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1 year ago  ::  Dec 02, 2011 - 7:54AM #71
kronos182
Date Joined: Mar 24, 2006
Posts: 792




Recon Helmet (PL5/6)

This helmet was designed for use in Spec and Black Ops or for those who regularly do scouting and recon type work.  The helmet is a sophisticated piece of equipment, with many built in features. The full face helmet comes with an air filter, a 10 minute supply of air in a small tank, about the size of a battery, on the back of the neck. The eye pieces are polarized against bright lights and flares, telescopic and macro lenses as well as night vision capable. A HUD is also included to allow for wireless connection to any smart weapons or armour with data links. A built in radio allows communication with encryption protocols for military forces.
The helmet is well insulated against loud sounds, and also the user can speak in a whisper and it wouldn't be heard by anyone, even if they were standing right beside the user. When the user speaks at a normal level, the speaker will engage, and can even act as a megaphone. Also included is a voice distorter, altering the user's voice so that others cannot recognize the voice, while still being quite understandable. A built in translator can store up to 10 languages and automatically engages when one of the 10 are heard. The user can turn the autospeak feature off so that when they speak, it isn't translated through the speaker.

Benefits: Grants a +1 bonus to Fort saves against airborne toxins, poisons and diseases, 10 minute air supply, sealing completely. Can be connected to an external air supply. User is immune to effects that would blind the user, such as from a flash bang or other bright lights. Has built in binoculars, night vision goggles with 60 foot darkvision, macro lens for viewing fine details. +2 bonus against loud sounds that would deafen the user. HUD for communications and links to weapons and armour, military radio, megaphone and a 10 language programmable translator, as well as a voice distorter that grants a +2 equipment bonus to Bluff checks when speaking.
PDC: 19 Res (+2)

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1 year ago  ::  Dec 15, 2011 - 5:57PM #72
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Crystal Works
Crystal Works is an old company, specializing in optics, lenses and of course crystals, producing some of the best equipment available. Crystal works started by growing crystals in orbital facilities for use in lenses and research in crystalline computer memory systems. With years of success and expanding into other fields, they eventually started mining crystals found on other planets or asteroids.
With the discovery of one particular system, which had crystals of various types and sizes. One of the major discoveries from this system, besides the unusual amount of crystals, was the fact that many of the crystals had an extremely high piezoelectric properties. This allowed Crystal Works to create even more devices including power generators that were far cheaper and cleaner than conventional ones.
Crystal Works has taken advantage of these high piezoelectric crystals, and created new ones of their own design, to expand into power generation and energy weapons. Their other products are still top of the line and highly sought after, even with their higher price tags. Although they do produce some fairly cheap, but well made energy weapons.



Crystal Works Scopes

CS1
The CS1 is Crystal Works standard scope, which is comparable to some of the top of the line military scopes. Boasting superior range and clarity over others. It is an electro-optical crystalline lens scope, increasing the range increment for a weapon by double (multiply by 2). Grants darkvision while looking through the scope, plus also includes a range finder, digital compass and wind direction and speed indicators.
Weight: 3.4 lb
PDC: 20 (Mil +3)


CS2 aka Super Scope
The CS2, or super scope is every marksman's dream scope. With superior range and magnifying capability, a sniper can make out the individual freckles on a child to a range of 5 miles, although the darkvision capability only has a range of about 3 miles. Range increments are increased by two-and a half times (multiply by 2.5), includes range finder, compass, wind direction and speed indicator. Also included is a gyro stabilizer, built in computer to aid in wind compensation, gravity, and recoil, if mated to a projectile weapon. A master work scope, granting a +1 bonus to attacks. The compensators reduce any penalties from environmental factors, such as heavy gravity planets, incredibly strong winds, and mild earthquakes up to 2.3 rating.
Weight 5 lb
PDC: 24 (Mil +3)


 

