Vadin
2008-06-04, 11:54 PM
As the title says, here's my take (with help from the community, of course) on how to make Fourth Edition D&D into a future-tech post-apocolyptic game with only a few changes, the result of watching Solarbabies (that movie has so much potential...) with a friend of mine.
Changes To Power Sources
The Arcane power source becomes the Hypertech power source. Hypertech deals primarily with the manipulation of raw forces and elements through high-tech scientific devices, like nanobots and portable force generators.
The Divine power source becomes the Tech power source. Tech deals more with the application of technology to enhance combat effectiveness and heal the wounded through more comprehensible and practical means than Hypertech. Instead of nanobots and force generators, Tech uses chemical injectors and skin sealant to heal and energy fields and beam focusers to enhance weapon use.
The Arcana skill becomes the Science skill and all Detect DCs are increased by +5, and the Religion skill becomes the Philosophy skill and the DC to discern information about undead is increased by +5. The DCs for all Monster Knowledge checks are increased by +5 (this stacks with the +5 DC increase in the Philosophy skill, for a net +10 DC increase). Skills remain unchanged beyond this.
Changes To Classes
Rangers and rogues add proficiency in lasers and guns.
The Wizard is renamed the Mad Scientist. He uses science to alter and control the field of battle and manipulate his foes.
An Eladrin Mad Scientist prepares to release a blast of energy.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/keeperofart.jpg
The Warlock is renamed the Wielder. He uses advanced technology to grant himself unique abilities and blast his enemies with powerful devices.
A Wielder shoots an entropic beam at a foe.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/quentinkell.jpg
The Paladin is renamed the Disciple. He is a student of technological enhancement, bettering himself and his weapons with chemicals and laser attachments.
A Disciple stands watch, ready to smite his foes.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/sacretwarrior.jpg
The Cleric is renamed the Techmaster. He utilizes his abilities to restore life to his allies with the latest injections and serums and uses lasers to destroy his enemies.
A Techmaster prepares to make hasty repairs to his ally's advanced armor.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/kr-technomancer.jpg
Changes to Implements
Orbs are changed to Homes, stations for Nanobots to rest and recharge in.
Staves and Wands are changed to Blasters, modular devices that can shoot out multiple kinds of energy in a wide variety of formations when properly wielded.
Holy Symbols are changed to Device Arrays, collections of small devices typically held in a bag, installed on an armor panel, or kept in a convenient watch/helmet/eyepiece combination. Techmasters must posses a Device Array to be able to use powers that require an implement, whether or not they use the Device Array as the implement.
Changes To Damage Types
Corrosion: Acid/Poison
Toxic substances that harm living creatures (short and long term effects)
Entropy: Cold/Necrotic
Forces that remove energy from an object (chilling and slowing)
Energy: Fire/Radiant
Large amounts of heat (flame and lasers)
Wild: Lightning/Thunder
Raw, unbridled energies (lightning and unfocused energy)
Mental: Psychic/Force
Psychosomatic effects (convince a target they’re wounded or weakened)
If a character possesses two feats that affect the two component damage types don’t stack. Instead, only the highest bonus applies.
New Weapons
Laser Pistol, Simple Ranged Weapon
Proficiency: +2
Damage: 1d4 energy
Range: 3/6
Price: 30 gp
Weight: 1 lb.
Group: Laser
Properties: Load free, Small
Special: This weapon may be used in place of powers that use a melee weapon, changing their range from Melee Weapon to Ranged 3. This is can also be an implement for Techmasters, Disciples, and Wielders who have taken proficiency in lasers. Treat it as a light blade.
Laser Rifle, Military Ranged Weapon
Proficiency: +2
Damage: 1d6 energy
Range: 5/10
Price: 50 gp
Weight: 3 lb.
Group: Laser
Properties: Load minor
Special: This weapon may be used in place of powers that use a melee weapon, changing their range from Melee Weapon to Ranged 5. This is can also be an implement for Techmasters, Disciples, and Wielders who have taken proficiency in lasers. Treat it as a spear or light blade.
Pistol, Simple Ranged Weapon
Proficiency: +2
Damage: 1d6
Range: 10/20
Price: 10 gp
Weight: 1 lb.
Group: Gun
Properties: Load free, Small
Special: Every time the character rolls a 1 to hit, they must take a standard action on the next turn to reload the gun.
Light Gun, Military Ranged Weapon
Proficiency: +3
Damage: 1d8
Range: 10/20
Price: 25 gp
Weight: 2 lb.
Group: Gun
Properties: Load free
Special: Every time the character rolls a 1 to hit, they must take a standard action on the next turn to reload the gun.
Heavy Gun, Superior Ranged Weapon
Proficiency: +3
Damage: 1d10
Range: 10/20
Price: 30 gp
Weight: 1 lb.
Group: Gun
Properties: Load minor
Special: Every time the character rolls a 1 to hit, they must take a standard action on the next turn to reload the gun.
Laser Dagger, Simple Melee Weapon
Proficiency: +2
Damage: 1d4 energy
Price: 10 gp
Weight: 1 lb.
Group: Light Blade
Properties: Off-hand
Small Laser Sword, Military Melee Weapon
Proficiency: +2
Damage: 1d6 energy
Price: 15 gp
Weight: 1 lb.
Group: Light Blade
Properties: Off-hand, High-Crit
Large Laser Sword, Military Melee Weapon
Proficiency: +2
Damage: 1d8 energy
Price: 25 gp
Weight: 1 lb.
Group: Heavy Blade
Properties: High-Crit
Plasma Sword, Superior Melee Weapon
Proficiency: +3
Damage: 1d8 energy
Price: 35 gp
Weight: 1 lb.
Group: Heavy Blade
Properties: High-Crit, Brutal 1
New Magic Weapon Qualities
Laser Field Level 3+, 600 gp
Weapon: Any melee or thrown weapon that doesn't deal energy damage
Enhancement: Attack rolls and damage rolls
Critical: +1[W] per plus
Power (At-Will ✦ Weapon): Standard action. Until the end of the encounter or the effect is dismissed, half of the damage the weapon deals is energy damage.
Level 13: The effect is activated with a minor action.
Level 18: The effect is activated with a minor action, but if a standard action is used, all of the damage the weapon deals is energy damage.
Level 23: The effect can be activated automatically at the beginning of a battle or later as a minor action, but if a standard action is used, all of the damage the weapon deals is energy damage.
Level 28: The effect can be activated automatically at the beginning of a battle or later as a minor action, and all of the damage the weapon deals can be energy damage if the user chooses.
Focused Level 4+, 800 gp
Weapon: Any Laser
Enhancement: Half (rounded down) to attack rolls and damage rolls, all damage is energy damage, hit is Dex. vs. Ref., not Dex. vs. AC
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Minor action. Deal an additional 2*Dex. modifier on next attack
Level 14 or 19: Deal an additional 3*Dex. modifier on next attack
Level 24 or 29: Deal an additional 4*Dex. modifier on next attack
Overclocked Level 4+, 800 gp
Weapon: Any Gun or Laser
Enhancement: Double to damage rolls. Weapon reload time is increased by one step up to a maximum of full (free to minor, minor to standard, standard to full)
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Minor action. Deal an additional 2*Str. modifier on next attack
Level 14 or 19: Deal an additional 3*Str. modifier on next attack
Level 24 or 29: Deal an additional 4*Str. modifier on next attack
Precise Level 4+, 800 gp
Weapon: Any Gun or Laser
Enhancement: Attack rolls. Weapon range increased by 25% (based on orginal range, rounded down, minimum 1) per plus. Weapon reload time is increased by one step up to a maximum of full (free to minor, minor to standard, standard to full)
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Minor action. Deal an additional 2*Int. modifier on next attack
Level 14 or 19: Deal an additional 3*Int. modifier on next attack
Level 24 or 29: Deal an additional 4*Int. modifier on next attack[/QUOTE]
Autofire Level 5+, 1000 gp
Weapon: Any Gun or Laser
Enhancement: Attack rolls and damage rolls
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Standard action. Dex+2 vs. Reflex against all creatures within 3 squares of you for 2[W]+Dex damage. On miss, enemies instead take Dex modifier damage.
Level 15 or 20: Increase hit to Dex+4 vs. Reflex, increase damage to 3[W]
Level 25 or 30: Increase hit to Dex+6 vs. Reflex, increase damage to 4[W]
Spread Level 5+, 1000 gp
Weapon: Any Laser
Enhancement: Half (rounded down) to attack rolls and damage rolls, all damage is energy damage, hit is Dex. vs. Fort., not Dex. vs. AC
Critical: +D6 energy damage per plus
Power (Encounter ✦ Weapon): Standard action. Dex+2 vs. Fort. against all creatures within 1 square of target for 2[W]+Dex damage. On miss, enemies instead take half damage.
Level 15 or 20: Increase hit to Dex+4 vs. Fortitude, increase damage to 3[W]
Level 25 or 30: Increase hit to Dex+6 vs. Fortitude, increase damage to 4[W]
Antimatter Level 5+, 1000 gp
Weapon: Any Laser
Enhancement: Attack rolls and damage rolls, half of damage is entropy damage, not energy damage
Critical: +D6 entropy damage per plus
Power (Encounter ✦ Weapon): Minor action. If next attack against a single target hits, the target is petrified for 1 turn and then slowed for 1 turn afterwards
Level 15 or 20: The target is petrified for 1 turn and then slowed for 2 turns afterwards
Level 25 or 30: The target is petrified for 1 turn and then slowed for 3 turns afterwards
Changes To Power Sources
The Arcane power source becomes the Hypertech power source. Hypertech deals primarily with the manipulation of raw forces and elements through high-tech scientific devices, like nanobots and portable force generators.
