New Equipment.   Posted by StarMaster.Group: 0
StarMaster
 GM, 10 posts
Fri 18 Jan 2019
at 01:01
New Equipment
SMALL ARMS: ONE-HANDED WEAPONSLEVELPRICEDAMAGERANGECRITICALCAPACITYUSAGEBULKSPECIAL
Disruptor27501d6 E50 ft.Arc 220 charges2LStun (DC 20 Fort save or stunned for 1d6 rounds)
Needler31051d4 P30 ft.Injection DC +27 x 20 needles1LAnalog, injection
Sonic Stunner32,3001d8 So40 ft.Deafen20 charges2LStun (DC 18 Fort save or stunned for 1d6 rounds)

Disruptor: This TASER-like pistol fires an electric charge that disrupts voluntary control of muscles, causing neuromuscular incapacitation. Target is incapacitated for 1d8 rounds; DC 18 Fort save halves the time. The electrical shock also disrupts electrical and electronic equipment, shutting them off until reset. The disruptor uses a standard battery.

Needler: This pistol has 7 thin barrels, each fed from a separate magazine that holds 20 needles. Seven solid needles do only 1 point of piercing damage total. Hollow needles can contain drugs or poisons and inject the substance when it strikes the target. Simple toggle switches are used to select which of the 7 barrels fires. Needles are fired using compressed air, powered by a standard battery.

Sonic Stunner: unlike normal sonic weapons, this pistol doesn’t cause damage. Instead, its sonic waves batter the target to stun them. It uses a standard battery.

SPECIAL AMMUNITIONLEVELPRICECHARGES/CARTRIDGESBULKSPECIAL
HEAP/JAHS Arrow42001---Explode (see Description)
HEAP/JAHS Crossbow Bolt32001---Explode (see Description)

High-Explosive Armor-Piercing/Jet-Assisted Heat-Seeking: Explosive arrowhead does 2d6 damage, ignores 5 points of armor class, and bypasses 5 points of DR. It increases the range of the weapon by 20% and gives a +2 bonus to hit in the first three range increments.

EXPLOSIVES: GrenadesLEVELPRICERANGECAPACITYBULKSPECIAL
EMP grenade62,00020 ft.DrawnLExplode (disables any non-hardened electronic device in 30-foot diameter)
Extinguishing grenade120020 ft.DrawnLExplode (puts out any fire in 10-ft radius)
Sleep grenade320020 ft.DrawnLExplode (DC 16 Fort save or unconscious for 1d6 minutes; 10-foot radius)
Solidifying Foam grenade22,10020 ft.DrawnLExplode (DC 15 Ref save or entangled for 1d6 rounds; 5-ft radius)
Stun grenade210020 ft.DrawnLExplode (DC 20 Fort save or stunned for 1d6 rounds; 10-ft radius
EXPLOSIVES: Micro-GrenadesLEVELPRICERANGECAPACITYBULKSPECIAL
Blackout micro-grenade375030 ft.Drawn---Explode (DC 16 Ref save or blinded 1d6 minutes; 5-ft radius)
Sleep micro-grenade41,00030 ft.Drawn---Explode (DC 16 Fort save or unconscious for 1d6 minutes; 5-ft radius)
Slick micro-grenade32,00030 ft.Drawn---Explode (frictionless surface 5-foot radius)

EMP grenade: Upon detonation, this grenade emits an electro-magnetic pulse that disables any electrical or electronic device or vehicle, particularly computers, that don’t have Hardened quality. It generally takes 1d4 minutes to reset devices so disabled.

Extinguishing grenade: This grenade explodes with an inert gas that contains no oxygen and thus puts out any fires in the area.

Sleep grenade: This grenade explodes with a concentrated sleep gas that affects anyone in the area that breathes. If targets fail a DC 16 Fort save, they fall unconscious for 1d6 minutes.

Solidifying Foam grenade: This grenade explodes in a burst of sticky liquid that solidifies within 3 seconds. Anyone hit with the liquid becomes trapped inside the foam. This solidified foam lets air/oxygen penetrate it so that the target doesn’t suffocate. A DC 15 Ref save indicates the target was able to avoid the liquid. The foam sublimates (turns from a solid to a gas) in 6 rounds. Before then, a trapped person can break out of the solidified foam with a DC 20 Strength check.

Stun grenade: also known as a ‘flash-bang’, this grenade explodes with a burst of sound and light that stuns any target within a 10-foot radius that fails a DC 20 Fort save. It doesn’t do any damage, though.

Micro-grenade: this item makes use of microminiaturization to create a very small grenade about the size of a grape or a d20. The top and bottom are rotated in opposite directions to activate it and set a detonation time between 3 and 8 seconds. It can be thrown, rolled, or launched with a sling or slingshot.

Blackout micro-grenade: this micro-grenade explodes with a burst of black gas that totally blocks light in the immediate area of the target. Normal vision, low-light vision and darkvision are completely blocked by the gas that tends to linger.

Sleep micro-grenade: this grenade explodes with a concentrated sleep gas that affects anyone in the area that breathes. If targets fail a DC 18 Fort save, they fall unconscious for 1d6 minutes.