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1 year ago  ::  Dec 23, 2011 - 11:53PM #73
kronos182
Date Joined: Mar 24, 2006
Posts: 792
CAS1
The CAS1, or Crystal Augment Suit is a set of armour which is designed to protect, and also augment the user's abilities. The suit is a set of full body armour including a helmet, designed in a sleek manner with no sharp edges, and a slight glossy finish to the plastic like surface. Along the outside of the arms and legs, and a bar over each shoulder is a panel which lights up when certain features are activated. What makes the suit so revolutionary, and expensive, is the crystals that are embedded in the entire suit, as well as the crystalline battery. Using the piezoelectric properties, as well as energy storage, refraction and distribution of energy of various types of crystals, the CAS1 is able to use various types of energy, kinetic and from weapons' blasts, to power its features.
The crystal battery is used to store energy, which is created when the user moves, as the embedded crystals flex and create an electrical charge. This energy is used to power the sensors, as well as the two built in ranged weapons, a laser and an electric blaster which also has a stun setting, the electric discharge for melee strikes as well as a defensive field.
When the suit is struck by an energy attack, such as a laser, or plasma blast, that energy is converted into kinetic energy, which is shunted to the suit's servos, giving the user added strength and burst in speed for a short time.
The CAS1 has basic sensors, light amplification, night vision, HUD, military radio with programmable encryption protocols, and programmable IFF system, and simple targeting system. Also built into the helmet is an air filter and an attachment for an external air supply. Mounted on the right arm is a laser, and the left mounts the electric blaster. Both hands are reinforced and include electric nodes which discharge on impact.
The defensive field, when activated, is only noticeable by a slight electric hum and the light panels softly glow a light blue. When a projectile or energy blast would strike the user, a bolt of electricity strikes it in an attempt to deflect, dissipate, or destroy it. The field also aids in dissipating area effect attacks, such as grenades. Creatures that come within melee range while the field is active will also be struck by bolts of electricity, as long as the field is activated. Unfortunately the field uses up a fair bit of power, and the light panels briefly flash a brighter blue when the field discharges.
When the suit is struck by an energy blast, the panels briefly flash red, as the energy is absorbed and shunted to the servos.
Due to the nature of the crystals embedded in the skin of the armour, it is immune to lasers of any kind, and offers some additional protection against other energy types. Although the suit will absorb the energy of an attack, and protect the user against some of the damage, it won't save them from the full force of weapons like plasma rifles or particle beam weapons, only lessen them.
While the defense field is activated, the suit's ability to absorb energy is negated as the electrical discharge prevents the suit from absorbing the energy.
These suits were not built for stealth, as the light panels and when the defensive field is activated make for a rather flashy spectacle on the battle field.

CAS1 (PL6 Medium Armour Proficiency)
Type: Medium Tactical
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: see note
Nonprof Str Bonus: see note
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft also see note
Weight: 22 lb
Purchase DC: 35
Restriction: Mil and rare (+4)
Notes: Battery has 60 charges. When the user moves 10 feet, 1 charge is recharged. Each discharge of the weapons, either the laser, electric blaster or the melee discharge uses one charge.
Defensive Field: The defensive field uses 3 charges per round of activation. The user can use any of the weapons built into the suit while it is activated, and can recharge the battery by moving. The field provides a +4 Deflection bonus to Defense and a +3 bonus to Reflex saves against energy area attacks. The field also provides a DR3 to attacks that still strike the user as the electrical bolts have dissipated or somewhat deflected or burned away part of the projectile or energy blast. The bolts will ignore lasers and electrical attacks as the user is immune to them.
Laser Immunity: The suit is immune to laser weapons of any type, from standard to UV, blue-green frequency, x-ray and HI lasers. The energy absorbing ability still works against lasers, the user takes no damage.
Electricity Immunity: The suit is immune to electrical based attacks. The energy absorbing ability works with electricity, the user takes no damage.
Energy Resistence: The suit has a blanket energy resistance 5 which works for fire, unspecific energy and weapons like plasma, ion, particle beam weapons, etc.
Energy Absorbing: The suit provides +2 Strength and +10 feet to speed when the suit absorbs 10 points of damage for 1 round. So if the user would suffer 20 points of damage (damage rolled, energy resistance and immunity isn't taken into account for this), the user would get +2 Strength and +10 feet to speed for 2 rounds.
Built in Weapon: Laser Rifle:  standard laser rifle built into the right arm, 3d8 fire, 20, 60 ft range incr, S/A, uses 1 charge per shot.
Electric blaster: 4d4 electricitity, 20, 60 ft range incr, S/A, 1 charge per shot, stun setting Fort Save 14, stunned for 1d4+1 rounds.
Melee Discharge: Reinforced gloves act as set of brass knuckles that deal lethal damage on unarmed strike, also add +2d4 electrical damage to melee strike, uses 1 charge.
Integrated equipment: Air filter (+4 Fort save), helmet mounted light, military radio, HUD, hook up for external air supply, IFF system (outlines friendly targets with broadcasting IFFs in a blue outline, broadcasting enemies in red), darkvision 90 feet, low-light vision, suit diagnostic system (notifies when airborne toxins detected, and if filter is insufficient, external air supply level if attached, battery level, notifies when energy absorbing system is powered and for how long).
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1 year ago  ::  Jan 05, 2012 - 6:08AM #74
kronos182
Date Joined: Mar 24, 2006
Posts: 792

