Raven's Keep

Raven’s Keep Technology

Firearms and Armor of Raven’s Keep 

PLAYER EQUIPMENT OPTIONS:

Characters originating from Raven’s Keep have their choice of equipment from the lists below. They make pick one melee weapon or single handed pistol, one two-handed ranged weapon and one suit of armor; so far this would include Andy and Martin’s characters, but excludes both Tom’s and Tim’s characters due to their unique origins. 

Renaissance Items

Damage

Weight

Properties

Martial Ranged Weapons that your character can manufacture ammo for and that can be used once per encounter provided there is a short rest before a reuse.

Blunderbuss

2d6 piercing

5 lb.

Ammunition (range 20/60), Loading, Two-handed

The Blunderbuss is a deadly weapon in closer combat.  Unlike the other firearms, it’s designed to scatter cartridge like shots at an enemy.  Anything within a 15 feet cone takes the full brunt of the assault.  However, the cone extends to 30 feet, but this weapon can’t do that much damage at that reach for only 1d6 damage.

Musket, Rifled

2d8 Piercing (critical 19-20)

9 lbs.

Ammunition (Range 80/320), Two-Handed, Heavy

Pistol Sword

1d6 piercing (critical 19-20)

5 lb

This weapon can also be used as a standard short sword as often as desired.

Small Pistol

1d8 piercing (critical 19-20)

2 lb.

Ammunition (range 20/60), light, Hidden, Undersized.

 

 

Futuristic Items

Ammunition

Damage

Weight

Properties

Vibroknife

Will last 2-4 Levels

2d4 piercing (critical 19-20)

1 lb.

Light, Finesse

Martial Melee Weapon

Chain Sword

Will last 1-3 Levels

4d6 slashing (critical 18-20)

4 lb.

Medium

VibroSword

Will last 1-4 Levels

3d6 slashing (critical 19-20)

1 lb.

Finesse

Concussion Rod

Will last 1-3 Levels

3d6 bludgeoning (critical 17-20)

3 lb.

Medium, Concussion (on crit knocks target 5′ back and prone)

Heavy Chain Sword

Will last 1-2 Levels

6d6 slashing (critical 16-20)

8 lb.

Heavy, Two-Handed

Monowire Whip

Recharging / 1 use per encounter

3d6 slashing (critical 18-20)

1 lb.

Light, Finesse

Martial Ranged Weapon

These all have limited Ammunition

Bolt Pistol

40 rounds

3d8 piercing (critical 18-20)

5 lb.

Ammunition (range 50/150), heavy, reload (10 shots)

Bolter

90 rounds

4d8 piercing (critical 19-20 single fire)

(critical 18-20 short burst)

15 lb.

Ammunition (range 80/240), heavy, reload (30 shots), short burst (2), two-handed.

A bolter can be fire as a single shot or as a short burst (2); when used in a short burst you have two options: either you concentrate fire in one square and gain advantage with the attack, the attack expends five rounds of ammunition, and a successful hit adds 5 points of damage or you can spread the attack over three adjacent square taking a standard attack in each square.

Chain Gun

200 shots + a back-up belt – 100 shot

2d8 piercing (critical 18-20)

24 lb.

Ammunition (range 80/240), burst fire, heavy, reload (200 shots), two-handed

Each attack discharges 10 shots you have two options: either you gain advantage with the attack concentrating fire in one square and the attack cause double damage,  or you can spread the attack over up to five adjacent squares taking a standard attack in each square.

Laser Chain Gun

100 shots

3d4 radiant (critical 16-20)

15 lb.

Ammunition (range 100/300), burst fire, reload (100 shots), two-handed

Each attack discharges 5 shots in one to two options: either you gain advantage with the attack concentrating fire in one square,  the attack expends five rounds of ammunition, or you can spread the attack over three adjacent square taking a standard attack in each square.

Plasma Gun

60 shots

3d10 lightning

8 lb.

