You stand outside what looks to be a large, but rundown warehouse. Windows are boarded up from the inside, many are broken, covered in dirt and grim. Many of the letters of the sign are damaged and barely hanging in place, although still can be made out. The front door is the only thing that seems to not belong, as it looks like someone had attempted to repaint it at least a few years go, so it isn't as badly chipped or worn away. Opening the door reveals a short dark hallway, maybe 20 feet long. A door on the other end has light shining from under it. Going through the door reveals a vast room, brightly lit and filled with shelves of stuff. Just beyond the door you see a man approaching. Of average height but wearing coveralls, clean shaven and a bowler hat tilted slightly on his head, smiles brightly at you. "Good day to you all!" He reaches out and takes your hand in a hearty handshake, "Welcome to Chuck's Wondrous Emporium of Wonders and Oddities! I'm Chuck, and I bet you," he lightly taps you on the shoulder, "that I've got what you're looking for! And if not, well I'll get it for you or I'll eat my hat!" He reaches into a pocket and pulls out a pad of paper and a pencil, "Now.. what can I getcha folks today?" He says with a toothy grin while wiggling his eyebrows a bit as he gestures to the rows of merchandise filling the building. As you look you can see everything from toasters to winter coats to ancient firearms to samples of the latest military hardware.
"Aaw.. I see you're eying the Hercules! It'll give you strength just like the ancient hero!" Chuck pats the exoskeleton on the arm affectionately.
Hercules Exoskeleton PL5/6 A metal framework with hydraulics, servos designed for a person to strap into to enhance their strength for labour and construction purposes mostly. Some people believe the Hercules is modeled after the power lifter from an old movie, and although it does bear some resemblance to it, it is far smaller, leaner, and lacks the heavy roll cage and clamps. The framework does fold around the user to provide some protection against falling material, and the hands fit into a set of gauntlets for increased grip, which also have some of the controls inside and outside of. These devices provide minimal protection but increase the wearer’s Strength score. A wearer without the proper proficiency (Armor Proficiency [powered]) only receives half the listed Strength bonus. The Mk 1 grants a Strength bonus of +2, the Mk 2 a Strength bonus of +4 and the Mk 3 a Strength bonus of +8. The weight before the slash is what it feels like to the wearer when powered, the second is the actual weight.
"Oooh.. the Atlas! Combat version of the Hercules! She may not be new, but she'll get you through a fight, yes siree!"
Atlas Armour Atlas power armour is an armoured version of the Hercules Exoskeleton. Offering better protection, radio system, night vision systems and it is also environmentally sealed with 3 hours of air. The Atlas also contains maneuvering thrusters which are primarily designed for zero gravity environments, but on an Earth-like planet, can negate the weight penalties of the suit for jumping, and provide sustained flight for 10 rounds at a speed of 60 ft (clumsy maneuverability). In a vacuum can maintain sustained flight with a speed of 30 ft for 3 hours. The thrusters can be used in water, providing a swim speed of 20 ft, up to a depth of 250 ft. The Atlas uses the Hercules mk3 exoskeleton, however some of the bonus strength is negated in supporting the weight of the armour.
"Oh yes.. everyone needs one of these. Never know when you need to carry back an unconscious friend, or haul back some loot."
PROGRAMMABLE STRETCHER (PL 7) Useful for emergency personnel and military medical teams, the programmable stretcher is an anti-grav device that can be programmed to move up to 2,000 ft., carrying a patient to safety, transporting gear, or otherwise leaving the emergency personnel free to focus on other problems.The stretcher immediately shuts down and lowers to the ground if anything blocks its programmed path. The programmable stretcher moves at an altitude of 3 ft. and a speed of 20 ft.The patient is completely protected by the stretcher (it’s a sealed design requiring four rounds to place a patient inside or remove a patient) – hardness 10, 35 hit points, can carry up to 350 lbs. Size: Medium. Weight: 225 lb. Purchase DC: 12. Restriction: Licensed (+1).