On a shelf you notice what looks like an old fashioned doorknob floating in a display case. 
"Maybe ye need a quiet way in a place, eh? Tis 'ere beaut will get ye in." Chuck says with a wink.

Doorknob
This item looks like an old fashioned doorknob, although a bit heavier than it should be. When placed against a wall, a door is created that can be opened upon turning the knob. Although not a fast process, it is quiet, allowing for a stealthy entry into an area without resulting to using explosives to blowing a hole in the wall. The door looks like exactly like the wall it is placed against, except for a noticeable thin black line showing its outline plus the knob sticking out of the wall. The door is created by a set of nanites that are released when the end of the doorknob is placed against a wall. It takes about 1d6+1 rounds for the nanites to do their work and create a door about 6 feet tall and 3 and a half feet wide in any material up to 2 inches thick. Thicker walls require 1 extra round per inch of thickness beyond 2 inches. Once the door is formed, a green light flashes on the knob, which can then be turned to open the door.
If the knob is left on the newly created door, the door will stay for up to 4 hours, with a small pull tab on the other side where the knob is, even if the door is closed. Once the door is open, the knob can be removed and left open for up to 4 rounds before it automatically closes and the nanites repair the outline of the door back into the wall, sealing it again.
The doorknob can be used only 4 times a day before needing to be recharged, which replenishes its nanite supply, which get used up each time its used. Recharging takes 6 hours.
Doorknobs are extremely rare items as virtually all governments ban them, as any one with one can easily steal almost anything that can fit through a door.
Weight: 2 lbs.
PDC: 39
Restriction: Illegal (+5)

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1 year ago  ::  Jan 14, 2012 - 9:36PM #75
kronos182
Date Joined: Mar 24, 2006
Posts: 792

CWPG1
With Crystal Works' advanced uses of piezoelectric systems, it was no wonder they created a small, easy to transport power generator. The whole system is only about the size of a duffle in a well insulated and tough plastic casing. A hand crank is on one side with a universal power connection on the opposite. When the hand crank is turned, it strikes against a crystal inside the casing which creates electrical power which is transferred into a battery. Power can then be drawn from the battery to power anything up to about an average size house for about 6 hours with 5 minutes of cranking. A warning buzzer and light starts when the battery gets down to 10 minutes of power. It provides about the same amount of power as PL5 gas powered generator of about 3 times its size.
Game Notes: Easily powers a 3 bedroom home for about 6 hours, or can be used to charge several power packs or even an electric vehicle. For weapons that require a stationary power source, it can provide a constant flow of power of one shot per round at best, or use GM discretion.
Weight: 10 lbs.
PDC: 12

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1 year ago  ::  Jan 14, 2012 - 10:41PM #76
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Climbsuit
The climbsuit is a special form of armour that assists the wearer in climbing, especially when traveling along smooth modern materials. The suit consists of knee and elbow pads plus gloves covered in SureGrip, a substance designed to stick to smooth surfaces. It also includes a high-impact helmet and kevlar plates and equipment harness.
A character wearing a climbsuit gains a +3 equipment bonus to all Climb checks. It is also possible to climb a perfectly smooth, flat surface with a Climb check (DC 30). The suit makes falling much less likely-a character has to fail a Climb check by 10, rather than 5, to fall.
The features of a climbsuit (the pieces covered in SureGrip) can be added to a set of nonpowered armour. Armour modified in this way provides only a +2 equipment bonus to Climb checks (instead of the normal +3), but otherwise functions as a normal climbsuit. Other functions of the modified armour remain unchanged. To make this modification, add the price of a climbsuit to all other costs involved in the modifications.

