Posologist Operative Specialization
Operative Specialization: Posologist
As the famous saying goes, the dosage determines if a substance is medicine or poison. The posologist may be a combat medic, hallucinogen-fueled visionary, veterinary scientist, traditional shaman, or cruel vivisectionist.
Associated Skills: Medicine and Sleight of Hand. You can attempt a Medicine check with a +4 bonus to make a trick attack with performance-enhancing substances or meditation techniques.
Specialized Exploit: Extended Debilitation
Medical Expertise: At 11th level, the posologist can spend a resolve point to restore a number of HP to another character (including a downed one) equal to twice their level. If HP is full, they can restore SP instead.
Homebrew Special: Medical Training: In place of an operative exploit, you can take a biohacker theorem you otherwise qualify for. For any biohacker related DCs, you must select your Intelligence or Wisdom instead of Dexterity.
Soldier Fighting Style: Shotgunner
Scatterguns and weapons like them have existed for centuries, and still find a use on worlds archaic and advanced. The shotgunner style aims to make the most out of blast weapons, plus their versatility.
Level 1: Rip and Tear: When holding a weapon, including a longarm or heavy weapon in hand with the blast, line, or explode property (and not granted by a fusion or spell), the soldier can make a melee strike using the weapon. For purpose of damage, it counts as a battle-glove with an item level matching their soldier levels.
Level 5: Shop Smart: The shotgunner gets used to loading custom shells or modulating energy weapons for experimental outputs. A shotgunner can make custom shells (or other ammunition types) that mimic a grenade up to their level in soldier. Each takes 10 minutes to make, and only they can use them. For example, if the soldier is level 6, they can make 6 custom shells mimicking a Mark 1 Frag Grenade (each level 1) or 1 Cryo Grenade Mark 1 (a level 6 item). The custom shell replaces a typical use of the weapon (including damage), but otherwise consumes ammunition or battery charges. The custom shell only has the range of the base weapon, but otherwise is identical to a grenade of its type.
Level 9: Trap Shooting: As a reaction, the shotgunner can spend a resolve point to blast grenades or rockets out of the air. They make an attack roll against the enemy's attack roll. If successful, it is destroyed. If not, it still effects the targets as normal.
Level 13: Double Barrel: The shotgunner can add a second barrel to their weapon, fusing it with another weapon of its type. For example, if it is a longarm, it must be a second longarm of the same or lower item level. The combined weight is the greater of the two base items. Each barrel still requires an attack action to use, so a full action can use each weapon.
Level 17: This Is My Boomstick: As a full action, the shotgunner can perform a single target attack. This starts with a melee attack with the shotgun (as detailed above), and then a simultaneous attack with their weapon. If the weapon is a longarm modified in a way akin to the 'Double Barrel' class feature, they can attack twice, once with each longarm. If a bayonet lug is attached, the shotgunner may use that instead. When using this attack, the shotgunner does not take attacks of opportunity when using the shotgun in melee. The soldier does not take damage from their own weapon, if using one with the 'explode' property. If the enemy is brought to 0 HP or less, the shotgunner can optionally regain 1 RP if they utter a one-liner the GM likes.
Biohacker Field of Study: Nootropics
Nootropics is the study of mind-altering substances. From cognitive enhancement to brainwashing attempts, the field has many applications foul and fair.
Booster: You help a creature reach transcendent understanding. You temporarily give a creature the Skill Focus feat in a single skill intelligence, wisdom, or charisma-based skill for the duration of the boost.
Inhibitor: You deliver a mind-altering substance that makes a creature have difficulty distinguishing friend from foe. You inflict confuse on a creature. This is a mind-effecting poison effect.
Breakthrough: You master skill enhancement, even under pressure. When using your booster, you can allow an ally to roll twice and take the better result, even in combat, at the cost of immediately ending the booster. When you use the inhibitor, you can force an enemy making a skill check to roll twice and take the worse result, at the cost of immediately ending the booster.
Old Iron Gunworks
Old Iron Gunworks is the premier name for period accurate reproduction weapons, used by everyone from re-enactors to martial artists to movie armorers. Despite the name, they produce far more than firearms, making melee weapons, crossbows, and thrown weapons of all sorts. They started their business with a line of period-accurate percussion revolvers based on the weapon of an ancient hero.
Special: Classic Quality: Due to advancements in manufacturing, Old Iron produces weapons with better quality control than smiths and cottage industry in ancient times. All weapons have the equivalent of a Durable fusion.
Mustang Percussion Revolver: The Mustang Percussion Revolver was made from historical records as accurate as possible. These revolvers that load from the front of the cylinder, and some must even be partially dissembled for reloading. They are often used for re-enactment, as they are far less practical for illicit uses. The fact they cannot handle modern propellants (and thus have less kinetic energy) means they are less capable than modern weapons. However, in skilled hands, they can be just as deadly as a modern weapon. That is, until they misfire or reload.
Properties: All percussion revolvers are small arms that have the archaic and analog special properties, in addition to the new misfire and gunsmoke special properties. They have an ammunition capacity of 6 rounds, a range of 30 feet, and a bulk of L.
-Misfire: Due to the crude nature of muzzle-loaders, some can explode spectacularly. When rolling a natural 1 on an attack roll, roll damage as normal for that model. Roll a 1d3. Based on the results, deal that damage to the either the firearm (1), user (2), or both (3).
-Gunsmoke: Due to using antique black powder, the gun creates a blinding cloud of smoke in the shooter's square. This acts as a smoke grenade's smoke cloud ability to provide concealment, but only in the shooter's square and with a limited duration of 1 round.
Percussion revolvers are divided into different categories: belt, pocket, navy, army, and dragoon.
-Belt: Level 1: 250 credits, 1d6 P, archaic, analog, misfire, gunsmoke (5 ft.)
-Pocket: Level 5: 2890 credits, 1d8 P, archaic, analog, misfire, gunsmoke (5 ft.)
-Navy: Level 8: 6270 credits, 2d6 P, archaic, analog, misfire, gunsmoke (5 ft.)
-Army: Level 13: 44980 credits, 4d6 P, archaic, analog, misfire, gunsmoke (5 ft.)
-Dragoon: Level 18: 369000 credits: 8d6 P, archaic, analog, misfire, gunsmoke (5 ft.)
Lantaka: The lantaka is a copper swivel cannon once mounted on ships of ancient maritime empires. While sometimes used dismounted, they are heavy and cumbersome to use on foot. While many were used in war, they were used in long-distance communications and celebrations just as, if not more, often. As such, they were often decorated by their users. They are heavy weapons with the blast property and single round capacity.
Lantaka are divided into: light, swivel, medium, signal, heavy, amok
-Light: Level 1: 690 credits, 1d8 P, 60 ft, 2 bulk, blast, archaic, analog, misfire, gunsmoke (10 ft.), unwieldy
-Swivel: Level 4: 2800 credits, 1d12 P, 60 ft, 2 bulk, blast, archaic, analog, misfire, gunsmoke (10 ft.), unwieldy
-Medium: Level 7: 9650 credits, 2d12 P, 65 ft, 2 bulk, blast, archaic, analog, misfire, gunsmoke (15 ft.), unwieldy
-Signal: Level 10: 22300 credits, 3d12 P, 70 ft, 2 bulk, blast, archaic, analog, misfire, gunsmoke (15 ft.), unwieldy
-Heavy: Level 14: 118000 credits, 6d12 P, 80 ft, 2 bulk, blast, archaic, analog, misfire, gunsmoke (20 ft.), unwieldy
-Amok: Level 18: 584000 credits, 9d12 P, 90 ft, 2 bulk, blast, archaic, analog, misfire, gunsmoke (30 ft.), unwieldy
Apex Sporting Equipment
Apex Sporting Equipment is informally pronounced 'ace,' a mark in confidence by their customers. They sponsor up and coming athletes with custom designed gear, covering sports from obscure to professional to extreme. Their equipment is designed to endure a beating, from wilderness trail runs to orbital skydiving.
Special: Apex equipment is designed to be ergonomic and psychologically reassuring to use. Their tools are intended to help with long training and sporting sessions. As such, each of their products has the equivalent of the Invigorating fusion.
Clayblaster Skeet Shotgun: The Clayblaster line of sporting shotguns are over-under shotguns used for blasting sporting clays and skeet shooting. Each of them is designed to be surgical (at least as much as a shotgun can be), with light triggers and intuitive pointing.
Skeet Shotguns are longarms with the line and analog special properties. Each has a capability of two shells, with an ammunition usage of 1 shell per attack.
-Amateur: Level 1: 235 credits, 1d4 P, 30 ft, 1 bulk, 2 shells, line, analog.
-Novice: Level 8: 8300 credits, 1d12 P, 30 ft, 1 bulk, 2 shells, line, analog.
-Hobbyist: Level 12: 30400 credits, 2d12 P, 30 ft, 1 bulk, 2 shells, line, analog.
-Professional: Level 15: 91900 credits, 3d12 P, 60 ft, 1 bulk, 2 shells, line, analog.
-Championship: Level 18: 331000 credits, 4d12 P, 60 ft, 1 bulk, 2 shells, line, analog.
Beanball Special: Originally a line of portable pitching machines, they quickly gained the nickname "Beanball Special" after a few high-profile training incidents. They consist of two large flywheels carried by the user, with a backpack containing baseballs and a power supply. They were used in a short-lived combat sport called "Splatterball," which was intended to compete with modern gladiator games.
Beanball Specials are heavy weapons with the Automatic special property. They rely on a battery pack, but use special metal spheres (or baseballs or similar) as ammunition. Treat them as standard heavy ammo rounds for pricing and capability. They use 2 rounds per attack.
Beanball Specials are divided into:
-Tee Ball: Level 3: 2060 credits, 1d10 B, 60 ft, 2 bulk, 40 rounds, automatic
-Little League: Level 6: 4240 credits, 1d12 B, 60 ft, 2 bulk, 60 rounds, automatic
-Softball: Level 9: 13100 credits, 2d12 B, 120 ft, 2 bulk, 100 rounds, automatic
-Minor League: Level 13: 53700 credits, 4d12 B, 120 ft, 2 bulk, 100 rounds, automatic
-Major League: Level 17: 220300 credits, 7d10 B, 120 ft, 2 bulk, 100 rounds, automatic
-Homerun: Level 20: 826000 credits, 9d12 B, 120 ft, 2 bulk, 100 rounds, automatic
Baewoo Heavy Industries
Baewoo Heavy Industries is an industrial conglomerate that technically does not produce 'weapons,' but instead industrial tools that customers find unintended uses for. Despite (or perhaps because of) the company's attempts to make their tools impractical for unintended uses, a number of second-hand versions flood the informal market.
Special: As industrial tools that are customized for each user, Baewoo products have the equivalent of the Secured fusion. In addition, they can be used with profession (contractor), profession (construction worker), profession (engineer), profession (miner), or others, at GM discretion.
Shardblaster: Sandblasters typically require a clumsy air compressor and bulky material for abrasive cleaning, which the shardblaster aims to solve. Instead, a flywheel is pressed against a block of ceramic and rip off razor-sharp shards of material. While dangerous, they are used in abrasive cleaning to remove chemical stains and rust off of buildings and ships. Reloading consists of swapping out a new ceramic block, which is equivalent to a magazine of longarm rounds in weight and cost.
Shardblaster are longarms with the blast special property. Each has a capability of two shells, with an ammunition usage of 1 round per attack.
-Training: Level 1: 235 credits, 1d4 S, 20 ft, 1 bulk, 20 rounds, blast.
-Apprentice: Level 8: 8300 credits, 1d12 S, 20 ft, 1 bulk, 30 rounds, blast.
-Journey: Level 12: 30400 credits, 2d12 S, 20 ft, 1 bulk, 30 rounds, blast.
-Master: Level 15: 91900 credits, 3d12 S, 30 ft, 1 bulk, 40 rounds, blast.
-Artisan: Level 18: 331000 credits, 4d12 S,360 ft, 1 bulk, 40 rounds, blast.
Concrete Saw: The concrete saw is a long, powered saw used to drill holes in concrete and ultra-dense alloys. It is most commonly used in mining, starship repairs, firefighting, rescue, and salvage, but a few thieves have found it useful to enter vaults and other secured areas.
Concrete saws are two-handed advanced melee weapons with the penetrating, unwieldy, and powered special qualities.
-Training: Level 2: 750 credits, 2d4 S, 2 bulk, penetrating, unwieldy, powered (20, usage: 1 charge).
-Apprentice: Level 6: 4200 credits, 3d6 S, 2 bulk, penetrating, unwieldy, powered (20, usage: 1 charge).
-Journey: Level 10: 18000 credits, 5d8 S, 2 bulk, penetrating, unwieldy, powered (20, usage: 1 charge).
-Master: Level 14: 70500 credits, 8d10 S, 2 bulk, penetrating, unwieldy, powered (100, usage: 1 charge).
-Artisan: Level 18: 387750 credits, 11d12 S, 2 bulk, penetrating, unwieldy, powered (100, usage: 1 charge).
Psi-Co Toys has the infamous jingle, "Psi-Co Toys: Fun for the naughty girls and boys!" Despite being the target of uncounted lawsuits and innumerable product recalls, they have endured due to the sheer size of the conglomerate. They are involved in every field from tabletop games to foam dart blasters to home chemistry sets. Many children know at least one person who suffered a minor injury as a result of their products.
Special: As another half-baked safety measure, Psi-Co Toys products are intended not to fall too far from their owner. They come with the equivalent of the Defiant fusion.
Critical Hit Metal Dice: After the failure of their Lawn Dart product line, Psi-Co Toys made a reinforced metal die for roleplaying. After too many plastic dice were destroyed after bad rolls, the company offered metal ones as an alternative to roleplayers. The actual play podcast, Critical Hit, received them as a celebrity promotion. However, they proved just as dangerous as the old Lawn Darts when thrown, if not more so.
Critical Hit Metal Dice are one-handed advanced melee weapons with the analog and thrown special properties. They are light (L) in bulk.
-Noob: Level 1: 110 credits, 1d4 B, analog, thrown (30 ft)
-Low-Level: Level 8: 9810 credits, 4d4 B, analog, thrown (50 ft)
-Mid-Level: Level 12: 40400 credits, 4d8 B, analog, thrown (50 ft)
-High-Level: Level 16: 183400 credits, 8d8 B, analog, thrown (50 ft)
-Epic-Level: Level 19: 602200 credits, 8d12 B, analog, thrown (80 ft)
My First Microphone: It should have been a fun toy for aspiring singers, but instead it became a literal headache. The small microphone-like device amplified the voice of the singer to unsafe levels, due to a feedback error. While technically recalled, these are still made by subsidiaries and under license internationally. They are not held like a conventional pistol, but instead held up to the mouth and the user sings or screams.
My First Microphone is a small arm doing sonic damage. It has the profession (pop star) special property (or similar profession with GM approval). They use one charge per attack and have light (L) bulk.
-Audition: Level 1: 440 credits, 1d3 So, 20 ft, 20 charges
-Starlet: Level 6: 4950 credits, 1d8 So, 40 ft, 20 charges
-Pop Singer: Level 10: 20500 credits, 3d4 So, 40 ft, 20 charges
-Choreographer: Level 15: 133000 credits, 6d4 So, 60 ft, 20 charges
-Celebrity: Level 19: 660000 credits, 10d4 So, 60 ft, 20 charges