Equipment (Payday Supplement)

From D&D Wiki

Jump to: navigation, search

Very much w.i.p

Your Mask[edit]

jMQOMmCE_o.png
Masks of the Payday gang. Property of OVERKILL
These fuckers will know my name.
—Sydney

No one cared until you put on the mask. It's the symbol that separates you from civilians and low-tier criminals. Without it, you're nobody; with it, national criminal. There are no rules that govern your mask. It's up to you for what, why, and when you wear it. Symbols of death, money, eminence; dead presidents, law enforcers, other criminals. Bad-taste In-jokes. Horrific visages. Be a clown, be a king, be a slave. Be nobody. Be yourself.

All a mask should to do is hide your identity (and even that's optional). There are no rules when it comes to making your mask. Follow your heart. Or the drugs.

Your Get-up[edit]

An oft-overlooked, but no-less important part of any heisters' image is their work clothes. Common image of criminals dictates a suit. It creates an air of professionalism that puts both law enforcers and on-lookers at ease. It's easier stay calm when you know your bank is being robbed by organized criminals, and not hobos with assault rifles (though the two are not mutually exclusive).

Though a four-piece suit is just one option a heister may wear when they show up to party. Anything from outrageously gaudy, to wonderfully slick, to plain convenient civillian clothes can work, as long as you can make it work.

Of course, when dressed for going under-cover or for special circumstances, your outfit may be decided by your handler. But until then, keep rocking your style.

Your Weapons[edit]

The one thing criminals love almost as much as money is their armaments. There are many problems that one encounters along a heist, and bullets are good problem-solvers. Weapons can be both expressions of the self and indispensable tools of the trade. There are motleys of options available when picking one's gun, from all-rounders like Assault Rifles and Shotguns, to specialized options like Sniper Rifles and Light Machine Guns. Not to mention the wacky, unusual choices. And gun customization! With such variety to pick from you'd be glad to know you can pick more than one. And by that we mean two. You get two guns.

A heister carries two weapons with him: A Primary one which he relies on in most situations, and a less powerful Secondary, which he pivots to when his main gun isn't up to the situation.

You don't have to choose your weapons right now. Your class will inform your choice of weapons, and you'll have the option of picking then. For now just know that there are many weapon types, with different magazine capacities, full ammo capacities, attacks per round, styles of reloading, effective range and much more! (Be glad you only have to remember two)

Name Cost Weight Rate of Fire* Damage Range Mag capacity
Test Shotgun 200$ 2 lb. 1 2d8 bludgeoning 15/30 ft. Cone 2
Test AR 150$ 3 lb. 3 1d10 piercing 30/90 ft. 7
Test LMG 350$ 4 lb. 5 1d8 piercing 15/45 ft. 20
Test Sniper 250$ 2 lb. 1 3d12 piercing 90/270 ft. 3
Test Pistol 50$ ½ lb. 2 1d10 piercing 30/90 ft. 9

Your Melee Weapon[edit]

But what is an upstanding criminal to do when an agent of the law is intruding upon his personal space, you may ask? The answer is simple: Punch them. Or slap them, or stab flail maim wound electrocute flaut or kick them between the legs.

All heisters can perform a melee strike if in range. This strike is performed with proficiency, uses Strength for its to-hit rolls, and does 1d10 + Strength damage, the type of which is determined by the object used to execute the attack. This strike can be performed with any part of a heister's body (fist, leg, headbutt) or any sort of environmental or carried object (butt of one's rifle, bag of gold, nearby computer, the thermal drill). Attacking in such a way does not utilize a heister's "interact with object" action.

Heisters can choose to carry a melee weapon, in which case they may draw it, attack, and stow it as part of the same action. All common weapons deal 1d10 + Strength damage.

Your Armor[edit]

Armor Cost Armor Class (AC) Damage Res. (DR) Stealth Weight
Two-Piece Suit 5$ 13 + Dex modifier 4 lb.
Lightweight Ballistic Vest 45$ 12 + Dex modifier Str modifier 8 lb.
Ballistic Vest 10$ 11 + Dex modifier 2 + Str modifier 12 lb.
Heavy Ballistic Vest 75$ 14 + Dex modifier (max 2) 5 + Str modifier Disadvantage 15 lb.
Flak Jacket 3,000$ 15 + Dex modifier (max 2) 8 + Str modifier Disadvantage 22 lb.
Combined Tactical Vest 30,000$ 17 10 + Str modifier Disadvantage 35 lb.
Improved Combined Tactical Vest* 500,000$ 18 15 + Str modifier Disadvantage 65 lb.
  1. The ICTV can only be equipped by Brutes who have the "Iron Man Aced" Class feature.

Your Deployable[edit]

Your throwable[edit]

Your other stuff[edit]


Back to Main Page5e HomebrewCampaign SettingsPaydayEquipment

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Payday franchise, and/or include content directly affiliated with and/or owned by Starbreeze. D&D Wiki neither claims nor implies any rights to Payday copyrights, trademarks, or logos, nor any owned by Starbreeze. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: