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Gear.

Posted by The WatcherFor group 0
The Watcher
GM, 214 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 12 Nov 2014
at 19:55
  • msg #1

Gear

You've recovered the following gear during your travels:

2x S.A.G.E Wasp Battlesuits
- Enhanced plasma drives
- Tail-mounted laser cannon

1x S.A.G.E. Venusian Data Dump (Encrypted)

1x S.A.G.E. Encryption Key

1x Troubling Video Feed Re: Mars & ARES Operations
The Watcher
GM, 215 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 12 Nov 2014
at 19:57
  • msg #2

Re: Gear

In reply to The Watcher (msg # 1):

S.A.G.E. Schematics: Project Synod

1) Carbonate Starfield Plating | 92% Complete |

Parameters: Warp light around armored vehicle or structure, giving appearance of invisibility

Status: Operational

Setbacks: Enormous amount of power required to operate the warping mechanism. Without sufficient power, armor is merely reflective, obvious chrome and physically weaker than traditional structural materials.

Download Schematics? Y/N

2) Plasmic Thrusters | 67% Complete

Parameters: Achieve near-light-speed or faster-than-light transit capability

Status: Experimental

Target (Speed of Light): 299,792,458 m/s
Achieved (Plasma Thrusters): 223,520 m/s
Commercial Standard (Gravitic Drive): 5,303 m/s

Notes: Maximum achieved speed is sufficient to reach Venus from Earth in 52 hours, as opposed to industry standard of 3 months. We have yet to successfully maintain this speed for longer than 2 hours, however.

Setbacks: Off by three orders of magnitude. Maintaining speeds higher than ~20,000 m/s results high probably of drive meltdown and violent explosion.

Download Schematics? Y/N

3) Gravitic Shield | 11% Complete

Parameters: Allow passage near and through high-gravity environments.

Status: Theoretical

Setbacks: Lack of sufficient material strength and instability of power sources.

No Schematics Available

4) Gravity Guns | 100% Complete

Parameters: Use hyperlocalized gravitic forces to damage structure integrity of vessels and structures.

Status: Operational

Setbacks: Large, unwieldy, requires massive power reserves. Mobilization impractical.
This message was last edited by the GM at 21:59, Wed 12 Nov 2014.
The Watcher
GM, 581 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 6 Jun 2016
at 17:59
  • msg #3

Gear

In reply to The Watcher (msg # 1):

The pilfered crates contain the following weapons:

Wessonsmith "Surprise!"
Compact weapon designed for people who want to be strapped without ruining the lines of their expensively tailored suit.

Range: Same area only
Damage: EX (20)
Special: Ignores up to 10 points of armor.
Holds 4 shots (expended one at a time)

Wessonsmith "Chambered Boomstick"
Looks a lot like a double-barreled shotgun miniaturized to the size of a 9mm handgun.

Range: Same area only
Damage: RM (30)
Special: Deals its damage twice per shot
Holds 2 shots (expended at the same time)

Wessonsmith "Spray N Pray 9000"
Looks like an assault rifle with a canister on the back of it.

Range: 3 areas
Damage: GD (10)
Special: May fire any number of shots per round, up to maximum ammo
Holds 10 shots.

SAGE Riot Shield
Looks a lot like the outline of a riot shield with nothing inside the framework. Has a big button on it.

(Usage currently unknown)
The Watcher
GM, 610 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 13 Jun 2016
at 20:27
  • msg #4

Gear

In reply to The Watcher (msg # 3):

SAGE Riot Shield
Looks a lot like the outline of a riot shield with nothing inside the framework. Has a big button on it.

