twenty worlds bathos weapons and armour

Weapons
and Armour

 

New arms and equipment




























Melee Weapons              
Weapon Cost
Damage Critical Range
Increment
Weight Type Notes
Unarmed strike
— 1d3 ×2 — — Bludgeoning  
Brass Knuckles   1d3 ×2 — 1 lb Bludgeoning  
club — 1d6 ×2 10 ft 3 lb Bludgeoning  
club Large              
Whip 1d3 ×2 — 2 lb Slashing  

Straight Razor

        1lb Slashing  
Flick knife   1d4 19-20/×2 10 ft 1 lb Piercing or
slashing
 
knife   1d4 19-20/×2 10 ft 1 lb Piercing or
slashing
 
Spade              

Stun cell phone

             
Stun baton              
Large Pick              
Large Hammer   1d8 ×3 — 5 lb Bludgeoning  
Hammer light
  1d4 ×2 20 ft 2 lb Bludgeoning  
Stun flashlight              
Hand Axe   1d6 ×3 — 3 lb Slashing  
Pick light   1d4 ×4 — 3 lb Piercing  
Stun shield              
Bowie knife   1d6 19-20/×2 — 2 lb Piercing or
Slashing
 
Drill   1d4 x4   3 lb Piercing  
Chainsaw   2 x1d8 x3   6 lb Slashing  
Chain              
Nunchaku   1d6 ×2 — 2 lb Bludgeoning  
Machete              
Bayonet              

grey line

Stun baton

grey line

Stun shield

grey line

Stun cell phone

grey line

Stun flashlight

grey line











































Ballistic
Weapons
             
Weapon Cost Damage Critical Range Increment Weight Type Notes
Anti-Tank Rifle   2d8 x2 100 28 lbs Piercing  
Assault rifle
Light
             
Assault rifle
Medium
             
Assault rifle
Heavy
             
Burner Pistol              
Burner Rife              
Carbine              
Crossbow light
  1d8 19-20/×2 80 ft. 4 lb Piercing  
Bolts crossbow
(10)
  — — — 1 lb —  
Gauss Rife              
Gauss Pistol
           
Grenade Launcher              
Laser Pistol              
Laser Rife              
Machinegun Light   2d8 19-20/x2 120 21.5lbs Piercing Ammuniton 25D
Machinegun
Heavy
  2d8+2 19-20/x3 160 81.5 lbs Piercing 200 Belt
Machine Pistol
Light
             
Machine Pistol
Medium
             
Machine Pistol
Heavy
             
Pepper spray              
Pneumatic pistol              
Railgun              

Revolver .38

             
Revolver .45              
Rocket Launcher              
Semi-automatic
pistol Light
             
Semi-automatic
pistol Medium
             

Semi-automatic
pistol Heavy

  2d6-1 19-20/x2 20 1.75 lbs Piercing Ammo 8D
Semi-automatic
rifle light
             
Semi-automatic
rifle Mediuum
  2d8 19-20/x2 120 8 lbs Piercing 5-round internal
magazine
Semi-automatic
rifle Heavy
             
Shotgun Light              
Shotgun Heavy              
Shoulder-launched
missile weapon
             
Sniper Rifle              
Stun gun              
Submachine Gun
Light
  2d6-1 19-20/x2 20 6.5 lbs Piercing 32D
Submachine Gun
Medium
             
Submachine Gun
Heavy
             
Taser              

grey line

Missle wepons

Assult Rifes

grey line

Burner
Pistol

grey line

Burner Rife

grey line

Semi-automatic pistols

Gray line

Gauss Pistol

grey line

Laser Pistol

grey line

Laser Rife

Machine Pistols

grey line

Revolver


Pneumatic pistol

grey line

Submachine Gun Light

grey line

Submachine Gun Medium

grey line

Submachine Gun Heavy

grey line

Rifle

grey line

Sniper Rifle

Sniper Rifle

Semi-automatic rifle

Shotguns

machine gun

Grenade Launcher

Rocket Launcher

Light Autocannon

Mortar

Shoulder-launched
missile weapon

CS gas

Pepper spray

Stun gun

Taser

Railgun

A railgun is a form
of gun that converts electrical energy—rather than the more conventional
chemical energy from an explosive propellant

Gauss gun

Uses electromagnetic
fields to accelerate tiny bullets to hypervelocity speeds

grey line

Metal Storm

grey line















Grenades and thrown              
Weapon Cost Damage Critical Range Increment Weight Type Notes
Fragmentaion
Grenade
  6d6   15 2 lbs Piercing/Fire

A standard fragmentation
grenade

Primary Burst: 4

(WP) Grenade   4d10   15 2 lbs Fire Primary Burst
20
Non-lethal grenade              
CS gas              
Petrol Bomb   special   10   Fire  
               
               
               
               
               
               
               

Petrol Bomb

You can throw a
Petrol Bomb as a splash weapon. Treat this attack as a ranged touch attack
with a range increment of 10 feet.

A direct hit deals
1d6 points of fire damage. Every creature within 5 feet of the point where
the flask hits takes 1 point of fire damage from the splash. On the round
following a direct hit, the target takes an additional 1d6 points of damage.
If desired, the target can use a full-round action to attempt to extinguish
the flames before taking this additional damage. Extinguishing the flames
requires a DC 15 Reflex save. Rolling on the ground provides the target
a +2 bonus on the save. Leaping into a lake or magically extinguishing the
flames automatically smothers the fire.

grey line






Heavy
Weapons

             
Weapon Cost Damage Critical Range Increment Weight Type Notes

Autocannon
Light

             

Mortar

             
               

grey line


Armour

Bulletproof vest

grey line







































Equipment    
Goods Cost Weight
Backpack (empty)   2 lb
Sleeping Bag   5 lb
Caltrops   2 lb
Candle   —
Canvas (sq. yd.)   1 lb
Chain (10 ft.)   2 lb
Chalk   —
Crowbar   5 lb
Fishhook   —
Fishing net, 25 sq. ft   5 lb
Flash Light   1 lb
Flask (empty)   1½ lb
grappling hook   4 lb
Hammer   2 lb
Handcuffs   ½ lb
pen   —
Ladder, 10-foot   20 lb
Mug.   1 lb
Padlock   1 lb
Pick miner’s   10 lb
Mirror, small steel   ½ lb
Piton   ½ lb


Pole, 10-foot
  8 lb


Ram, portable
  20 lb


Rations, trail (per day)
  1 lb


Rope, hempen (50 ft.)
  10 lb
Rope, silk (50 ft.)   5 lb
Sack (empty)   ½ lb
Sewing needle   —
Signal whistle   —


Sledge
  10 lb


Soap (per lb.)
  1 lb


Spade or Shovel
  8 lb


Tent
  20 lb
waterskin   4 lb


Whetstone
  1 lb

grey line

Caltrops

A caltrop is a four-pronged
iron spike crafted so that one prong faces up no matter how the caltrop comes
to rest. You scatter caltrops on the ground in the hope that your enemies
step on them or are at least forced to slow down to avoid them. One 2- pound
bag of caltrops covers an area 5 feet square.

Each time a creature
moves into an area covered by caltrops (or spends a round fighting while standing
in such an area), it might step on one. The caltrops make an attack roll (base
attack bonus +0) against the creature. For this attack, the creature’s
shield, armor, and deflection bonuses do not count. If the creature is wearing
shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed
on the attack, the creature has stepped on one. The caltrop deals 1 point
of damage, and the creature’s speed is reduced by one-half because its
foot is wounded. This movement penalty lasts for 24 hours, or until the creature
is successfully treated with a DC 15 Heal check, or until it receives at least
1 point of magical curing. A charging or running creature must immediately
stop if it steps on a caltrop. Any creature moving at half speed or slower
can pick its way through a bed of caltrops with no trouble.