The Divine power source becomes the Tech power source. Tech deals more with the application of technology to enhance combat effectiveness and heal the wounded through more comprehensible and practical means than Hypertech. Instead of nanobots and force generators, Tech uses chemical injectors and skin sealant to heal and energy fields and beam focusers to enhance weapon use.
The Arcana skill becomes the Science skill and all Detect DCs are increased by +5, and the Religion skill becomes the Philosophy skill and the DC to discern information about undead is increased by +5. The DCs for all Monster Knowledge checks are increased by +5 (this stacks with the +5 DC increase in the Philosophy skill, for a net +10 DC increase). Skills remain unchanged beyond this.
Changes To Classes
Rangers and rogues add proficiency in lasers and guns.
The Wizard is renamed the Mad Scientist. He uses science to alter and control the field of battle and manipulate his foes.
An Eladrin Mad Scientist prepares to release a blast of energy.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/keeperofart.jpg
The Warlock is renamed the Wielder. He uses advanced technology to grant himself unique abilities and blast his enemies with powerful devices.
A Wielder shoots an entropic beam at a foe.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/quentinkell.jpg
The Paladin is renamed the Disciple. He is a student of technological enhancement, bettering himself and his weapons with chemicals and laser attachments.
A Disciple stands watch, ready to smite his foes.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/sacretwarrior.jpg
The Cleric is renamed the Techmaster. He utilizes his abilities to restore life to his allies with the latest injections and serums and uses lasers to destroy his enemies.
A Techmaster prepares to make hasty repairs to his ally's advanced armor.
http://www.mutantpedia.com/Immagini,%20Avatar%20e%20Video/Immagini%20Mutant%20Chronicles/Studio%20Parente/kr-technomancer.jpg
Changes to Implements
Orbs are changed to Homes, stations for Nanobots to rest and recharge in.
Staves and Wands are changed to Blasters, modular devices that can shoot out multiple kinds of energy in a wide variety of formations when properly wielded.
Holy Symbols are changed to Device Arrays, collections of small devices typically held in a bag, installed on an armor panel, or kept in a convenient watch/helmet/eyepiece combination. Techmasters must posses a Device Array to be able to use powers that require an implement, whether or not they use the Device Array as the implement.
Changes To Damage Types
Corrosion: Acid/Poison
Toxic substances that harm living creatures (short and long term effects)
Entropy: Cold/Necrotic
Forces that remove energy from an object (chilling and slowing)
Energy: Fire/Radiant
Large amounts of heat (flame and lasers)
Wild: Lightning/Thunder
Raw, unbridled energies (lightning and unfocused energy)
Mental: Psychic/Force
Psychosomatic effects (convince a target they’re wounded or weakened)
If a character possesses two feats that affect the two component damage types don’t stack. Instead, only the highest bonus applies.
New Weapons
Laser Pistol, Simple Ranged Weapon
Proficiency: +2
Damage: 1d4 energy
Range: 3/6
Price: 30 gp
Weight: 1 lb.
Group: Laser
Properties: Load free, Small
Special: This weapon may be used in place of powers that use a melee weapon, changing their range from Melee Weapon to Ranged 3. This is can also be an implement for Techmasters, Disciples, and Wielders who have taken proficiency in lasers. Treat it as a light blade.
Laser Rifle, Military Ranged Weapon
Proficiency: +2
Damage: 1d6 energy
Range: 5/10
Price: 50 gp
Weight: 3 lb.
Group: Laser
Properties: Load minor
Special: This weapon may be used in place of powers that use a melee weapon, changing their range from Melee Weapon to Ranged 5. This is can also be an implement for Techmasters, Disciples, and Wielders who have taken proficiency in lasers. Treat it as a spear or light blade.
Pistol, Simple Ranged Weapon
Proficiency: +2
Damage: 1d6
Range: 10/20
Price: 10 gp
Weight: 1 lb.
Group: Gun
Properties: Load free, Small
Special: Every time the character rolls a 1 to hit, they must take a standard action on the next turn to reload the gun.
Light Gun, Military Ranged Weapon
Proficiency: +3
Damage: 1d8
Range: 10/20
Price: 25 gp
Weight: 2 lb.
Group: Gun
Properties: Load free
Special: Every time the character rolls a 1 to hit, they must take a standard action on the next turn to reload the gun.
Heavy Gun, Superior Ranged Weapon
Proficiency: +3
Damage: 1d10
Range: 10/20
Price: 30 gp
Weight: 1 lb.
Group: Gun
Properties: Load minor
Special: Every time the character rolls a 1 to hit, they must take a standard action on the next turn to reload the gun.