Range: Personal
Shield: When the button is pressed, a prismatic barrier populates within the wireframe. It is semi-transparent and provides AM (50) protection against ranged projectile and energy attacks. Counts as a forcefield while activated.
Ram: Making a successful Fighting attack against a melee target allows you to deal AM (50) + Strength energy damage to the target while activated. You cannot use the shield defensively for one round after making such an attack.
This message was last edited by the GM at 20:28, Mon 13 June 2016.
The Watcher
GM, 750 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 8 Sep 2016
at 22:01
  • msg #5

Gear

In reply to The Watcher (msg # 4):

IDA-Issued EVA Suits
Wearing this full-body garment conveys the following effects:

Agility: -2CS
Endurance: +1CS
"Boxcutter" Wrist Blade: Make a Fighting attack on the Edged column, dealing STR + 2CS edged damage if successful. Blade is made of EXCELLENT-strength material.

So long as the helmet in on, you also gain the following:

Energy Resistance: You gain UNEARTHLY (100) resistance against extreme heat and cold.

Radiation Resistance: You gain GOOD (10) resistance against radiation.

Contained Atmosphere: You can breathe in hostile environments for up to 12 hours.

Comlinks: You can communicate along several different IDA and emergency frequencies. Does not drain energy, but cannot be used if the battery is empty.

Speaker: You can speak through your helmet without being muffled (provided there is a medium present through which sound can be heard.

Scanners: You can perform basic scans for thermal energy, infrared light, exterior temperature, and exterior air pressure/composition. Signal strength is EXCELLENT (20). Does not drain energy, but cannot be used if the battery is empty.

Lights: Your helmet has twin temple-mounted lights which provide GOOD (10) intensity illumination. Drains 1 unit of energy on activation, and another 1 unit every 30 minutes afterward.

Emergency Strobe: Emit a dazzling display of light at REMARKABLE (30) intensity. Green or better blinds anyone looking at you without optical protection for 1 round. Drains 3 energy on activation. Cannot be maintained (must be activated every round if you wish to continue the effect).

Electromagnetic Clamp: Your gloves and boots can be magnetized at will, providing INCREDIBLE (40) grip while in contact with appropriate metals. Drains 1 unit of energy upon activation, and another 1 unit every minute afterward.

Battery: Each suit has 20 units of energy when fully charged. It takes 8 hours to recharge the suit between uses. Suit can be charged while worn, but note that its oxygen supply is not a battery-based limitation.
This message was last edited by the GM at 22:14, Thu 08 Sept 2016.
The Watcher
GM, 1495 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 28 Feb 2017
at 22:19
  • msg #6

Gear

In reply to The Watcher (msg # 5):

Adding the weapons Kayla has acquired to the general gear sheet:

SAGE Burst Pistol
-- Range: 2 areas
-- Damage: EX (20)
-- Armor Piercing: Ignores up to 10 points of armor per shot
-- Burst Fire: Shoots 3 bullets per squeeze of the trigger
-- Ammo Capacity: Holds 9 bullets per clip.

Modified SAGE Deterrant Riffle
-- Range: 3 areas
-- Damage: EX (20), Energy damage
-- Pulse Fire: Shoots any number of pulses per squeeze of the trigger (charges apply)
-- Energy per Shot: 1 charge
-- Battery Capacity: 5 charges
-- Recharge Time: 1 charge per round of disuse (reserves can refill only 20 charges/day)
The Watcher
GM, 1535 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 8 Mar 2017
at 22:17
  • msg #7

Gear

In reply to The Watcher (msg # 6):

SAGE-Issued EVA Walkabout Suit
Wearing this full-body garment conveys the following effects:

Strength: +2CS
Agility: -3CS
Endurance: +2CS

Boot Clamps: You can activate spikes on the soles of your boots to hold position with strength equal to the material strength of the terrain you're on or AMAZING (50) strength, whichever is less.

Internal Shocks: +2CS to Strength checks related to leaping and landing safely.

So long as the helmet in on, you also gain the following:

Energy Resistance: You gain UNEARTHLY (100) resistance against extreme heat and cold.

Radiation Resistance: You gain GOOD (10) resistance against radiation.