Caltrops may not be
effective against unusual opponents

grey line

Candle

A candle dimly illuminates
a 5-foot radius and burns for 1 hour

grey line

Chain

Chain has hardness
10 and 5 hit points. It can be burst with a DC 26 Strength check.

grey line

Crowbar

A Crowbar it grants
a +2 circumstance bonus on Strength checks made for such purposes. If used
in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning
damage equal to that of a club of its size

grey line
flint
and steel

Lighting a fire with
flint
and steel
is a full-round action

Gray line

Gas mask

grey line

grappling hook

Throwing a grappling hook successfully requires a Rope
Use
check (DC 10, +2 per 10 feet of distance
thrown).

grey line

Hammer

If a hammer is used
in combat, treat it as a one-handed improvised weapon that deals bludgeoning
damage equal to that of a spiked
gauntlet
of its size

grey line

Flash light

A Flashlight provides
clear illumination in a 60-foot cone and shadowy illumination in a 120-foot
cone

Gray line

Laser sight

grey line

PadLock

The DC to open a lock
with the Open Lock skill depends on the lock’s quality: simple (DC 20),
average (DC 25), good (DC 30), or superior (DC 40)

grey line

Hand Cuffs

Hand Cuffs

Hand Cuffs can bind
a Medium creature. A cuffed creature can use the Escape Artist skill to slip
free (DC 30, or DC 35 for masterwork Hand Cuffs). Breaking the manacles requires
a Strength check (DC 26, or DC 28 for masterwork Hand Cuffs). Hand Cuffs have
hardness 10 and 10 hit points.

Hand Cuffs have locks
add the cost of the lock you want to the cost of the manacles.

For the same cost,
you can buy Hand Cuffs for a Small creature.

For a Large creature,
manacles cost ten times the indicated amount, and for a Huge creature, one
hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine
creatures can be held only by specially made manacles

grey line

Ram Portable

This gives you a +2
circumstance bonus on Strength checks made to break open a door and it allows
a second person to help you without having to roll, increasing your bonus
by 2

grey line

Rope Hempen

This rope has 2 hit
points and can be burst with a DC 23 Strength check

grey line

Rope Silk

This rope has 4 hit
points and can be burst with a DC 24 Strength check. It is so supple that
it provides a +2 circumstance bonus on Rope
Use
checks

grey line






Special Substances
And Items
   

Goods

Cost Weight
Acid (flask)
  1 lb
antitoxin(vial)
 
—
Holy Water (flask)  
1 lb


grey line

Acid

You can throw a flask
of acid as a splash weapon. Treat this attack as a ranged touch attack with
a range increment of 10 feet. A direct hit deals 1d6 points of acid damage.
Every creature within 5 feet of the point where the acid hits takes 1 point
of acid damage from the splash.

Gray line

antitoxin

If you drink antitoxin,
you get a +5 bonus on Fortitude saving throws against poison for 1 hour

grey line














Tools and
Skill Kits
   
Goods Cost Weight
Climber’s
kit
  5 lb
Disguise
kit

  8 lb
First
Aid kit

  1 lb
Holy
symbol
  —
Magnifying
glass

  —
Musical
instrument
  3
lb
Musical
instrument
,masterwork
  3lb
Scale   1 lb
Thieves’
tools
  1 lb
Thieves’
tools, masterwork
  2 lb
Tool, masterwork   1 lb