Laser Dagger, Simple Melee Weapon
Proficiency: +2
Damage: 1d4 energy
Price: 10 gp
Weight: 1 lb.
Group: Light Blade
Properties: Off-hand
Small Laser Sword, Military Melee Weapon
Proficiency: +2
Damage: 1d6 energy
Price: 15 gp
Weight: 1 lb.
Group: Light Blade
Properties: Off-hand, High-Crit
Large Laser Sword, Military Melee Weapon
Proficiency: +2
Damage: 1d8 energy
Price: 25 gp
Weight: 1 lb.
Group: Heavy Blade
Properties: High-Crit
Plasma Sword, Superior Melee Weapon
Proficiency: +3
Damage: 1d8 energy
Price: 35 gp
Weight: 1 lb.
Group: Heavy Blade
Properties: High-Crit, Brutal 1
New Magic Weapon Qualities
Laser Field Level 3+, 600 gp
Weapon: Any melee or thrown weapon that doesn't deal energy damage
Enhancement: Attack rolls and damage rolls
Critical: +1[W] per plus
Power (At-Will ✦ Weapon): Standard action. Until the end of the encounter or the effect is dismissed, half of the damage the weapon deals is energy damage.
Level 13: The effect is activated with a minor action.
Level 18: The effect is activated with a minor action, but if a standard action is used, all of the damage the weapon deals is energy damage.
Level 23: The effect can be activated automatically at the beginning of a battle or later as a minor action, but if a standard action is used, all of the damage the weapon deals is energy damage.
Level 28: The effect can be activated automatically at the beginning of a battle or later as a minor action, and all of the damage the weapon deals can be energy damage if the user chooses.
Focused Level 4+, 800 gp
Weapon: Any Laser
Enhancement: Half (rounded down) to attack rolls and damage rolls, all damage is energy damage, hit is Dex. vs. Ref., not Dex. vs. AC
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Minor action. Deal an additional 2*Dex. modifier on next attack
Level 14 or 19: Deal an additional 3*Dex. modifier on next attack
Level 24 or 29: Deal an additional 4*Dex. modifier on next attack
Overclocked Level 4+, 800 gp
Weapon: Any Gun or Laser
Enhancement: Double to damage rolls. Weapon reload time is increased by one step up to a maximum of full (free to minor, minor to standard, standard to full)
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Minor action. Deal an additional 2*Str. modifier on next attack
Level 14 or 19: Deal an additional 3*Str. modifier on next attack
Level 24 or 29: Deal an additional 4*Str. modifier on next attack
Precise Level 4+, 800 gp
Weapon: Any Gun or Laser
Enhancement: Attack rolls. Weapon range increased by 25% (based on orginal range, rounded down, minimum 1) per plus. Weapon reload time is increased by one step up to a maximum of full (free to minor, minor to standard, standard to full)
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Minor action. Deal an additional 2*Int. modifier on next attack
Level 14 or 19: Deal an additional 3*Int. modifier on next attack
Level 24 or 29: Deal an additional 4*Int. modifier on next attack[/QUOTE]
Autofire Level 5+, 1000 gp
Weapon: Any Gun or Laser
Enhancement: Attack rolls and damage rolls
Critical: +1[W] per plus
Power (Encounter ✦ Weapon): Standard action. Dex+2 vs. Reflex against all creatures within 3 squares of you for 2[W]+Dex damage. On miss, enemies instead take Dex modifier damage.
Level 15 or 20: Increase hit to Dex+4 vs. Reflex, increase damage to 3[W]
Level 25 or 30: Increase hit to Dex+6 vs. Reflex, increase damage to 4[W]
Spread Level 5+, 1000 gp
Weapon: Any Laser
Enhancement: Half (rounded down) to attack rolls and damage rolls, all damage is energy damage, hit is Dex. vs. Fort., not Dex. vs. AC
Critical: +D6 energy damage per plus
Power (Encounter ✦ Weapon): Standard action. Dex+2 vs. Fort. against all creatures within 1 square of target for 2[W]+Dex damage. On miss, enemies instead take half damage.
Level 15 or 20: Increase hit to Dex+4 vs. Fortitude, increase damage to 3[W]
Level 25 or 30: Increase hit to Dex+6 vs. Fortitude, increase damage to 4[W]
Antimatter Level 5+, 1000 gp
Weapon: Any Laser
Enhancement: Attack rolls and damage rolls, half of damage is entropy damage, not energy damage
Critical: +D6 entropy damage per plus
Power (Encounter ✦ Weapon): Minor action. If next attack against a single target hits, the target is petrified for 1 turn and then slowed for 1 turn afterwards
Level 15 or 20: The target is petrified for 1 turn and then slowed for 2 turns afterwards
Level 25 or 30: The target is petrified for 1 turn and then slowed for 3 turns afterwards