Contained Atmosphere: You can breathe in hostile environments for up to 24 hours.

Comlinks: You can communicate along several different IDA and emergency frequencies. Does not drain energy, but cannot be used if the battery is empty.

Speaker: You can speak through your helmet without being muffled (provided there is a medium present through which sound can be heard.

Scanners: You can perform basic scans for thermal energy, infrared light, exterior temperature, and exterior air pressure/composition. Signal strength is EXCELLENT (20). Does not drain energy, but cannot be used if the battery is empty.

Lights: Your helmet has twin temple-mounted lights which provide GOOD (10) intensity illumination. Drains 1 unit of energy on activation, and another 1 unit every 30 minutes afterward.

Battery: Each suit has 20 units of energy when fully charged. It takes 8 hours to recharge the suit between uses. Suit can be charged while worn, but note that its oxygen supply is not a battery-based limitation.
This message was last edited by the GM at 22:34, Wed 08 Mar 2017.
The Watcher
GM, 1541 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 9 Mar 2017
at 17:21
  • msg #8

Gear

In reply to The Watcher (msg # 7):

GunBlazers Suit (Stripped Down, Baseline Version)

Wearing this full-body garment conveys the following effects:

Strength: +1CS
Agility: -1CS
Endurance: +1CS

Internal Battery
- Stores 20 units of energy when fully charged. Restores 3 charges per hour when hooked up to a traditional power source.
- Restores 1 charge per hour if exposed to solar energy.
- Suit can be charged while worn, but its air/water supplies are not battery-based limitations. You will eventually die if you're stranded with just the suit in space.

So long as the helmet in on, you also gain the following:

Energy Resistance:
- UNEARTHLY (100) resistance to extreme heat and cold.
- GOOD (10) resistance to radiation.

Contained Environment:
- You can breathe in hostile environments for up to 36 hours.
- Suit's internal temperature is heated/cooled to about 70 degrees F
- Suit can recycle a limited amount of human waste
- Suit contains enough water to sustain a human for 36 hours (but no food)

Comlinks:
- You can communicate along several different IDA and emergency frequencies.
- While this does not drain energy, it cannot be used if the battery is empty.

Speaker
- You can speak through your helmet without being muffled (provided there is a medium present through which sound can be heard.)

Scanners
- You can perform basic scans for thermal energy, infrared light, exterior temperature, and exterior air pressure/composition
- Signal strength is EXCELLENT (20)
- Does not drain energy, but cannot be used if the battery is empty.

Lights
- Your helmet has twin temple-mounted lights which provide GOOD (10) intensity illumination.
- Illumination is reduced to POOR (4) in underwater environments
- Drains 1 unit of energy on activation, and another 1 unit every 30 minutes afterward.

Emergency Strobe
- Emit a dazzling display of light at REMARKABLE (30) intensity (or GOOD (10) intensity in underwater environments)
- Green or better blinds anyone looking at you without optical protection for 1 round.
- Drains 3 energy on activation.
- Cannot be maintained (must be activated every round if you wish to continue the effect).
The Watcher
GM, 1558 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 14 Mar 2017
at 18:22
  • msg #9

Gear

In reply to The Watcher (msg # 8):

Viper T-155 Military Shuttle "Persephone"

Control (vehicle agility): Rm
Speed (vehicle endurance): In
Body (vehicle strength): Gd -> Ty
Protection (vehicle armor): Gd -> Pr

Weapon Hardpoints: 1
- Ship suffers -1CS to Body for every hardpoint used above this limit

- Guided Missile Launcher
-- Requires hardpoint
-- Requires missiles (0.50 tons each)
-- Missiles fly at AM (50) speed
-- Missiles deal RM (30) damage
-- Missiles have Body of FE (2) and can be shot down
-- Firing Protocol: Spend 1 round acquiring a target lock using your ship's AI. Fire missile at any locked target within 20 areas. Missile can travel 5 areas per round. Automatically hits target if it can catch it. Ignores evasion. Can fire 1 missile in 1 firing round.

