ing
2013-11-18, 06:43 PM
I get you don't have experience outside of D&D but i'm just spitballing here and maybe the community can comment. Wouldn't it work better within the Dark Heresy system?

Vadskye
2013-11-18, 07:39 PM
The main problem I have is action timing. I would really like to keep moving and taking actions separately, since someone can fire just as fast whether they're running or standing still. This leaves me with, standard, swift, and free actions. As far as I can tell, that is not nearly enough to represent timing in the game. If one attack takes 0.8 seconds, and another takes 1.3 seconds, setting them both as standard actions is unrepresentative and overpowers the slower weapon. If I just multiply the damages so each standard action is one second of the weapons dps, it would give strange fractional amounts of ammo used. What I think might work is if each turn is simply 6 seconds, and each action takes up a certain amount of time, rounded to 0.5 or 0.25th of a second for ease of use. To make combat more reactive, turns should probably be shortened to 3 seconds.
This is too complicated. Actions are an abstraction of reality; everyone knows that. But D&D's action system is as good as any.

Second problem: By the current theory, each player controls one team.
There's your problem. Each player should simply be a character - as it is with both D&D and TF2. Players aren't teams.

If you want to implement TF2 in D&D, you have to start with the basics. Run a TF2 match using 100% D&D game system, classes, weapons, etc. I think you'll find it could actually be quite fun. As a guiding principle, mashups like this generally work best when you take the setting from one and the mechanics from the other, not try to merge the mechanics from both; that's very difficult to pull off successfully.

qazzquimby
2013-11-19, 09:00 PM
@ The emperor, thanks, I'll look into Dark Heresy. If you're on the thread again, could you explain why it would be better?

@ Vadskye

I realize I forgot to mention a fairly important point. I've been thinking under the pretense of a play by post (where all my current games are happening). At a table setting, I completely agree with you. Both the action system I was theorizing and controlling a team would make play mind numbingly slow.
Do your criticisms apply to a pbp environment, without downtime?

Actually controlling a team might not be too bad as long as it was in a mage wars like system, with each character acting once per round, and the players taking turns moving one character. Since this isn't what I'm intending it's hardly worth argument.


If you want to implement TF2 in D&D, you have to start with the basics. Run a TF2 match using 100% D&D game system, classes, weapons, etc. I think you'll find it could actually be quite fun. As a guiding principle, mashups like this generally work best when you take the setting from one and the mechanics from the other, not try to merge the mechanics from both; that's very difficult to pull off successfully.
This is certainly true, but I'm looking for a challenge in any case.

Emperor Ing
2013-11-19, 09:19 PM
@ The emperor, thanks, I'll look into Dark Heresy. If you're on the thread again, could you explain why it would be better?

To be fair I don't know very many RPG systems so I am spitballing. However my rationale is that Dark Heresy (this includes Deathwatch, Rogue Trader, etc but they're all derivatives of the same system so don't worry about it) has a system where different weapons will have different special qualities. This could reflect how class weapons all have different personalities. Then there are special maneuvers such as Overwatch and Suppressing Fire that can provide additional strategies to gameplay.

My main concern would be how to translate the high-intensity feel of TF2 to tabletop. It's worth testing to make sure that it isn't just a cover-to-cover slugfest.

qazzquimby
2013-11-22, 09:42 PM
I converted many things into my theorized action system, with 3 seconds to be broken up in anyway. Things looked okay at first, but consider that in three seconds a demoman can stand casually still, lay 3 stickies under someones feet, detonate them, and switch weapons. All of this without fear of retribution assuming the enemy doesn't somehow survive the attack. Shortening things to 1 second would actually handle things much better, but would be incredibly painful.

I think this is not so much a problem with my action system, as a problem with me allowing the classes to have as much lethality as they should, combined with a turn based system. It leads to a situation where whoever goes in a combat, probably wins.

Could people could refrain from Itoldyousos, and offer any advice?