PRE-FABRICATED MONITORING STATION (PL 7) This device is not a piece of starship equipment but, rather, a small one-man building equipped with sensor arrays, scanners, a life support system, and enough food and materials for one person to survive for one month without contact with the outside world. A pre-fabricated monitoring station requires 1,000 tons of cargo space in a starship, which includes both the building itself and a protective heat shield and rudimentary launch system. When a temporary listening post is desired, on an asteroid or planet, a pre-fabricated monitoring station (and a specialized crew man) is jettisoned, small maneuvering thrusters guiding the building to the surface at which point the heat shield drops away and the building instantly shoots stability spikes into the surface, securing the building in place. The temporary shelters are quite expensive, costing almost as much as some small starships, and they are not deployed lightly. Comes with Class IV sensors, Drivesat Comm Array. The building is made of neutronite and has a Hardness of 25 and 150 hit points.The only entrance into the station is electronically locked (DC 40), and the entire station is shielded against electromagnetic and radioactive attacks and natural phenomena. Minimum Ship Size: Colossal. Purchase DC: 40. Restriction: None.
"Ah.. I see you eyeing those.. Want to be like Doc Ock, eh?" Chuck winks at you.
Y-WA02B The Yamaha Work Arms 02B is a harness with four robotic prehensile limbs used for construction and even scientific purposes. Each limb ends in in two pincher like claws for grasping. These flexible arms are quite strong and useful for picking up heavy objects. The arms can be used for combat, although not designed for it, they'd be better used for grappling than wielding weapons. The arms are controlled by a pair of control gloves and a minor AI to help direct the arms the best way possible for the task at hand. A pair of goggles with a built in HUD displays information about the arms, such as the microcameras in the ends of the limbs, power levels, strength level, and AI recommendations and system errors. The gloves also have feed back systems to aid in finer manipulation, incurring only a -1 penalty to skill checks requiring fine dexterous work. The arms have a reach of 10 feet, a fixed Strength of 24. If two limbs plant themselves into the ground, the remaining two arms would have an effective Strength of 28 for moving heavier loads but the user will be fixed in place able only to turn 190 degrees side to side. The harness runs off standard power packs, like those used in military weapons. Each pack provides enough power for 5 hours of continuous work. If used for combat, each tentacle has a slam attack dealing 1d6+7, when two limbs are planted that changes to 1d6+9. However the user suffers a -4 penalty to attack using the limbs. Weight: 26 lbs PDC: 31
"Oooh.. need something to hide when out hunting, eh? I think we got something just up y'er alley, friend!"
This is a portable folding shelter that can be erected in seconds, providing protection from the elements, limited protection, as well as concealment from electronic and infra-red/thermographic detection. The ‘Shelter’ consists of a yard-long ‘pod’ that looks like a spitoon. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 6 ft tall by 12 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements. The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective. To compensate for the lack of visibility suffered by those inside the shelter, the central pod(now suspended from the center of the igloo’s ‘ceiling’) has an extendable fiber-optic periscope that allows the occupants to scan the surrounding terrain without blowing their cover. Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first. The entire shelter can deploy/retract for stowage in 30 seconds. Weight: 25 lbs Has 20 hit points when deployed. The pod has 25 hit points, 3 hardness. Bonuses: Special Features: *Water-proofing *Fire Proofing---Can handle temperatures up to 300 degrees centigrade, fire resistance 3. *Minimal Radiation Shielding(not advised for long-term usage in 'hot zones'). +2 bonus to Fort saves against radiation poisoning, treat radiation damage as one catagory on a failed Fort save. *Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations, granting a +6 to hide checks. *Thermal and Electronic Insulation-Infrared, Thermographic, Radar, MAD and EM sensors suffer -4 penalty on search and computer use checks to read sensors. *Extendable Fiber-optic Periscope PDC: 31