- Anti-Lock Flares
-- Requires hardpoint
-- Requires flares (0.10 tons each)
-- Expend 1 flare to break/prevent all missile locks on it for 1 round

Specials

- Adaptive Armor
-- Armor: -2CS
-- Can be activated to gain Stealth
-- Much more effective at ranges of 10 areas or more
--- Any piloting, control, or agility check will break Stealth
--- Firing weapons may compromise location

- Military Grade Engines
-- Sustained cruising speed allows for rapid travel

- Viceroy's Interception Suite
-- When within 10 areas of any target ship, can activate to listen in on its incoming/outgoing transmissions

- GunBlazer Saddle
-- A pilot or passenger armed with a GunBlazer Laser Fist Mark 7 attachment can place it into the central console. While attachment is in place, the shuttle's nosecone may fire the Laser Fist attachment at power rank strength.

- Baxter's Truesight Scanner
-- Hooked into the ship above the ramp
-- Emits 10-foot cone of blue light
-- Can scan 1 target at a time
-- Saves 3D image of scanned target with color-coded auras indicating any auger characteristics

- AI "Dynamis"
-- Can calculate navigation data
-- Can operate most of the shuttle's systems autonomously

- Enhanced Life Support
-- Can keep 5 humans alive for 3 months
-- Fewer passengers extends this time by 20% per empty seat

- Expanded Cargo Hold
-- Can carry 40 tons of cargo
--- Abraxas weighs 20 tons
--- Wasps weigh 15 tons

- Highly Modded
-- A pilot unfamiliar with the specifics of Viper T-Series shuttles takes -1CS on piloting checks while attempting to control this shuttle.

quote:
* Vehicles that take damage in excess of their Body (which is only breached by attacks that penetrate Protection) can cause those within them to take damage as well. Especially in space. Whenever you want to manuever a vehicle in a strenuous way, you make a Control roll equal to the pilot's agility or the craft's Control, whichever is LOWER. Failure means craft goes "out of control," which is bad.

This message was last edited by the GM at 17:59, Fri 24 Mar 2017.
The Watcher
GM, 1559 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 14 Mar 2017
at 18:23
  • msg #10

Gear

In reply to The Watcher (msg # 9):

Sorry for the double post. I forgot that ships weren't "gear" but were "NPCs" previously.
The Watcher
GM, 1571 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 15 Mar 2017
at 21:01
  • msg #11

Gear

In reply to The Watcher (msg # 10):

Armor plating and weapons are available to install on the ship if you want, though they force the ship to accrue penalties unless you spend karma on it.

Note that spending karma on equipment doesn't ensure it won't get destroyed, stolen, etc. down the line...though if that happens, I'm likely to compensate you better for the loss than I'd otherwise be inclined to do :)
The Watcher
GM, 1572 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 15 Mar 2017
at 21:38
  • msg #12

Gear

In reply to The Watcher (msg # 11):

Some examples of available weapons, modules, and armor:

- Enhanced Armor Plating
-- Protection: +2CS
-- Control: -1CS
-- Speed: -1CS

- Enhanced Engine Rig
-- Control: +1CS
-- Speed: +1CS
-- Body: -1CS

- Weapon Hardpoint
-- Allows the installation of any 1 weapon
-- Body: -1CS

- Standard Missile Launcher
-- Requires hardpoint
-- Requires missiles (0.50 tons each)
-- Missiles fly at AM (50) speed
-- Missiles deal IN (40) damage
-- Missiles have Body of FE (2) and can be shot down
-- Firing Protocol: Fire missile at any target within 10 areas. If greater than 5 areas away, missile won't strike until the next round. Roll agility to hit. Can fire 1 missile in 1 firing round.
-- These values are for ship-scale interactions. If used against ground targets they gain speeds equal to "flying" intensities