Climbsuit (Late PL5/Early PL6 Light Armour Proficiency)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 5.5 lbs
Purchase DC: 19
Restriction:
Notes: Provides +3 equipment bonus to Climb checks, which also require a failure by 10 to fall rather than 5.
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1 year ago  ::  Jan 15, 2012 - 6:57PM #77
kronos182
Date Joined: Mar 24, 2006
Posts: 792
New LTB Sherman 2 Options
To make the Sherman even more attractive to prospective buyers, LTB has released several turret or variant models of the Sherman.

Shredder Turret
The shredder turret does away with the box rocket launchers and heavy weapon and mounts two 20 mm rapid fire cannons and two .50 cal machineguns underneath. The turret is longer and thicker than the original to accommodate the large ammo capacity. Shredders are used against large groups of infantry and lightly armoured vehicles such as APCs.
2 x 20mm cannons fire-linked 6d10, 19-20x2, ballistic, 150 ft, S/A, 100 rds ea, autofire DC 17
2 fire-linked .50 cal machineguns 3d10, 20x2, ballistic, 100 ft, s/a, 300 rds ea, autofire DC 17
Decrease speed by 5 mph due to extra weight
PDC 24

Inferno
The inferno variant Sherman is an electric only version, keeps the laser in the hull turret, replaces the main turret with a larger armoured one that contains the .50 cal machinegun but also a heavy flamethrower and fuel tank. The hull also contains a secondary fuel tank for the flamethrower. The inferno also carries the flamer defense option.
Heavy Flamethrower 5d6 fire, 10 ft wide 75 long line, 20 bursts from turret tank, 15 from hull tank.
Reduce speed by 10 mph
PDC 22

Whirlwind
The Whirlwind variant does away with a cannon and instead mounts a box style turret that contains four box rocket launchers on top that are able to tilt completely back to lay flush with the top of the turret. This allows the gunner to reload the launchers, allowing for several firings before it runs out of ammunition, depending on the types of rockets or missiles used. The standard whirlwind uses the same box launchers that are used on the sides of the Jeb and Sherman. The whirlwind could also instead mount four racks of MILAN or Javelin missiles in sets of 2. Using the standard box launchers the Whirlwind can carry 3 reloads for all four launchers. For the Javelin or MILAN missiles it can carry two reloads. Other types of missiles can be used, such as those mounted on mechs. For example the M-53 Firestar system can be mounted in a set of three with one reload available.
Reduce speed by 15 mph
PDC 26

Scout Variant
The scout variant of the Sherman has the armour lightened to improve speed, the turret is replaced with a more streamlined version and mounts only a 20mm cannon, although it keeps the hull mounted laser turret. The turret also mounts a periscope that can rise up to 15 feet, several optic systems and communication antennas.
The Scout variant is equipped with a long ranged communications, passive night vision and infrared cameras and enough computer storage to record all data recorded by the cameras and communications systems for up to 16 hours. The periscope contains all the same optic systems as the rest of the optics that dot the hull and turret. There is an extra space for communications recording and sensor systems, which is operated by the commander or the gunner.
Since the optics view all about the scout sherman, it is actually difficult to sneak up on one, thus it can not be flanked unless the crew is extremely careless.
20mm cannon 4d10, 19-20x2, ballistic, 150 ft, s/a, 50 rds
Speed is increased by 15 mph for both flex-fuel or electric versions.
Reduce HP by 3 and hardness by 2.
PDC 38
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1 year ago  ::  Jan 19, 2012 - 8:31AM #78
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Zenith Analyzer