In an age of advanced electronic sensors and fey wards, the Mark One Eyeball still has a major role. In order to facilitate sentries in their duties, Danor Construction has created a series of portable and erectable watchtowers to allow guards some extra elevation. Mobile watchtowers are typically used for setting up security around temporary field camps and work sites, and for internal security. Two different types of mobile watchtower are currently available; a ‘cherry picker’ model (The Type 1) and the ‘accordian tube’ type (The Type 2). Both types are mounted on pylon-stablized trailers that can be towed behind a vehicle, locked in place, and elevated to their operational position. The former is based on an articulated armature with a cab-pod on the top. Electrical actuators crank the tower into an upright position; a geared gravity-powered safety brake system lowers the tower. The second type is based on erectable conning towers originally designed for amphibious tanks, mounted on the cupolas. The system consists of a collapsible ribbed tube of high strength memory-plastics, with a watch-platform or armored cupola on the top. When fully extended for duty, the hollow tube’s internal ribbing acts both as structural reinforcement and as rungs for soldiers climbing up and down inside, allowing personnel to change station without having to lower the tower. Both towers can be manned or used as mounts for remote sensors, as well as pintle-mount weapons and high-powered spotlights/floodlights(normal light/infrared). Both types have modest protection, enough to shrug off light to moderate weapons fire, but not sustained barrages (as any man at arms can tell you; ‘towers draw fire’ ). Both designs feature plasglas panels in the watchtower cabin, and basic air sealing (although soldiers assigned to watch-duty are advised to wear EBA). The wheeled trailer mounts feature retractable jacks to stabilize them and lift the wheels clear, and can also be fitted with drilling ground anchors or even laser-bore stabilization pylons to further anchor the towers into the ground. Portable generators/fuel cells can also be mounted in the trailer-base, or the towers can be hooked up to a central facility power grid.
Weight: (Type One) 2 tons +2 ton trailer (Type Two) 1.5 tons +2 ton trailer Size: (Type One) 40 ft elevation (Type Two) 30 ft elevation; 6 ft diameter HP: Type One 20 HP, 2 hardness (Type Two) 17, 3 hardness Crew Capacity: (Type One) 3 person cab (Type Two) 2-3 persons Cost: (Type One) PDC 29 (Type Two) PDC 28
Chuck stops before a large contraction, "Maybe ye need some help with chores, or just want something to boss around. Well, the Minion-O-Matic will get the job done, yessirrie!"
Before you is a large device, a large glass tube on the right side, connected to a large base with a part that looks like about three fridges attached together with various hoses and cables connecting to the glass tube and to other parts of the device. One door on the metal casing has "Insert Genetic Sample Here", while a door next to it has "Insert Material Here" painted on them. There are is a small touch screen between the Genetic Sample door and the glass tube.
The Minion-O-Matic is a nearly idiot proof, fairly simple cloning chamber. A person needs to put a genetic sample into the sample chamber, such as a few pieces of hair, blood, some skin, or the like. Then put a suitable amount of organic, and/or inorganic material in the material chamber, then set up the basic parameters of the clone using the touch screen, then hit Start, and let the Minion-O-Matic do its thing and create a minion in about a week. There is a catch with the Minion-O-Matic, as the clone isn't an exact duplicate of the original genetic sample, this was done as a means to prevent people from cloning themselves and having the clone thinking it was the original and start all kinds of law suits, or get around laws against cloning as the new creature isn't an exact clone. Also, there are some.. personality quirks that usually appear in minions. Usually these quirks are in the form of silly, comedic antics and shenanigans under default settings. Think the minions from the movie Despicable Me for some basic acts of shenanigans that one will find from a group of minions. Depending on the additions to the basic minion, different quirks will appear. Minions with animalistic additions may take on stereotypical quirks associated with such animals. Minions that are more combat oriented can develop quirks from collecting trophies of their kills, having to kill specific number of foes at a time, needing to waste an extra round of ammo in a dead body to make sure it's dead, to laughing like a little girl while shooting, possessively stroking their weapons and naming them, to playing music while attacking and doing actions to a soundtrack.