- Guided Missile Launcher
-- Requires hardpoint
-- Requires missiles (0.50 tons each)
-- Missiles fly at AM (50) speed
-- Missiles deal RM (30) damage
-- Missiles have Body of FE (2) and can be shot down
-- Firing Protocol: Spend 1 round acquiring a target lock using your ship's AI. Fire missile at any locked target within 20 areas. Missile can travel 5 areas per round. Automatically hits target if it can catch it. Ignores evasion. Can fire 1 missile in 1 firing round.
-- These values are for ship-scale interactions. If used against ground targets they gain speeds equal to "flying" intensities

- Slug Accelerator
-- Requires hardpoint
-- Requires slugs (0.10 tons each) or explosive slugs (0.25 tons each)
-- Slugs fly at RM (30) speed
-- Slugs deal GD (10) damage
-- Explosive slugs deal PR (4) damage to armored vehicles and RM (30) damage to unarmored vehicles
-- Firing Protocol: Fire slugs at any target within 3 areas. Can fire 3 slugs in 1 firing round. Agility roll required for each.
-- These values are for ship-scale interactions. If used against ground targets they gain speeds equal to "flying" intensities


- Anti-Lock Flares
-- Requires hardpoint
-- Requires flares (0.10 tons each)
-- Expend 1 flare to break/prevent all missile locks on it for 1 round
This message was last edited by the GM at 13:10, Thu 10 May 2018.
The Watcher
GM, 1681 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 7 Apr 2017
at 15:59
  • msg #13

Gear

In reply to The Watcher (msg # 12):

IDA Standard-Issue Pistol
-- Range: 2 areas
-- Damage: GD (15)
-- Armor Piercing: Ignores up to 10 points of armor per shot
-- Single Fire: Shoots 1 bullet per squeeze of the trigger
-- Ammo Capacity: Holds 12 bullets per clip
This message was last edited by the GM at 15:59, Fri 07 Apr 2017.
The Watcher
GM, 2028 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 7 Jun 2017
at 20:25
  • msg #14

Gear

In reply to The Watcher (msg # 13):

Faustian Double-Helix Blaster Pistol
-- Range: 2 areas
-- Damage: RM (30)
-- Armor Piercing: Ignores up to 20 points of armor per shot
-- Burst Fire: Shoots twin pulses of ionized energy per squeeze of the trigger
-- Ammo Capacity: Full battery supports 20 pulses (10 shots)
The Watcher
GM, 2647 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 5 Dec 2017
at 20:26
  • msg #15

Gear

In reply to The Watcher (msg # 14):

A couple SAGE ships to consider:

SAGE Freighter

Control (vehicle agility): Gd
Speed (vehicle endurance): In
Body (vehicle strength): Gd
Protection (vehicle armor): Rm

Hardpoints: 2
- Ship suffers -1CS to Body for every hardpoint used above this limit

Specials

- Plasma Drive
-- Can reach speeds of up to 20x that of a Mark IV Military-Grade Ion Engine
-- When engaged, Control drops to FE (2) and Speed increases to UN (100)

- Central Core / AI
-- Can calculate navigation data
-- Can operate most of the ship's systems autonomously

- Life Support
-- Can keep 5 humans alive for 12 months
-- Fewer passengers extends this time by 20% per empty seat

- Cargo Hold
-- Can carry 120 tons of cargo
--- Abraxas weighs 20 tons

- Magnetic Clamp
-- Can affix self to metal objects on contact

- Melding Field
-- Creates a membrane on contact through which boarding parties can enter

SAGE Transport (aka Ship of Opportunity)

Control (vehicle agility): Ex
Speed (vehicle endurance): Rm
Body (vehicle strength): Gd
Protection (vehicle armor): Rm

Hardpoints: 1
- Ship suffers -1CS to Body for every hardpoint used above this limit