Ammunition (range 40/120), explosive blast, reload (50 shots), two-handed

Each attack discharges 3 shots, and the plasma gun targets the entire hex (AC 10), adjacent squares take two dice of damage (subtracting the highest die), and squares two places remove take one die damage (the least of the three).

Revenant Missile Launcher

8 shots

5d8 piercing (critical 18-20)

10 lb.

Ammunition (range 120), heavy, reload (8 shots), special, shoulder mount

Rocket Launcher

5 shots

5d6 piercing (critical 16-20)

11 lb.

Ammunition (range 80/240), heavy, reload (5 shots), special, two-handed

Shotgun, Combat

8 shots + 48 rounds

You deal 3d8 piercing damage at half normal range or less

(15 feet) – (critical 19-20)

 

You deal 2d8 piercing damage up to normal range.

You deal 1d8 piercing damage at long range. At these distances, the pellets have spread which improves your chance at hitting. You do not suffer disadvantage for attacking at long range.

7 lb.

Ammunition (range 30/90), ball shot, reload (8 shots), two-handed

 

ARMOR CHOICES:

All of these armors are irreplaceable and subject to damage. If the wearer is reduced to 0 Vitality the armor must save against the possibility of destruction, and the more complicated the armor the more likely it will be damaged to the point of non-function.

Light Armor:

  • Jump Suit: 11 AC + Full Dexterity; Bonus: Jump twice as high with Athletics/Acrobatics check, and the wearer can stay airborne for 1 round w/o falling (gently floating)
    • Destruction Save: DC 11 

Medium Armor:

  • Exoskeleton Suit: 14 AC + Dexterity Bonus (Max Dex Bonus  2); Requires 12 Str; Disadvantage on Stealth; Bonus: Add +2 damage to all successful melee attacks
  • Destruction Save: DC 14
  • Astral Ranger Suit: 13 AC + Dex (Max Dex Bonus 3); Requires 12 Str; Bonus: Can turn invisible for up to 1 minute or until the wearer attacks. 1/Short Rest
    • Destruction Save: DC 13

Heavy Armor:

  • Powered Armor: 16 AC;  40 lbs.; Requires 14 Str; Disadvantage on Stealth; Bonus: Advantage on Athletics and Acrobatics checks; Gain Climbing speed equal to 1/2 of your land speed
    • Destruction Save: DC 16

 

  • Steel Oath Powered Armor: 17 AC; 50 lbs.; Requires 13 STR; Disadvantage on Stealth; Bonus: Resistance to Radiant & Necrotic damage while worn
    • Destruction Save: DC 17
  • Titan Mauler Armor: 17 AC; 60 lbs.; Requires 16 Str; Disadvantage on Stealth; Bonus: Gain resistance to (non-magical/augmented) bludgeoning, piercing, slashing damage
    • Destruction Save: DC 17

Other Items:

Characters can substitute any items from their one-handed, two-handed, or armor from the following list if they want.

Firearm Accessories:

Gyro Stabilization: This heavy upper-body harness with attached, articulated, gyro-stabilized arm mounts a rifle or other heavy weapon. The system allows the user to  ignore disadvantage for attacking at long range. Additionally, the user can make an attack with the weapon as a bonus action when then take a Dash action. Getting into the harness takes 5 minutes, but getting out only take an action. Weight: 10 lbs.

Imaging Scope: This can be added to any ranged weapon and allows the user to ignore disadvantage at long range by spending their bonus action to sight their target.

Laser Sight: This can be added to any ranged weapon and allows the user to ignore disadvantage at long range and gives advantage at close range. The sight only lasts for 2-4 levels.

Quick-Draw Holster: This allows the user to draw or holster the firearm on your turn without using an action.

Silencer: This can be added to any firearm that does not have burst fire capability and gives the user advantage on stealth checks to avoid being heard when firing the weapon.