Gray Line

Climber’s
Kit

This is the perfect
tool for Climbing and gives you a +2 circumstance bonus on Climb checks

grey line

Disguise Kit

The kit is the perfect
tool for disguise and provides a +2 circumstance bonus on Disguise checks.
A Disguise
kit
is exhausted after ten uses

grey line

First
Aid kit

It is the perfect
tool for healing and provides a +2 circumstance bonus on Heal checks. A First
Aid kit is exhausted after ten uses

grey line

Holy
symbol

A Holy
symbol
focuses
positive energy and is a tool for turning undead. Each religion has its own
Holy
symbol

grey line

Unholy
Symbol

An Unholy
Symbol
is
like a holy symbol except that it focuses negative energy

grey line

Magnifying
glass

This simple lens allows
a closer look at small objects. It is also useful as a substitute for flint
and steel
when starting fires. Lighting a fire with a Magnifying
glass
requires
light as bright as sunlight to focus, tinder to ignite, and at least a full-round
action. A Magnifying
glass
grants a +2 circumstance bonus on Appraise checks
involving any item that is small or highly detailed

grey line

Musical
instrument
,
Common or masterwork

A masterwork instrument
grants a +2 circumstance bonus on Perform checks involving its use

grey line

Scale

A scale grants a +2
circumstance bonus on Appraise checks involving items that are valued by weight,
including anything made of precious metals

grey line


Thieves’ Tools

This kit contains
the tools you need to use the Disable
Device
and Open Lock skills. Without
these tools, you must improvise tools, and you take a -2 circumstance penalty
on Disable
Device
and Open Locks checks

Gray line

Thieves’ Tools,
masterwork

This kit contains
extra tools and tools of better make, which grant a +2 circumstance bonus
on Disable
Device
and Open Lock checks

grey line

Tool masterwork

This well-made item
is the perfect tool for the job. It grants a +2 circumstance bonus on a related
skill check (if any). Bonuses provided by multiple masterwork items used toward
the same skill check do not stack

grey line





Clothing    
Goods Cost Weight
Religious vestments   6 lb
Cold weatheroutfit   7 lb


grey line

Religious Vestments

These ecclesiastical
clothes are for performing priestly functions, not for adventuring

grey line

Cold
Weather Outfit

A Cold
Weather Outfit

includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt,
and boots. This outfit grants a +5 circumstance bonus on Fortitude saving
throws against exposure to cold weather

grey line



















Food, Drink, And Lodging
   


Food, Drink, and Lodging Goods or Services
Cost Weight


Beer
   
Gallon   8 lb
Mug   1 lb
Hotel stay (per
day)
   
Good   —
Common   —


Poor
  —
Meals (per day)    


Good
  —


Common
  —
Poor   —


Wine
   
Common    
Fine (bottle)   1½ lb


grey line

Hotel

Poor accommodations
at an Hotel amount to a place on the floor near the hearth. Common accommodations
consist of a shared room. Good accommodations consist of a small, private
room with one bed, some amenities

grey line

Meals

Poor meals might be
composed of bread, baked turnips, onions, and water. Common meals might consist
of bread, chicken stew, carrots, and watered-down ale or wine. Good meals
might be composed of bread and pastries, beef, peas, and ale or wine

grey line













Mounts And
Related Gear
   
Mounts and Related Gear
Goods or Services
Cost Weight
Bit and bridle

  1 lb
Dog, guard   —
Donkey or mule   —
Feed (per day)

  10 lb
Horse, light
  —
Pony   —
Pack
  15 lb
Saddlebags   8 lb
Saddle Riding    
Stabling (per
day)
  —


grey line

Donkey or Mule

Donkeys and mules
are stolid in the face of danger, hardy, surefooted, and capable of carrying
heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing
(though not eager) to enter dungeons and other strange or threatening places

grey line

Feed

Horses, donkeys, mules,
and ponies can graze to sustain themselves, but providing feed for them is
much better

grey line

Horse

A horse (other than
a pony) is suitable as a mount

grey line

Saddle Pack

A pack saddle holds
gear and supplies, but not a rider. It holds as much gear as the mount can
carry

grey line

Saddle Riding

The standard riding saddle supports a rider

grey line












Transport    
Transport Goods or Services Cost Weight

Cart

  200 lb
Keelboat
  —

Light-Aicraft

   