Specials

- Plasma Drive
-- Can reach speeds of up to 20x that of a Mark IV Military-Grade Ion Engine
-- When engaged, Control drops to FE (2) and Speed increases to UN (100)

- Central Core / AI
-- Can calculate navigation data
-- Can operate most of the shuttle's systems autonomously

- Life Support
-- Can keep 10 humans alive for 12 months
-- Fewer passengers extends this time by 10% per empty seat

- Cargo Hold
-- Can carry 60 tons of cargo
--- Abraxas weighs 20 tons

- Magnetic Clamp
-- Can affix self to metal objects on contact

- Melding Field
-- Creates a membrane on contact through which boarding parties can enter

quote:
* Vehicles that take damage in excess of their Body (which is only breached by attacks that penetrate Protection) can cause those within them to take damage as well. Especially in space. Whenever you want to manuever a vehicle in a strenuous way, you make a Control roll equal to the pilot's agility or the craft's Control, whichever is LOWER. Failure means craft goes "out of control," which is bad.

This message was last edited by the GM at 13:55, Tue 08 May 2018.
The Watcher
GM, 3194 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 12 Apr 2018
at 14:11
  • msg #16

Gear

In reply to The Watcher (msg # 15):

Braeburn Hoverski (ground vehicle)

Control (vehicle agility): In
Speed (vehicle endurance): In (7 areas/round)
Body (vehicle strength): Pr
Protection (vehicle armor): Pr

Features:
- Hovercraft (can move over any terrain without penalties)
- Jump Jets (can achieve Flight (GD) for 1 round after spending at least 1 round accelerating)
- Recursive Acceleration (Speed is just GD (4 areas/round) when starting from a full stop)

Braeburn Jettoon Transport (ground vehicle)

Control (vehicle agility): Pr
Speed (vehicle endurance): Ty (3 areas/round)
Body (vehicle strength): Gd
Protection (vehicle armor): Gd

Features:
- Hovercraft (can move over any terrain without penalties)
- Jump Jets (can achieve Flight (Fe) for 1 round after spending at least 1 round accelerating)
This message was last edited by the GM at 19:10, Fri 13 Apr 2018.
The Watcher
GM, 3349 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 31 May 2018
at 20:15
  • msg #17

Gear

In reply to The Watcher (msg # 16):

Faustian EVA Suit MK-I

-Endurance: +2CS

- Body Armor: EX (20)
-- Effective against Energy attacks in addition to normal attacks

- Insulated Armor
-- UN (100) resistance against extreme heat and cold
-- GD (10) resistance against radiation
-- RM (30) resistance against extreme sonic waves

- "Boxcutter" Wrist Blade
-- Make a Fighting attack on the Edged column (minimum damage 20)
-- Deal STR + 2CS edged damage if successful
-- Blade is made of EXCELLENT-strength material.

Faustian Officer's EVA Suit MK-II

- Resistance Shield (IN - 40)
-- Reduces all incoming damage by 40 points
-- Depletes 4 units of energy whenever this reduction occurs

- Life Support
-- Supports breathing and basic homeostasis for up to 12 hours
-- Comlinks with IDA/emergency frequencies
-- LED lights mounted at temples provide (Ty - 06) illumination
-- Resistances
--- Heat (UN - 100)
--- Cold (UN - 100)
--- Radiation (GD - 10)
-- None of life support's functions work if the battery is empty

- Battery
-- Capacity: 20 units
-- Recharge: Plug into standard power outlet for 8 hours
-- Oxygen supply (life support) is not a battery-based limitation
This message was last edited by the GM at 20:26, Thu 31 May 2018.
The Watcher
GM, 3360 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 4 Jun 2018
at 15:07
  • msg #18

Gear

In reply to The Watcher (msg # 17):

Concussion Bomb
- Throw with Agility
- Range is 1 area per 10 points of Strength
- Deal IN (40) force damage to a single target within range

Flashbang Grenade
- Throw with Agility
- Range is 1 area per 10 points of Strength
- Creates an IN (40) light and sonic effect that forces stun check on 1 target and gives -4CS to Fighting/Agility/power feats to everyone in the target's area
- Resistance to light or sonic (but not both) of at least IN intensity halves the negative effect. Resistance to both nullifies it.