Slick micro-grenade: this grenade explodes with a liquid that covers a 5-foot radius surface with a frictionless film. Anyone stepping on the area automatically lose their footing and fall prone.

DRUGSLEVELPRICEDOSE 
Alkynon2551Neutralizes any alcohol subsequently consumed for 2 hours
Biodec66,5001Boosts Strength by +6 for 1 hour; requires rest afterward
Bionine45,0001Boosts Strength by +4 for 1 hour; requires rest afterward
Detox1501‘Instant sober’
Engine, Steam51501Combat drug grants imbiber 10 temporary hit points for 1 hour.
Engine, Locomotive102501Combat drug grants imbiber 20 temporary hit points for 1 hour.
Engine, Diesel155001Combat drug grants imbiber 30 temporary hit points for 1 hour.
Interragen53001Truth serum
KnOD22001Knock-Out Drops; renders target drunk or unconscious for 2 hours per dose.
Nightrane33001Lets the target see in the dark for 6 hours
Nirvanitol21001Known colloquially as the ‘8-hour vacation’
Paralyte2251Paralyzes target for 2d6 rounds
PDQ66,5001Fast-time drug
QT42,7501Fast-time drug
Slowdown31,5001Drug slows down metabolism so there’s more time to treat poisons and diseases
Tempo21,2001Fast-time drug

Alkynon: This drug is taken before you begin consuming alcohol because it neutralizes all alcohol consumed during the next 2 hours. It keeps you from getting drunk.

Biodec: Bio-booster #20 is a combat drug that temporarily increases your Strength by +8. It lasts for 1 hour and leaves the user exhausted afterwards.

Bionine: Bio-booster #9 is a combat drug that temporarily increases your Strength by +4. It lasts for 1 hour and leaves the user fatigued afterwards.

Detox: Known colloquially as ‘instant sober’, if you’ve gotten drunk on alcohol, this drug will purge any alcohol from your blood stream, making you sober within 1 round.

Engine, Steam: This combat drug grants the target (injected or swallowed) 10 temporary hit points for 1 hour. Has no aftereffects.

Engine, Locomotive: As Steam Engine but grants the target 20 temporary hit points for 1 hour. Target is fatigued after it wears off.

Engine, Diesel: As Steam Engine but grants the target 30 temporary hit points for 1 hour. Target is exhausted after it wears off.

Interragen: this is a truth serum used to interrogate people. If the target fails a DC 25 Fort save, he’ll answer any question truthfully… to the best of his ability. If the save succeeds, he needs to make a second save. If the second save fails, he’ll pass out. If it succeeds, he’ll be groggy but can answer questions however he wishes.

KnOD: Knock-out drops are often put into a person’s drink to render them unconscious. It is also used in needlers. If the target fails a DC 15 Fort save, the target falls asleep. Even if he succeeds, he’ll be groggy and act like he’s drunk. Each additional dose administered at the same time increases the DC by +1.

Nightrane: This drug gives you darkvision 60-ft for the next 6 hours. At the end of that time, you must succeed at a DC 16 Fort save or by temporarily blinded for the next 10 minutes as your eyes readjust to normal vision.

Nirvanitol: Known as the 8-hour vacation, this drug creates a sense of euphoria and seems to make time pass much more quickly. The target is lethargic but aware of his surroundings and can rouse himself with a DC 15 Will save.

Paralyte: This is a paralytic agent often used in needlers. If the target fails a DC 20 Fort save, he’ll be paralyzed for one minute.

PDQ: This fast-time drug temporarily increases your metabolism giving you a +6 boost to your Dexterity and allowing you to make two extra actions per round for the next 10 rounds. At the end of the 10 rounds, though, you are exhausted.

QT: This fast-time drug temporarily increases your metabolism giving you a +4 boost to your Dexterity and allowing you to make one extra action per round for the next 10 rounds. At the end of the 10 rounds, you are fatigued.

Slowdown: This drug slows down your metabolism by a factor of 10—while 10 rounds pass for everyone else, only one round passes for you. This allows others more time to treat poisons or diseases that you may have been affected by. It is good for one hour real time.

Tempo: This fast-time drug temporarily increases your metabolism giving you a +2 boost to your Dexterity and an extra +1 bonus to your Initiative (for a total of +2). It lasts for 10 minutes.


EQUIPMENT: NAME/MODELLEVELPRICEHANDSBULKCAPACITYUSAGE
Universal Repair Material152------Duct tape comes in 100 colors and patterns

Universal Repair Material: Often referred to as ‘advanced duct tape’, this tough synthetic tape is sturdy enough to make physical and mechanical repairs. It is waterproof and can be applied underwater, making it useful for repairing leaks in swimming pools, boats and even spacesuits. It can also be used to repair shoes or to make small items (such as a wallet, hat, beach bag, backpack, belt, apron, cup, bowl, mask, bowtie, etc.). It is available in over 100 colors and patterns, such as black, white, silver, military green, camo, pink, pink camo, leopard, etc.