Motorcycle

   

Motorcar

   
Rowboat
  100 lb
Oar
  10 lb
Sled
  300 lb
Wagon
  400 lb


grey line

Cart

This two-wheeled vehicle
can be drawn by a single horse (or other beast of burden). It comes with a
harness

grey line

Keelboat

This 50- to 75-foot-long
ship is 15 to 20 feet wide and has a few oars to supplement its single mast
with a square sail. It has a crew of eight to fifteen and can carry 40 to
50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail
down rivers (thanks to its flat bottom). It moves about 1 mile per hour

grey line

Light-Aicraft

grey line

Motorcycle

grey line

Motorcar

grey line

Rowboat

This 8- to 12-foot-long
boat holds two or three Medium passengers. It moves about 1½ miles
per hour

grey line

Sled

This is a wagon on
runners for moving through snow and over ice. In general, two horses (or other
beasts of burden) draw it. A sled comes with the harness needed to pull it

grey line

Wagon

This is a four-wheeled,
open vehicle for transporting heavy loads. In general, two horses (or other
beasts of burden) draw it. A wagon comes with the harness needed to pull it

grey line









Services  
Services Cost


Taxi/cab
per mile


Hireling, trained
per day


Hireling, untrained
per day
Ship’s
passage
per mile
Plane fare  
Train Fare  


grey line

Hireling Trained

The amount given is
the typical daily wage for mercenaries, craftsmen, teamsters, and other trained
hirelings. This value represents a minimum wage, many such hirelings require
significantly higher pay

grey line

Hireling Untrained

The amount shown is
the typical daily wage for laborers,, cooks and other menial workers

grey line

Ship’s Passage

Most ships do not
specialize in passengers, but many have the capability to take a few along
when transporting cargo. Double the given cost for creatures larger than Medium
or creatures that are otherwise difficult to bring aboard a ship.

grey line

Illicit Drugs

grey line

Hard Downers

Heroin, smack ect
these are all examples of what are referred to as hard downers.They are popular
among the downtrodden and weary though in some places such drug taking might
result in severe beatings and/or jail time. Downers immediately calm you providing
you with a sense of peace. You get a +4 bonus on Will saves against fear.
The effects last for 10 minutes per dose. The effects also decrease physical
ability however, and each also incurs a -2 penalty to Strength.

Side Effects Sleepiness

After the ten minutes
wear off the target is overcome with sleepiness. If he is able to he will
fall immediately into deep sleep. If not he will be treated as shaken until
he can.

Addiction

45% (extra doses
do not stack)

grey line

Hard Uppers

Speed, crack, Cocaine,
these are all examples of what are referred to as hard uppers.They are popular
among rebellious youth that go to loud music concerts, though in other parts
such behaviour might result in severe beatings, jail time, penal service.
Uppers immediately increase your sense of perception. The effects last for
10 minutes per dose. The bonus is +2 to Wisdom. The effects also decrease
Dexterity, as it becomes harder to perform tasks that require hand-eye coordination.
Each dose lasts 10 minutes and incurs a -2 penalty to Dexterity.

Side Effects

Soreness and exhaustion.
Targets suffer a -2 penalty on Fortitude checks and count as being fatigued.

Addiction

35% (extra doses
do not stack)

grey line

Weed

Light
hallucinogen’s such as marijuanna tends to produce mellow highs

Side Effects

These are only included
for addiction withdrawal purposes -1 Listen, Spot, and initiative checks.
It leaves as soon as another cigarette is taken

Addiction

40% (extra doses do
not stack)

grey line

The Worlds
of Mankind is owned and created by Mark John Goodwin

The text
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.

‘d20
System’ and the ‘d20 System’ logo are trademarks of Wizards
of the Coast, Inc.

and are used according to the terms of the d20 System License version 6.0.

A copy of this License can be found at www.wizards.com/d20.

 



Copyright © 2018 Fantasy Worlds