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Gadgets for your use


Dr. Anomaly

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I don't have Gadgets & Gizmos, so I have no idea if any of these things are 'duplicated' within the pages of that volume. These are just things I was tinkering together last night, and thought some fellow HERO players might be able to get some use from them.

 

Most of them are designed for utility-belt style work, so are in the 10- to 20-Active Point range, though there are some much higher than that.

 

Cost Power END

 

20 Acme Straightjacket Bazooka: Entangle 4d6, 8 DEF, Escaped with DEX, not STR (+1/4); OAF Bazooka (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4)

 

[Notes: As in many Looney Toons cartoons, a large shoulder-fired bazooka that wraps the target in what appears to be a standard white canvas straightjacket. The jacket is not made of canvas but a very strong elastic polymer thread that stretches and gives under pressure instead of breaking. Strength will not break this straightjacket, no matter how strong you are. You must work your way loose..

 

Game Notes: Instead of rolling 1 die per 5 STR against the DEF and BODY of the Entangle, the target rolls 1 die per 5 DEX and counts the "Body" as usual (1=0, 2-5=1, 6=2). [see Digital Hero #5, page 3.] The DEF of the Entangle represents how difficult it is to wiggle around and undo the buckles and straps, and the BODY represents how many sets of buckles and straps properly engaged when the target was hit. Since the weapon is rather large and unwieldy, the user must spend an entire Phase to steady and aim it before firing.]

 

 

[4]
4 The Nude Bomb: RKA 1 point, Affects Desolidified (+1/2), Penetrating (x2; +1), Area Of Effect (32" Radius; +2), Autofire (10 shots; +2); Only vs. non-living clothing / garments / costumes (-2), 1 Charge (-2), OAF Bomb (-1), No Range (-1/2), Gestures (Must Break Bomb Against Solid Surface) (-1/4), No Knockback (-1/4)

 

[Notes: Remember the Nude Bomb from the old Get Smart show? That’s what this is...it destroys pretty much any clothing in its area of effect..

 

Game Notes: This bomb will not affect any item of "clothing" that provides any kind of Defense to the wearer, so things like suits of armor or "bulletproof spandex" would not be affected. Because of the x2 Penetrating, though, any clothing worn under an unaffected costume will get hit by the effect. Since there is No Range, all 10 shots will hit at ground zero, and all eligible clothing within a 32" radius (about 200 ft.) will take 10 BODY. Since most clothing has no DEF and 1 or 2 BODY at most, this may be overkill, but why do things by half measures? Notice there is no Personal Immunity bought for this Power...]

 

 

[1]
1 Calculator: Lightning Calculator; OAF Calculator (-1)

 

 

5 Laser Sights: +2 with Ranged Combat; OAF Sights (-1)

 

 

1 Stopwatch: Absolute Time Sense; OAF Stopwatch (-1)

 

 

1 Rangefinder: Absolute Range Sense; OAF Rangefinder (-1)

 

 

1 Digital Compass: Bump Of Direction; OAF Digital Compass (-1)

 

 

1 Frequency Analyzer: Perfect Pitch; OAF Headset (-1)

 

 

2 Miniature Digital Camcorder: Eidetic Memory, 1 Continuing Fuel Charge lasting 6 Hours (+0); OAF Minicam (-1), Audio/Video Only (-1/2)

 

[Notes: A palm-sized digital camcorder (no disk or tape) capable of up to 6 hours of recording time. The camcorder may be connected to a computer and the files downloaded onto the computer. ]

 

 

2 Fractional-Second Temporal Dislocator: Combat Luck (3 PD/3 ED); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), OIF Temple Patch (-1/2), Requires A Temporal Physics Roll (Only to Start) (-1/2)

 

[Notes: This is a small adhesive-backed circuitry patch that, once properly tuned to the mind of the wearer, will provide them with a fraction of a second glimpse into the future when they are under stress such as combat or other immediate danger. It takes one minute to tune the patch to the mind of the wearer, and the subject must remain calm and passive during the tuning process or the tuning will fail and must be done again.