On default settings, the Minion-O-Matic will create a humanoid, about 75% the size of the original, with slightly different skin tone, facial and body structure will be similar but will be different from the original. The ability stats of the new creature will be 2 points lower, and start as a level 1 common npc. The screen will display how much material is needed to create the desired minion and a list of basic materials it needs, even sources of where to get them, and it'll do the rest to break down and separate unnecessary material. It takes about 2d4 days to create a medium sized minion. Due to the fact that the materials needed can be found even in many households. Generally about 75% of the created minion's mass is required in materials.
With farther exploration of the settings and options of the Minion-O-Matic, the user can create some rather unique abilities in their minions, from bio-luminescence, increased mobility, various animal traits (moreaus) with genetic samples and parts mixed into the materials needed, and even imprinting various skills for task specific minions.
Basic instructions for Minions: Simple humanoid minion, using any of the Low-Level NPCs provided in the d20 Modern book starting at page 271. PDC 31 in materials. This includes the basic skills provided in the NPC stats, however the creation will be shorter than average humans unless programmed to be normal size.
All creations have a base PDC of 31, with all other additions added to this.
Example of a minion is a Werewolf with the Aquan gene therapy and a +4 bonus to Str would cost PDC (31 base + 19 template + 25 gene therapy + 17x4 ability score adjustment 4 times) 32
Adding new abilities to minions will cost additional materials which are added to the basic cost of the minion to be created. Basically follow rules for converting all the PDC to cash values, add all the PDCs together then convert back to PDC, rounding up, for final PDC of all necessary materials. Each additional ability added to the minion will increase the time necessary to the time necessary for the minion to be created
Adding Gene Therapy type templates to the minion is PDC X, where X is Fort DC + number of Fort saves needed divided by 5. So adding Aquan is PDC 25 (Fort DC 20 + 5 (25 saves divided by 5). Adding Healer would be PDC 35 (Fort DC 30 + 5 (25 saves divided by 5). Adding Gene Therapy templates increases the creation time by 1 day.
Basic Moreaus, as found on page 247 of d20 Modern manual cost PDC 27 for covert, 29 for modert, and 31 for overt moreaus. Creation time is increased by 1 day for each level of degree of moreau.
Adding Other Templates (can not use templates that are undead or construct in nature) have a PDC of 17 + template's CR adjustment. Increased time is 12 hours times template's CR adjustment. So if a minion was to get the werewolf template, the template would cost PDC 19 (17+ CR of +22), and take 1 extra day (12 x CR of +2).
Adding Special abilities or qualities. Many abilities can be added to your minions. +1 to one ability score PDC 17 plus 6 hours Extraordinary Ability (Ex) PDC 22 plus 1 day Supernatural Ability (Su) 25 plus 2 days +1 Increased Natural Armour PDC 18 plus 1 day Speed Increase PDC 12 for every 5 ft increase plus 12 hours Extra limbs PDC 19 for an arm or leg plus 2 days Tail PDC 21 plus 1 day 12 hours Wings PDC 25 plus 2 days 6 hours
Some rather unique additions to minions have been seen from people tossing in different materials in the mix and unique combinations of options. A few unique additions are provided below.
Metal Natural Armour Selecting the natural armour increase, while adding metal to the mix of materials used has allowed some minions to be enhanced. Only pure metals, no alloys create the metal natural armour. Alloyed metals can be added to the material chamber, but only the pure metal is extracted and used. The appearance of metal natural armour can be small metallic looking scales to metallic bone plating, similar to insect exoskeletons but not covering the whole body.
Lead will increase the minions weight by 75% and add +4 Natural armour, but decreases speed by 10 ft and decreases Dex by 2, but increase Str by 2, add 10 to HP. Also the minion can be used to block sensors from scanning anything it's holding or standing in front of (imposes a -10 to rolls to scan past the minion). Requires at least 20 lbs of lead. About PDC 21, adds 2 days.