Ultrasound Sight: This sight lets you see and target in darkness (magical or otherwise), but does not function in areas of complete silence (such as magical silence). This sight only lasts for 2-4 levels.

Armor Enhancements:

Chemical Seal:  This modification to heavy body armor creates an airtight seal protecting the wearer and giving resistance to poison as well as a 1 hour air supply. Activating or deactivating this protection takes a bonus action. Weight: +3 lbs.

Fire Resistance: This modification can be applied to medium or heavy armor, including fire-retardant, heat-resistant, and non-flammable materials. The armor provides resistance to fire. Weight: +2 lbs.

Insulation: This modification can be applied to any armor, including thermal fibers, insulating layers, and heat-retentive materials. The armor provides resistance to cold. Weight: +4 lbs.

Nonconductivity: This modification can be applied to any armor, including electrical insulation and grounding materials. The armor provides resistance to lightning. Weight: +2 lbs. 

Deflector Shield: This shielding device is worn as a buckler (like a shield) and gives resistance to (non-magical/augmented) bludgeoning, piercing, slashing damage. It is subject to the damage rules as armor is and has a break DC of 15. Weight: 1 lbs.

Miscellaneous Tools: 

Medkit: The medkit includes drug supplies, bandages, tools, and a talkative doctor-expert system that will advise the user on techniques to handle most typical medical emergencies. The medkit allows you to automatically succeed on checks to stabilize a dying creature. Applied to a creature making death saving throws it gives them advantage on the saving throws. Both of these effects require that a conscious person use their action to use the medkit on the person to give this benefit. Additionally, a medkit has 10 charges of healing that can be applied with a bonus action. These healing charges restore 2d4+2 hit points of damage. Once the charges are used up the medkit stops working. Weight: 2 lbs.

Enhanced Sensor Array: This can be part of a helmet or as a handheld unit. The device provides enhanced sensors that give the user to use an action to gain advantage on perception checks once per encounter. Additionally, once per day the device can be used provide one of the following benefits: blindsense 30′ for 1 minute; tremorsense 60′ for 1 minute; darkvision 120′ for 10 minutes; advantage on perception/search checks for 10 minutes; truesight 15′ for 2 rounds. This device will work for 2-4 levels. Weight: 1 lbs.

Chameleon Cloak: A user can spend an action to wrap himself in this cloak to grant himself invisibility for 1 minute or until he attacks. 1/Short Rest. This device will work for 1-3 levels. Weight: 3 lbs.

Universal Communicator: A user can spend a bonus action to configure this device to translate any spoken language being used (though only one language at a time). This device will work for 2-4 levels. Weight: 1 lbs.

Jet Pack: A user can use a bonus action to activate the jet back. Once they have done so they can fly 30 feet as an action (dash, move, etc.) for the rest of the encounter. This can be done 1/day. The jet pack is subject to the armor damage rules and has a break DC of 17. Weight: 8 lbs.

Glider Wings: A user can extend the wings from this backpack unit with a reaction or a bonus action. Once extended they allow the user to fly 30 feet as an action (dash, move, etc.) but only when descending (the user must descend 30′ per turn minimum and can fall no more than 90′ per turn without taking falling damage if they run into a solid surface). Once per encounter the user can activate special springs and jets to get a boost to propel them 30′ into the air. The glider wings are subject to the armor damage rules and has a break DC of 14. Weight: 7 lbs.

Tracking Bugs and Scanner: This is a combination of 20 tracking bugs and a scanner to detect them. The scanner can follow the bugs wherever they go (so long as they stay on the same plane of existence) for up to a year. Each gives a unique signal. The bugs are near microscopic and require a DC 20 search to notice (and won’t be noticed accidentally). They can be attached to a person or an object. If attached to a person, they must be injected or they will wear off over the course of a week as the person’s skin gets washed/sloughs off. This item will last until the 20 bugs are used up.

Artificial Gill: This device allows the user to breathe and see normally underwater indefinitely. The device lasts for 2-5 levels.