| Equipment |
| While it could be just as easy, or easier, to jsut say what weapon or armor stats to use for the different items in the game, I felt it didn't quite capture the correct feeling of the FF7 'verse. While this has consumed a bit of time, I feel that it will help to capture the flavor of Gaia's weapons, and therefore the very battles themselves. While some of these stats are being taken from the apparent power levels of the weapons themselves, a lot is from conjecture based on how the weapons appear in comparison to each other and real world equivalents. The Tri-barrel listed in the handguns list is essentially the Cerberus that Vincent starts off with in Dirge of Cerberus. I assume that his is masterworked (at least +1) and heavily modified, including using a larger caliber round (dealing 4d8 damage) and having a longer barrel (range increment of at least 50 ft.). While this gun might not be available for retail, I've included a base purchase DC for those interested in building a basic one. |
| Handguns (require the Personal Firearms Proficiency feat) Damage Range Rate of Purchase Weapon Damage Critical Type Increment Fire Magazine Size Weight DC Restriction WRO Pistol 2d6 20 Ballistic 30 ft. S 15 box Small 3 lbs 15 Lic (+1) Tri-barrel (1) 4d6 20 Ballistic 40 ft. S 18 int Med. 6 lbs 18 Lic (+1) 1 Fires 3 bullets at a time (already included in the damage); because of recoil, you may not use the Double Tap feat. Shots using the Skip Shot feat only deal 2d6 damage. |
| Longarms (require the Personal Firearms Proficiency feat) Damage Range Rate of Purchase Weapon Damage Critical Type Increment Fire Magazine Size Weight DC Restriction Shinra SMG 2d6 20 Ballistic 40 ft. S, A 30 box Med. 7 lbs 18 Res (+2 Shinra Assault Rifle 2d8 20 Ballistic 60 ft. S, A 30 box Large 8 lbs 17 Res (+2) Shinra Sniper Rifle 2d10 20 Ballistic 90 ft. Single 10 box Large 12 lbs 19 Res (+2) WRO Assault Rifle 2d8 20 Ballistic 70 ft. S, A 20 box Large 10 lbs 16 Res (+2) |
| Heavy Weapons (require the Exotic Firearms Proficiency feat) Damage Range Rate of Purchase Weapon Damage Critical Type Increment Fire Magazine Size Weight DC Restriction Heavy Machine Gun 2d12 20 Ballistic 100 ft. A Linked Huge 80 lbs 21 Mil (+3) Shinra Bazooka (2) 8d6 - - 100 ft. Single 1 int. Large 15 lbs 18 Mil (+3) 2 Deals damage in a 5 ft radius (Reflex save DC 18 for half damage). Ignores the first 10 points of hardness of the building, vehicle, or object struck, but not everything it damages. Has a minimum range of 10 ft; if it strikes anything closer, it will not detonate. The Heavy Machine gun requires the Exotic Firearms Proficiency (heavy machine gun) feat, and the Shinra Bazooka requires the Exotic Firearms Proficienty (rocket launcher) feat. |
| Armor got a little tricky to make. With nothing game wise in the original game, and no known effects in Dirge of Cerberus, I had to craft it purely from how it looks. To an extent I therefore went with what 'felt' right, then checked it over against what's provided in the core d20 Modern book and against the other armors from FF7. While the armor bonuses may not look like much, remember that each number of difference on a d20 roll is a 5% chance differnce. So while a character might have been hit 65% of the time before, that +3 armor means they'll only be hit 50% of the time. Also, keep in mind that these are all forms of mass produced armor, and also designed for a modicum of comfort for extended use. |
| Weapons: |
| The hardest weapons to figure out were the Shinra Bazooka, and the Tri-barrel. The bazooka was challenging, since it is an incredibly powerful weapon, but it can be safely assumed that they are quite rare, even within the Shinra military. The Tri-barrel, however, took some careful observation to discover more how it works. It is essentially three revolvers melded into a single frame, all operating on the single pull of a single trigger. Although not listed, I would tend to make such a weapon an exotic weapon, but such a decision should be left up to the individual GMs discretion for their world. After all, this gun is likely not even available to the players, so what feat it requires might not even arise in the entirety of their campaign. If it is a common weapon on that world, then it likely wouldn't be exotic, as anyone familiar with standard pistols and rifles would also be familiar with it. For melee weapons, I disagree with how d20 Modern handles it's katanas. Having a sword collection myself, and having several years of (practice) swordfighting, with various sizes and styles of swords, a katan should just be counted as a mastercrafted bastard sword, dealing only 1d10 damage. The reason for this is that while it has a superior blade, it lacks weight and leverage in comparison with other blades. That being said, you can use all the rules given for a katana from the d20 Modern rulebook for the Buster type swords that SOLDIER wield, the only changes being the name used, and requiring a Strength of 14 or greater. |
| Armor: |
| Armor Equipment Nonprof. Maximum Armor Speed Purchase Armor Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight DC Restriction Light Armor DG Soldier Shinra MP SOLDIER WRO Female |