Smoke Bomb
- Throw with Agility
- Range is 1 area per 10 points of Strength
- Everyone in the target area suffers -4CS to ranged attacks and -2CS to melee attacks unless they have some other way to see or detect their target
- Smoke persists for 5 rounds (unless somehow dissipated earlier than that)

Stun Baton
- Fighting roll
- Deal strength damage as with any melee weapon of RM material strength
- If struck, roll RM power feat after resolving all other effects of the blow
-- Yellow or better forces a check on the Stun column for target
This message was last edited by the GM at 15:12, Mon 04 June 2018.
The Watcher
GM, 3631 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 19 Dec 2018
at 03:13
  • msg #19

Gear

In reply to The Watcher (msg # 18):

quote:
Energized Alloy
-Material Strength vs Physical Attacks (GD)
-Material Strength vs Energy Attacks (RM)
-Special: Drains 4 units of energy whenever it is struck. If there is no power source attached to it, or the power source cannot provide 4 units of energy, the coating is destroyed.


quote:
Ion Knife
-Melee weapon that allows attacks on the Edged column (minimum damage 40)
-The blade can be "thrown" with a flicking motion, leaving the hilt in the wielder's hand.
--This is ranged energy attack with a range of 4 areas, made at 40 (IN) intensity
--Takes 1 round for blade to recharge and be usable again after "throwing" it
--Blade's battery contains 4 units of energy, and drains 1 per round (even while recharging from being thrown)


quote:
Null Emitter
- Special: Everyone using mental powers in the same area as this emitter, while active, suffers -4CS to their mental power intensities.
- Drains 3 units of energy per round while active

This message was last edited by the GM at 17:18, Mon 29 Apr 2019.
The Watcher
GM, 3691 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 7 Mar 2019
at 16:57
  • msg #20

Gear

In reply to The Watcher (msg # 19):

quote:
GunBlazers-Class Frigate "Mastodon"

Control (vehicle agility): PR
Speed (vehicle endurance): TY
Body (vehicle strength): AM
Protection (vehicle armor): RM

Specials
- Capital-Scale Ship (EX)
-- Contains 20-29 distinct areas
-- Capacity
--- Crew: 600 (reduced to 200 with standard automation)
--- Passengers: 120
--- Cargo: 1,200 tons
--- Consumables: 1.5 years (distinct from cargo)
--- Hangar: Up to 5 'points' of space
---- Starfighters, Shuttles, Mechs = 1 point each
---- Transports, Light Freighters = 2 points each

This message was last edited by the GM at 17:00, Thu 07 Mar 2019.
The Watcher
GM, 4310 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 30 Jan 2023
at 20:55
  • msg #21

Gear

In reply to The Watcher (msg # 20):

Invictus Military Sidearm
-- Range: 2 areas
-- Damage: EX (20)
-- Copper Polymer Tip: Does 10 additional damage to unarmored, meat-based targets
-- Single Fire: Shoots 1 bullet per squeeze of the trigger
-- Ammo Capacity: Holds 12 bullets per clip
The Watcher
GM, 4488 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 16 Jun 2023
at 15:19
  • msg #22

Gear


In reply to The Watcher (msg # 43):

More secrets, I'm afraid, are hidden below...

Yardbird's Handy-Dandy Energy Skiff (ground vehicle)

Control (vehicle agility): GD
Speed (vehicle endurance): GD (4 areas/round)
Body (vehicle strength): GD
Protection (vehicle armor): GD

Features:
- Really Good Headlights(provides GD illumination)

****
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