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Brainstorming time: the high tech toys list!


Great Beyond

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Ok, folks - the Western Washington Institute for Very Science is going to have a technology open house, where the R&D boys get to show off their latest and greatest toys to the public (and get conveniently heisted by supervillains, but that's neither here nor there), You know - rocket packs, flying cars, shrink ray guns - all your Flash Gordon-ish shiny toys that a comic book think-tank with an unlimited research budget would be able to come up with.

Your task - throw out some ideas. You don't have to stat them or anything, just brainstorm some cool high tech gear that sounds neat on paper.

My (very) short list thusfar:

* Advanced VR suite (What does that mean? Who knows)

* Digital Transmat System (a transporter)

* The Infanto Ray (instant baby, just add laser!)

* Rocket flight packs

* A cryogenic Suspension unit

* Bioholographic med-tech scanners (Again - who knows what it does, but it sounds cool)

* A shrink Ray gun (pity they never built a Grow Ray gun to go along with it)

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Re: Brainstorming time: the high tech toys list!

 

How about a few "techno-ninja" weapons? :cool:

 

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Falcon Bow: Although it resembles a powerful modern repeating crossbow, the Falcon Bow is an even more sophisticated weapon. The bow and quarrels are made of composite materials which dampen the sounds of its use, and contain an active targetting and guidance system which, once locked onto a target, adjusts the quarrel's flight path to it. Together they make the Falcon Bow an exceptional sniping weapon.

 

The quarrels are fitted with either an armor-piercing head, or a fragmentation warhead. Users will often carry one clip of each type of ammunition which they can interchange as needed (with GM's permission).

 

RKA 2d6, Armor Piercing or Explosion (+1/2), No Range Modifier (+1/2), Invisible Power Effects (Hearing Sense Group; +1/4) (67 Active Points); OAF (-1), 2 Clips of 8 Charges Each (-1/4). Total Cost: 30 points.

 

 

Lightning Lash: This vicious weapons consists of a short (1 meter) length of supple metal cable attached to a heavy stock containing the power source, with a protective basket hilt. When swung at an opponent the cable releases an electrical charge on contact, at a frequency optimized to disrupt the target's nervous system. The result is violent and painful muscle spasms which tear the victim's tissues, and result in death after prolonged or repeated exposure.

 

A single charge will continue to affect a victim for several seconds, looking like tendrils of electricity writhing over his body. The charge can be dissipated by grounding the target with any conductor, such as a cable or metal pole.

 

Energy RKA 1d6, AVLD Does BODY Damage (defense is Power Defense or ED Force Field; +2 1/2), Continuous (+1), 16 Continuing Charges Lasting 1 Turn Each (+1/2) (75 Active Points); OAF (-1), No Range (-1/2). Total Cost: 30 points.

 

(Non-Lethal Variant: Remove the "Does BODY Damage" part of the AVLD Advantage, and substitute "+4 STUN Multiplier.")

 

 

Singing Stars: These shuriken-like throwing weapons contain small but powerful motors which give the stars tremendous rotational velocity, greatly enhancing their effective range and allowing them to penetrate most forms of protective armor. The motors produce a high-pitched whine which inspired the weapon's name.

 

Singing Stars come in two varieties. Small stars (about 3" in diameter) can be hurled up to three at once, at one or multiple targets. Large stars (4" across) have variable gyroscopic stabilizers allowing for "trick throws," such as over or around barriers or even arcing back to strike targets from behind.

 

Small Stars: RKA 2d6, Penetrating (+1/2), Autofire (3 shots; +1/4), 24 Charges (+1/4) (60 Active Points); OAF (-1). Total cost: 30 points.

 

Large Stars: RKA 2d6, Penetrating (+1/2), Indirect (always originates with character, but can attack from any angle; +1/2), 16 Charges (+0) (60 Active Points); OAF (-1). Total cost: 30 points.

 

(Non-Lethal Variant: Change the RKA to 6d6 Normal Damage, and Penetrating to Armor Piercing. These could be blunt-edged throwing discs - "Dirge Discs?" ;) )

 

 

Thunder Sticks: Resembling bulky nunchakus, these weapons are wielded in a similar manner. However, the damage the Thunder Sticks do is the product of a series of shaped charges which detonate on impact with a solid object, in a powerful, deafening but tightly-focussed blast.

 

HKA 2d6, +4 Stun Multiplier (+1), 16 Charges (+0) (60 Active Points); OAF (-1), No STR Bonus (-1/2) (total cost: 24 points) plus Hearing Group Flash 5d6, 16 Charges (+0) (15 Active Points); OAF (-1), No Range (-1/2) (total cost: 6 points). Total cost: 30 points.

 

Note: GMs who want a weapon with heavy stopping power can eliminate the Flash component and give the weapon a straight +6 STUN Multiplier for the same Active Points.

 

(Non-Lethal Variant: Change the HKA and STUN Multiplier to a 6d6 Normal Damage Attack, NND [Hearing Sense Group Flash Defense], making the Thunder Sticks a wholly sonic-based attack.)

 

 

Whispering Sword: A brilliant marriage of modern technology with traditional swordcraft makes this wakizashi-like blade one of the deadliest hand-to-hand weapons known. Forged of advanced alloy, with an edge lazer-honed to near monomolecular thinness, the blade can cut through almost any material. The Whispering Sword's aerodynamic properties are so exceptional that it barely disturbs the air it passes through, making its stroke virtually noiseless.

 

Lightweight and superbly balanced, it's the keenness of the sword's edge, and the skill of its wielder, that determines the blade's damage; mere strength adds little.

 

HKA 2d6, Armor Piercing (+1/2), Penetrating (+1/2), Invisible Power Effects (Hearing Sense Group; +1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); OAF (-1), No STR Bonus (-1/2). Total Cost: 30 points.

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