Tuesday, January 15, 2013

Pulp Fantasy Core--Weapons and Armor

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


WEAPONS 
Ranges: S Short (within 50 yds), M Medium (within 100 yds), L Long (beyond 100 yds)


Melee and Archaic
- HTH (Hand-to-Hand) 1d2 + Str bonus
- Brass Knuckles +2 HTH damage
- HTH Trained 1d3 + Str bonus, KO (Knock out) 1 turn on natural 18
- Dagger 1d4 + Str bonus melee, 1d4 thrown S
- Club 1d6 + Str bonus, KO 1 turn on natural 18
- Rapier 1d6 + Dex bonus
- Spear 1d8 + Str bonus melee, 1d8 thrown S
- Sword 1d8 + Str bonus
- Polearm 1d10 + Str bonus
- Whip 1d4, entangle or disarm on a hit with a natural 12 and up
- Bow 1d8 L (requires +1 Str bonus)
- Crossbow 1d8 M


Explosives
- Grenade 1d10 S may effect up to 4 if bunched together, DC 12 Ref sv to 1/2 damage.
- Flame-thrower 3d6, 10 shots, S Burns for an additional 1d6 until extinguished. Called shot at the fuel tank causes explosion. 1 XP to survive.
- Mortar vs people, 2d10 M may effect up to 6 if bunched together, 1 rd to aim, can fire every rd with a 2 person crew, DC 12 Ref sv to 1/2 damage
- Artillery/Cannon vs people, 4d10 L may effect up to 8 if bunched together, 1 rd to aim, can fire every rd with a 3 person crew, DC 12 Ref sv to 1/2 damage
- TNT Destroys target, but must be set at place of intended explosion. Requires Demolitions skill to use.
- Experimental Stunner KO, DC 12 Fort sv
- Experimental Stun Gas Gun 5 shots, KO 1 turn, DC 12 Fort sv, 10' area


Firearms
- .38 Revolver 2d4, 6 shot, M
- .45 Colt Pistol 2d6, 7 shot clip, M
- Rifle 2d8, 5 shot clip, L
Used as a Club 1d6 + Str bonus, however inflicting max damage, damages the rifle and will require repair. Inflicting another max damage attack will ruin the rifle. Used with a Bayonet 1d8 + Str bonus
- Shotgun 2d10, 2 shot, S spray up to two if together, DC 12 Ref sv to 1/2 damage
- Submachine Gun 2d8 x 1d4 damage, 50 shot drum-10 bursts, M burst (lose Dex attack bonus),
- Heavy Machinegun 2d10 x 1d4, functionally unlimited with a loader, 10 bursts without a loader, L burst (lose Dex attack bonus), spray up to 4 if bunched together. Requires a tripod stand, a bunker emplacement, or a vehicle mounting. Requires two people to move it.


ARMOR
- Base AC 10 + Dex bonus, taking cover negates Dex AC bonus
- Light Armor (leather) +2 vs melee, arrows
- Medium Armor (chain) +4 vs melee, arrows, negates Dex AC bonus
- Heavy Armor (plate) +6 vs melee, arrows, negates Dex AC bonus
- Magic Eleven Chain Mail +4
- Shield +1 vs melee, arrows
- Experimental Bulletproof armor, +2 AC vs melee attacks, negates Dex AC bonus, stops bullets, but lasts for 2d4 hits
- Experimental Bulletproof shield, +4 AC vs melee attacks, stops bullets, wielder is still vulnerable to snipers and Called Shots, requires +3 Str and Dex bonuses to use

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