 

Game Notes: Stronger versions of the patch may be created; each additional level of Combat Luck requires another 6 Active points and 2 Real points.]

 

 

1 Joint Lubrication Enhancing Serum: Double Jointed; Serum (must be drunk) (-3/4), Requires A Biochemistry Roll (Only to create serum) (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)

 

[Notes: A serum that, when ingested, causes the fluids in the body’s joint to undergo a temporary polymerization when under twisting stress. The end result is that during times when the body’s joints are being tested to their limits, they are able to slip, slide, and twist further than usual.

 

Game Notes: The Continuing Fuel Charge represents the fact that the polymerization is temporary and only in effect when the joints are under appropriate stresses.]

 

 

1 Mnemonic Enhancer: Eidetic Memory; Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), OIF Headband (-1/2), Requires A Psionic Engineering Roll (Only to start) (-1/2)

 

[Notes: This elegant thin silver headband is actually packed with psionic microcircuitry and once attuned to the wearer’s mind, will enable them to effortlessly commit any sensory input to indelible memory – anything they have seen, heard, smelled, etc. The tuning process is a bit tricky and takes about 5 minutes during which time the subject needs to remain still and keep his senses as unstimulated as possible.

 

Game Notes: Once the headband is properly tuned, the wearer is treated as having the Eidetic Memory talent.]

 

 

2 Neural Synchronizer: Ambidexterity (Complete); Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Requires A Neurology Roll (Only to Start) (-1/2), Gestures (Requires both hands; -1/2), IIF Ring (-1/4)

 

[Notes: When properly tuned to the wearer’s nervous system, this innocuous-looking ring synchronizes motor impulses between the left and right hemispheres of the brain and the muscles of the body. The end result is that while wearing a proper-tuned Neural Synchronizer ring, the subject is as adept at performing tasks with his right hand as he is his left. The tuning process is a bit time-consuming and requires the subject to undergo a series of hand-eye coordination tests during the process.

 

Game Notes: Once properly tuned, the ring gives the wearer the Ambidexterity Talent.]

 

 

2 Neuro-Transmitter Compression Module: Lightning Reflexes: +5 DEX to act first with All Actions; Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), OIF Booster Gauntlet (-1/2), Requires A Biophysics Roll (Only to start) (-1/2)

 

[Notes: Acting as a sort of “pre-processor†for nerve impulses, the Neurotransmitter Compression Module (mounted in a metal mesh gauntlet) applies a compression algorithm to nerve impulses, meaning that more signals can be carried by one impulse. The net effect is the wearer reacts much faster than normal to situations.

 

Game Notes: Once properly tuned, the gauntlet gives the wearer the Lightning Reflexes Talent at the +5 DEX for going first with all actions level. Stronger versions of the gauntlet may be constructed by increasing the point cost, or a weaker +3 DEX for all actions version may be had for 1 Real point.]

 

 

2 Rapid Text Assimilator: Speed Reading (x1000); Extra Time (1 Minute, Only to Activate, -3/4), Requires A Biology Roll And An Information Theory Roll (Only to start) (-3/4), OIF Goggles (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)

 

[Notes: Once attuned to a given brain pattern, these goggles permit the wearer to read and assimilate a vast amount of written material in a very short time. They work by the imaging the written data using layers of high-speed photoreactive circuitry “film†sandwiched between the laminated layers of duraglass that make up the lenses of the goggles, compressing the scanned data, and firing it into microcompressed “bursts†into the wearer’s brain. The battery does not last long, but with the speed of this process, it doesn’t have to.

 

Game Notes: When properly attuned to a wearer, these goggles bestow the Speed Reading Talent at the x1,000 normal level.]

 

 

3 Thaumaturgic Frequency Shield: Power Defense (15 points); Only vs. Magic (-1), Requires A Magic Roll And A Psionic Engineering Roll (-3/4), Extra Time (1 Minute, Only to Activate, -3/4), OIF Bracelet (-1/2), Concentration (1/2 DCV; -1/4)

 

[Notes: One of those rare technological devices that has some effect on magic, the Thaumaturgic Frequency Shield depolarizes the subject’s Kirlian Aura, making it much more difficult for many magical affects to “get a grip†on him. The tuning does take time, and the subject must concentrate on visualizing his aura as a constantly-shifting flux while the tuning is in progress.

 

Game Notes: Since many magical effects are built using Powers that are stopped or have their effects lessened by Power Defense, this tech item provides some defense against those by providing some Power Defense.]

 

 

0
4 Sensory Interpolation Integrator (S.I.I.): Combat Sense; Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Requires AnInformation Theory Roll And A Neurology Roll (-3/4), OIF Goggles (-1/2)

 

[Notes: The Sensory Interpolation Integrator (S.I.I., pronounced “SEEâ€) is a pair of goggles intended to provide some area awareness to anyone deprived of sight or visual cues for whatever reason. The sensors in the goggles combine data from all non-visual senses, extrapolate and interpolate from that combination to reach a “best guess†about the surroundings, and feed that data directly into the visual center of the wearer’s brain. This means that even those blinded because of damaged or missing optics may make use of these goggles.

 

Game Notes: Simply the Combat Sense Talent in a device; the wearer gets Combat Sense at their normal INT roll base. ]

 

 

1 Sensory Threshold Optimizer: Lightsleep; Requires A Biology Roll (Only to start) (-1/2), IIF Earplug (-1/4), Extra Time (Full Phase, Only to Activate, -1/4)

 

[Notes: This discrete little unit holds incredibly advanced “intelligent decision†software. It continually receives and processes data from the wearer’s senses while they are unconscious and will issue a wake-up stimulus directly to their brain if it detects a ‘threatening’ pattern of input (such as someone sneaking up on the wearer), rendering them instantly and fully awake. The “intelligent decision†software is extraordinarily adept at filtering out ‘false positives’ so the wearer’s sleep is not constantly disturbed..

 

Game Notes: Just the Lightsleep Talent in gadget form.]

 

 

2 Stasis Drug: Simulate Death (+13 to roll); 1 Charge (-2), Extra Time (5 Minutes, Only to Prepare Serum, Character May Take No Other Actions, -1 1/4), Must attempt same-phase entry (-1), Serum (must be drunk or injected) (-3/4), Requires A Biochemistry Roll (Only to prepare serum) (-1/2)

 

[Notes: A serum that, when ingested or injected, causes the body’s functioning to slow to a point that is virtually indistinguishable from death. The amount of time the user will be “out†must be pre-determined when the serum is created. Since the serum is based on the extremely potent toxin secreted by a particular species of puffer fish, use of the serum is not without risks. In rare cases the user may suffer an adverse reaction, in which case they will need immediate medical attention or will most likely die.

 

Game Notes: The roll is a (9 +13 - 4 = 18). If the roll is failed (a roll of exactly 18) then proceed as outlined in FREd, p. 65. ]

 

 

4 Babel Fish: Universal Translator; Extra Time (1 Hour, Only to Create Fish, -1 1/2), Spoken/Auditory Only (-1), Requires A Genetic Engineering Roll And A Psionic Engineering Roll (Only to create fish) (-3/4), OIF Fish (-1/2)

 

[Notes: This small, yellow, leech-like fish will, when worn in the ear, instantly translate anything the wearer hears into a language the wearer can understand. For more details, see The Hitchhiker’s Guide to the Galaxy by Douglas Adams.

 

Game Notes: Once placed in the wearer’s ear, the wearer has the Universal Translator Talent at their normal INT roll base. Note that each person must have a fish created specifically for them, and the translation is only for auditory/spoken/heard language.]

 

 

4 Cryptographic Contextual Analyzer: Universal Translator; Text/Written Only (-1), OAF Dataslate (-1), Extra Time: Sampling Text (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Requires A Information Theory Roll And A Computer Programming Roll (Only to start) (-3/4)

 

[Notes: This dataslate (a ‘computer in a legal pad’) is capable of scanning and sampling text in a known or unknown language, building a grammar by interpolation from known languages, and providing a translation into any available (known) language. The initial set-up is spent gathering the first sample of text so the machine may begin the analysis.

 

Game Notes: Properly used, this device gives the user the Universal Translator Talent, but only for written/textual/visual languages..]

 

 

3 Psionic Barrier: Mental Defense (12 points total); Extra Time (5 Minutes, Only to Activate, -1), OIF Headband (-1/2), Requires A Psionic Engineering Roll (Only to start) (-1/2)

 

[Notes: This headband has no ‘working’ parts...the metals that make up the alloy are what provide the interference with psionic energies. The device must be tuned to a given wearer, though, either by a mentalist or a trained non-mentalist who knows how to ‘set up the appropriate vibrations in the subjects Kirlian aura’.

 

Game Notes: Once properly tuned, the headband gives the wearer the 10 + EGO/5 points of Mental Defense.]

 

 

0
25 Pumped Plasma Cannon: EB 15d6; OAF Plasma Cannon (-1), Requires A Nuclear Physics Roll (-1/2), 8 Charges (-1/2)

 

[Notes: Just as a laser ‘pumps’ light to higher energy and into coherent phase, this shoulder-fired weapon uses magnetic fields to ‘pump’ ionized hydrogen fuel until a spontaneous fusion reaction occurs. At that point, the plasma (equal in temperature to the core of the sun) is expelled at high velocity, and is extremely destructive.

 

Game Notes: Just a 15d6 EB with fusion plasma as the special effect – coming from a honkin’ big gun!]

 

 

[8]
1 Van Der Waals Amplifier: Affects Desolidified (+1/2) for up to 10 Active Points of STR; Requires A DEX Roll (-1), Charges (1 Continuing Fuel Charge Lasts 1 Minute) (-3/4), OIF Wristband (-1/2)

 

[Notes: Immaterial objects are still held together by the faint atomic attraction between their own atoms; these forces are called Van Der Waals forces. This bracelet amplifies the Van Der Waals forces in the wearer’s body, enabling him to interact with an immaterial object/person. The only difficulty is that the grip is not very ‘stable’ and so an immaterial object feels ‘slippery’ and the user is likely to let it ‘slip through his fingers’.

 

Game Notes: The Affects Desolid Advantage on up to 10 STR, but with a limited ‘battery life’.]

 

 

1
10 Cognitive Scrambler: Change Environment 16" radius, -4 INT Roll and all Skill Rolls based on INT, Long-Lasting 20 Minutes, Personal Immunity (+1/4); 1 Charge (-2), OAF Projector (-1), Requires A Psionic Engineering Roll (Only to start) (-1/2), Gestures (Requires both hands; -1/2)

 

[Notes: This annoying little device (about the size and shape of an ostrich egg) projects a field of psionic ‘hash’ (mental static) that interferes with the ability of people and computers to think. The device is capable of being ‘tuned’ to one specific mind, so that mind is not affected...typically the user/creator selects their own mind to be unaffected. The effect lasts for 20 minutes.

 

Game Notes: -4 to all INT and INT-based rolls (except for the user) in the affected area for 20 minutes. Ouch!]

 

 

[1]
9 Momentum Dampening Field: Physical Damage Reduction, Resistant, 50%; 1 Continuing Fuel Charge lasting 1 Minute (-3/4), OIF Belt Pack (-1/2), Requires A Thermodynamics Roll (Only to start) (-1/2), Only vs. STUN Damage (-1/2)

 

[Notes: This small electronics pack, usually worn on a belt, produces a dampening field that saps material objects of their kinetic energy, rendering their impact much less forceful.

 

Game Notes: 50% Resistant Physical Damage Reduction in a gadget.]

 

 

[1 cc]
13 Quantum Dispersal Generator: Desolidification (affected by Gravity and Magnetism); Requires A Quantum Mechanics Roll And A Chaos Theory Roll (Only to start) (-3/4), 1 Continuing Fuel Charge lasting 1 Minute (-3/4), OIF Backpack (-1/2)

 

[Notes: This bulky unit (usually worn in a backpack arrangement) excites the quarks and leptons in the wearer’s body into a state of high quantum uncertainty, rendering it almost impossible for them to interact with the ‘physical’ world, though some ‘fundamental’ forces can still interact with them even in this state. This would seem the ideal means to walk through walls unhindered...but remember, the power pack is very limited...

 

Game Notes: Desolid in a gadget. Don’t let the Charge run out while you’re still inside a solid object! Ouch!]

 

 

[1 cc]
15 Molecular Bond Disruptor: Dispel Armor 25d6, Standard Effect (+0); 2 clips of 2 Charges (-1 1/4), OAF Molecular Disruptor (-1), Not vs. Innate or Living Armor (-1), Requires A Materials Science Roll And A Metallurgy Roll (-3/4)

 

[Notes: This palm-sized pistol can be tuned to disrupt the molecular bonds of almost any substance that possesses a rigid molecular structure or a molecular structure that actively transmits force from the impact site so as to distribute it over a wider area, lessening the effect. It takes an expert, though, to properly set the controls so they will have a chance at affecting a given item.

 

Game Notes: 25d6 Dispel vs. Armor (it’s all-or-nothing) with 75 points of effect (Standard Effect). It cannot ‘dispel’ (shatter/break) Armor that is an innate part of a living creature (tough skin/hide/scales/etc), but the ‘Armor Plating’ of a non-living robot is fair game!]

 

 

[2]
9 Energy Depolarization Field: Energy Damage Reduction, Resistant, 50%; 1 Continuing Fuel Charge lasting 1 Minute (-3/4), OIF (-1/2), Requires A Thermodynamics Roll (Only to start) (-1/2), Only vs. STUN Damage (-1/2)

 

[Notes: This small electronics pack, usually worn on a belt, produces a field of interference that scatters energy (causing decoherence), meaning much less energy is transferred to the target.

 

Game Notes: 50% Resistant Energy Damage Reduction in a gadget.]

 

[1 cc]
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Re: Gadgets for your use

 

Here are a few more:

Cost Power END

 

15 Spy Ray: Clairsentience (Sight Group And Normal Hearing), x256 Range (42240"), Microscopic (x10), Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Fuel Charge lasting 1 Hour (+0); OAF Viewscreen Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Requires A Mathematics Roll (-1/2)

 

[Notes: This device is a large viewscreen and attached equipment. Utilizing Gunther’s Theorem (all points in spacetime are co-determinate) the Spy Ray is able to view any location by viewing the empty space inside a small vacuum chamber contained within the equipment. Though Gunther’s Theorem says that any point in space should be viewable, the effective range so far (before the complexity of the calculations cause the functions to become unstable) is approximately 42 miles.

 

Game Notes: Clairsentience for Sight Group and Normal Hearing via a device. There isn’t much that can screen out the 'Spy Ray' since it’s part of the Unusual Sense Group.]

 

 

[1 cc]12 Worldline Probability Viewer: Precognitive Clairsentience (Sight Group), x64 Range (14400"), Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Fuel Charge lasting 1 Hour (+0); OAF Viewscreen Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Precognition Only (-1), Requires A Temporal Physics Roll (-1/2)

 

[Notes: Similar in form and function to the Spy Ray, the Worldline Probability Viewer gives the user the ability to see into the future by extrapolating from random atomic motion as observed in a small container filled with a hot fluid that provides the energetic atomic motion (a hot cup of coffee works very well). It is more limited than the Spy Ray, with a maximum range of about 10 miles, is limited to vision only, and of course the further into the future the viewer tunes, the more likely there are to be errors in the extrapolated events.

 

Game Notes: Precognitive Clairsentience for the Sight Group via a device. But remember: "Always in motion is the future..."]

 

 

[1 cc]15 Telepresence Chamber: Clairsentience (Sight Group, Normal Hearing, Normal Smell And Normal Touch), x128 Range (25600"), Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Fuel Charge lasting 1 Hour (+0); OAF Telepresence Chamber Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Requires A Mathematics Roll (-1/2)

 

[Notes: Very similar to the Spy Ray in function, the Telepresence Chamber provides a nearly ‘real’ You-Are-There experience. The device is attached to a small room and anyone in it will experience the spy ray viewpoint as if they were actually there, except for the sense of taste. The occupants of the room may not be sensed in any way by observers at the viewpoint. The occupants may move the viewpoint by walking within the room, but cannot move more than the largest dimension of the room away from others who are using the room at the same time (moving the viewpoint farther requires 'cooperative walking' where all occupants move in the same direction). Due to the complexity of the multiple sensory data feeds, the range is restricted to approximately 20 miles.

 

Game Notes: Nearly identical to the Spy Ray, except as noted.]

 

 

[1 cc]15 Stunweb: EB 1d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Penetrating (x2; +1), Reduced Endurance (0 END; +1), AVLD (Power Defense; +1 1/2), Autofire (80 shots; +3 1/2); OAF Metal Mesh Sphere (-1), Requires A Biophysics Roll (-1/2), No Range (-1/2)

 

[Notes: This is a palm-sized metal sphere woven from one continuous piece of wire, creating a mesh effect. When the stored energy is released, it creates an intense burst of neural “static†that shocks the system of any living thing, and some sophisticated machines, rendering most living things temporarily dazed or unconscious.

 

Game Notes: Unless the target has Double-Hardened Power Defense, they’ll take 1 Stun from each shot. Since the max scatter for missed Autofire shots is ½ max range (FREd, pg. 248) and range is 0, all shots will hit the hex, meaning the target will take 80 Stun with no applicable defenses.]

 

 

05 Klein-Minkowski Field Effect Generator: Teleportation 1", Uncontrolled (+1/2), Ranged (+1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Usable As Attack (+1), Continuous (+1); OIF Ring (-1/2), Requires A Quantum Mechanics Roll (-1/2)

 

[Notes: This ring-sized device is capable of creating a localized distortion in space-time, warping a small area of space into a continuous loop. Anyone or anything caught in the loop will fall continuously until the effect ends or they are removed from the area of effect. Unless special precautions are taken, the falling velocity they gained while in the loop will remain with them when they leave the area of effect. Other space-warping effects, such as dimensional shifts, gravity-based effects, or most teleportation will disrupt the field and end the effect.

 

Game Notes: Targets are teleported 1" straight up, and then fall into the effect again, endlessly repeating the process.]

 

 

07 Calabi-Yau Field Extractor: Teleportation 1", No Relative Velocity, Ranged (+1/2), Area Of Effect (One Hex; +1/2), Usable As Attack (+1); Extra Time (1 Turn, May Take No Other Actions, -1 1/2), OAF Hypersphere (-1), 6 Charges (-3/4), Requires A Quantum Mechanics Roll (-1/2)

 

[Notes: This is a small metal hypersphere (a 4-dimensional solid) that is used to remove those trapped by the Klein-Minkowski Field without causing them harm. Though it does take some time to set all the energy state parameters, when it removes a target from the field (disrupting the field in the process) it will also remove any excess velocity gained while in the field so the target does not crash into the ground at high speed.

 

Game Notes: This is a 1" Teleportation with the "No Relative Velocity" adder so that trapped objects/people can be brought out of the field without killing them due to their doing a Move-Through on the ground.]

 

 

[6]10 Kinetic Pulse Projector: EB 1d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1), Autofire (80 shots; +3 1/2); OAF Pistol (-1), No Range (-1/2), Requires A Thermodynamics Roll (-1/2)

 

[Notes: This small blunt "pistol" is used to impart a high velocity (kinetic energy) to a target by use of a focused energy shockwave. The main application is to remove an undesirable person or item from the immediate area (say, from where they are threatening innocents). Another possible use is to send the target crashing into a solid wall or object, though this must be used with caution.

 

Game Notes: Likely no damage from the EB will get through their defenses; however, pg. 281 of FREd notes that Autofire Knockback is figured at +1" per autofire hit. All shots will hit the hex (see Stunweb for notes), meaning a LARGE amount of Knockback.]

 

 

025 Omni-Blaster, Mk I : EB 10d6, Variable Special Effects (Any SFX; +1/2); OAF Pistol (-1), Requires A Chaos Theory Roll (-1/2), 4 clips of 4 Charges (-1/2)

 

[Notes: A powerful yet versatile weapon, the Omni-Blaster (Mk I) can project any conceivable form of energy, field, or matter as needed. As the selection is well-nigh infinite, the selection setting controls require expert knowledge to set with any real speed.

 

Game Notes: Simply an EB with no limits on the Special Effects.]

 

 

[4]14 Omni-Blaster, Mk II: RKA 1 point, Variable Advantage (+3 Advantages; +6); OAF Pistol (-1), Requires A Chaos Theory Roll (-1/2)

 

[Notes: Another versatile device, this weapon can be tuned in a near-infinite variety of ways, practically ensuring that no matter what kind of defense the target has, some damage will get through, even if it is very minor.

 

Game Notes: Properly set, 1 pip of BODY damage will always get through. Common Advantages to choose from are: AOE: 1 Hex (+½), Penetrating (+½), 0 END (+½), Continuous (+1), Affects Desolid (+½), Indirect: Any (+¾), Personal Immunity (+¼), MegaScale (varies), No Range Modifier (+½), Sticky (+½), Uncontrolled (+½), Variable Special Effects (+½)]

 

 

36 Asimov Point-Defense System: FF (10 PD/10 ED); OAF Small Metallic Spheres (-1), 1 Continuing Fuel Charge lasting 1 Minute (-3/4), Requires A Robotics Roll (-1/2)

 

[Notes: This group of ordinary-seeming metal spheres is actually a cooperative group of highly-specialized robots. Their job is to intercept any incoming attack and attempt to stop or deflect it. A current "issue" is their very limited fuel supply.

 

Game Notes: The metal spheres darting around is just the Special Effect; the Power is Force Field. Since they are OAF, they can be grabbed in combat.]

 

 

[1 cc]15 Rescue Bubble Projector: Armor (2 PD/2 ED) plus Gliding 1" plus LS (Extended Breathing: 1 END per Minute) all with: Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Sticky (+1/2), Ranged (+1/2), Usable As Attack (+1); OAF Polymer Plastic Tube (-1), Requires A Chemistry Roll (-1/2)

 

[Notes: This small tube contains an organic plastic polymer solution. When exposed to the air, the polymers knit into a transparent bubble around whatever they hit; the bubble provides some protection from damage, the ability to drift to a safe landing from any height, and will filter oxygen from the surrounding environment until the polymers become clogged with waste gasses. The main purpose is to rescue innocents from places such as the top of a burning building. Since each application contains far more polymer strands than necessary for a single bubble, anyone touching a "bubbled" person will also be enclosed in a bubble. The bubble can be torn from within at any time, or will decompose in about 30 minutes.]

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