Titanium adds +3 natural armour and DR 3 and fire resistance 3, increasing weight by 10%, add 15 to HP. Requires about 25 to 30 lbs of titanium. Requires 25 lbs of titanium, PDC 31, adding 3 days.
Chromium only add +1 to Natural armour, makes the minion immune to normal fire (fires, explosions and normal heat sources that cause fire damage), and resistant to lasers and plasma weapons. Immunity to normal fires, but gains fire resistance 10 to lasers and plasma weapons. At least 30 lbs are needed, increases minion's weight by 25%. PDC 29, adds 3 days.
Iron adds +5 natural armour, DR 4, increasing weight by 25%, decreases speed by 5 ft and Dex by 1, add 20 to HP. Any natural weapons that the minion possesses have their damage die increased by one type, so d4 to d6, d6 to d8, etc. Requires at least 25 lbs of iron, PDC 25, adds 2 days 12 hours.
Nickel adds only +1 to natural armour, increases weight by 10%. Many people would consider nickel to make a poor armour choice, however when combined with other powers, nickel becomes quite useful. When combined with energy expulsion powers, increase damage by 1 die, and range by 25%. Also minion gains a +2 bonus against being disarmed or being bull rushed/overran while standing on a ferrous floor. Requires at least 25 lbs of nickel, PDC 22, adds 1 day 18 hours.
Copper adds only +1 to natural armour, increases weight by 10%, increases Dex by 2 and energy resistance electricity 5. Decrease Str by 2, and when combined with energy expulsion powers, increase damage by 2 die and range by 25%. If the energy type is electricity range increase is actually 50% and increase die type by 1, so d4 to d6, d6 to d8, etc. PDC is 23, requires at least 40 lbs of copper, adds 2 days.
Mercury doesn't create plating on the minion's body, instead gives it a metallic sheen. Adds +2 to natural armour, increases Dex by 4, but reduce Str by 4, add 5 to HP, and gains immunity to poison, increase weight by 75%. 50 lbs of mercury is required, PDC 30, adding 4 days.
Spray metal is a super epoxy with metal alloys in it that can be used to patch damage to armour, mechs, vehicles and buildings. For small (medium sized) objects can repair up to 4d6, and larger (large sized) objects up to 1d4 x 10 points of damage. Only 3 applications will work on an object, but will not fully repair the object (if the applications would bring the object's HP to max, make it one less than max), as it will still need to be brought in for repairs, although reduce repair DC by 2. PDC 25
Through gene manipulation and DNA splicing, the following alterations can be made to a subject. These alterations have a PDC of 33 and require a skilled doctor with proper facilities. Can also be made available at higher PLs as a temporary alteration in the form of an injectable retrovirus. If used in the Minion-O-Matic each is considered to be an Extraordinary ability and requires at least 5 lbs of matter from the related animal.
Available Splices Below are some sample animal attributes that can serve as a basic list for both long-term and short-term DNA splicing.
Bat’s Echolocation: The character becomes able to use sound as a means of detecting nearby enemies. A character with this spliced attribute may use the Blindsight special quality at a range of 30 feet.
Bear’s Blood: The character’s blood becomes unusually thick and clots easily. Any character with this spliced attribute gains +4 equipment bonus to Fortitude saving throws made to stabilize.
Blood of the Reptile: The character may cool his blood at will, allowing him to bypass heat-sensing equipment and creatures with ease. A character with this special ability may not be detected by the heat given off by his body, either electronically or through means that rely on body heat.
Cheetah Speed: A character with this attribute possesses enhanced legs and muscles that allow him to propel himself quickly over short distances. As a full-round action, a character with this spliced attribute may move up to 530 feet this round in a straight line. The character can use this ability for a number of rounds equal to his Constitution modifier (minimum 1), after which the character becomes fatigued for 1d4 rounds.
Eel Charge: Characters with this spliced ability may give off a short electric discharge when coming into physical contact with others. Any character possessing this ability may deal 1d6 points of electrical damage by making a touch attack against the target; similarly, this ability may be used in conjunction with an unarmed melee attack to add this electrical damage to the attack’s normal damage. The character must then wait 1d4+1 rounds before the ability can be used again.
Eyes of the Eagle: The character’s sense of sight has been improved by strengthening his eyes to the level of the eagle’s. This character gains a +4 bonus on all Spot checks and may see up to twice as far as normal under clear conditions.
Feline Leap: A character with this spliced attribute may bend her spine like a cat’s to add spring to any leap. By making any Jump check as a full-round action, the character gains a +4 mutation bonus on that Jump check.
Fish Oil: The character with this spliced attribute secretes a thin, odorless oil that allows him to pass through the water with the grace and agility of a fish. This spliced attribute grants the character a +4 mutation bonus to all Swim checks.
Grip of the Gecko: The character possessing this spliced ability secretes a sticky substance at will that grants him extraordinary grip on even the smoothestof surfaces. This spliced attribute provides a +6 mutation bonus to all Climb checks and an additional +4 mutation bonuses to rolls made to resist disarm attempts.
Lizard’s Regeneration: The character with this genetic alteration can regenerate lost limbs at a slow pace. Any time this character loses an arm, leg, or other appendage, it regenerates slowly over the course of 3d8 days. The shortterm version of this genetic alteration fast healing 3 for a number of rounds equal to his Constitution score (minimum 0).
Mockingbird’s Song: A character with this spliced attribute has an enhanced voice box that can mimic the sounds created by other creatures and characters. This character gains a +4 mutation bonus on all Bluff checks made while mimicking sounds or voices.
Ox’s Strength: The character possessing this spliced attribute is gifted with stronger than normal muscles. The character gains a +4 mutation bonus to his or her Strength score.
Rhinoceros Hide: This character’s skin becomes thick and leathery, providing protection against many more damaging attacks. The character with this spliced attribute gains DR 2/—.
Scent of the Canine: With this spliced attribute, the character’s scent of smell is enhanced to the point where it rivals that of a bloodhound or German shepherd. The character gains the Scent special quality. See the description of the Scent special quality for more details on how this ability works.
Snakeskin: A character with this spliced attribute gains extraordinarily smooth skin and is able to slip out of bindings with ease. This ability grants a +4 mutation bonus to Escape Artist checks and a +4 mutation bonus to all attempts to break a grapple or a pin.
Sonar of the Whale: This character gains the ability to make use of sonar to determine the location of other creatures and objects while underwater. The character gains Blindsight up to a range of 200 feet while underwater.
Spider’s Reflexes: A character with this spliced attribute gains the preternatural ability to react to danger before it strikes. On any round where this character would normally not be able to act on the surprise round, he may spend one action point to gain a normal action that surprise round.
Stealth of the Fox: Any character possessing this DNA splicing gains the ability to move as silently as a fox on winter snow. The character gains a +4 mutation bonus to all Move Silently checks.
I like the Gene Splice thus posted and could be expanded a bit with a few others that I think are on my flashdrive... Cats Grace was to balance and acrobatics, Cats Gaze was I think a darkvision type ability... could a pc take multiple splicing and what about say a temporary 24/48 hr splice for those who don't want the ability full time
The splicing I posted above was for use with the Minion-O-Matic. There are some "rules" in the d20 Future book starting on page 86 of chapter 5 Scientific Engineering.. but it doesn't list prices. Even for the temporary ones. What you could do is take the PDCs for abilities I have listed from the Minion-O-Matic, increase PDC by say... +4 for 12 or 24 hour use. Character is fatigued for a couple of rounds after it kicks in, as changes to one's body must be stressful and possibly painful. Increase PDC by +6 to +8 for 24 to 48 hour use. Of course these would be at least PL7 items, probably more PL8 or have them as super-tech for lower levels and increase PDC accordingly by the rules for purchasing higher PL items. That's just off the top of my head