The Zenith Analyzer is a magical portable sensory unit. It looks like a large set of digital binoculars combined with night vision type gear. On the side is a set of buttons, with two D-pad joysticks, one on each side. Its basic functions as a set of digital binoculars, plus with the casting of darkvision with the press of a button, allows their use at night, usable up to a maximum of 5 hours per day. Also installed is a digital recorder that can record up to 5 hours of video or thousands of still pictures. An additional ability was added to make the zenith even more useful is the ability to cast arcane eye, for allowing remote viewing. The two D-pad joysticks are used to control the movement and direction of the remote eye, for up to 5 minutes of use at a time. The eye can used about 5 times a day, and drains the power pack of 2 minutes worth of power. The digital recorder can be used with the arcane eye, making it a great tool in scouting or for rescue operations.
The zenith analyzer uses a smaller magical power pack which provides up to 10 hours of continuous power.
Weight: 4 lbs
PDC: 13

Small magical power packs, used in most portable devices such as flashlights, and tools has a PDC of 5 for 5 power packs.

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1 year ago  ::  Feb 02, 2012 - 5:01PM #79
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Healing Chamber
This room, or alcove, is large enough for a bed or gurney to fit in easily, designed to be part of a larger medical facility aboard a ship or in a hospital. The alcove contains medical diagnostic equipment and nanite factories built into the wall and ceiling. When a person is standing, or laying on a bed or gurney within the alcove, the diagnostic equipment, when activated, scans the person to determine their ailment, then program a swarm of nanites to aid in the healing process. For simple poisons or common diseases, the alcove cures them (if the Fort DC to resist the poison or disease is under 17 it cures the patient, if it is over, it allows another Fortitude save at +2), or aids in the patient in fighting it off. The nanites can also heal minor injuries, healing the patient of 1d8+3 points of damage. The nanites can also be used to identify greater wounds or diseases and poisons. In the case of greater injuries, the nanites will create a glowing area around the wound, which is colour coded to the severity and type of injury. The glowing from the nanites only lasts for about 4 hours before they breakdown and flush from the patient's body. In cases of diseases and uncommon poisons or infections, the alcove will provide as much relevant data, especially when tied into a medical database as part of a larger hospital or sickbay. These features grant a person attempting to heal or cure the patient a +4 bonus to Treat Injury checks.
Note: The healing chamber can only be used on a person once in a 24 hour period.
Size: Large, takes up about a 12 foot by 12 foot area, including walls for containing the nanite factories and diagnostic systems.
Weight: 600 lbs
PDC: 40
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1 year ago  ::  Feb 20, 2012 - 1:31PM #80
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Dispersion Field (PL Late 6/7)
Distorts or cancels sensor readings and matter/energy transportation and communications into an area
Dispersion fields is a generated field that covers an area, ionizing the area, that distorts and cancels sensor readings within the area, making it almost impossible to detect what is within except using one's own eyes. The field also has a scattering effect on teleportation (matter/energy transporters) and remote energy beaming technology to remotely power devices within or on the other side of the fields and most forms of communications. These fields require a large amount of power, and are fairly easy to detect themselves, but makes it difficult to tell what is going on within them. Many militaries use them to hide their true numbers or to jam communications, sensors and easy means of transportation if the enemy has teleportation technology.
Class I and II sensors are unable to penetrate a Dispersion field, while Class III and higher suffer a -10 penalty to Computer Use checks. From what information that can be gathered is usually fuzzy, static filled and garbled, requiring an Intelligence check DC 18 to attempt to decipher if its sensor ghosts or not. Communications suffer -10 Computer Use checks to punch through the dispersion fields. Matter/Energy teleportation devices do not function within or through the dispersion fields, and any attempts to through manual overrides (most teleportation devices have a failsafe to prevent the use of the transporters when a dispersion field is detected), have a 10% chance after a Computer Use check DC 35 to not be scrambled, which can kill a person being teleported.  Targeting systems offer only half their bonus to attack rolls.
Dispersion Field generators come in various sizes, usually in the area they cover.

1 Mile Radius Unit
This dispersion field generator is about 1 meter cubed (approx 9 cubic feet), weighing 250 lbs and requires an external power source. These units can only run for about 5 hours before needing a cool down period of about an hour. PDC 33 Res (+2). Requires power equivalent of 4 portable generators.
5 Mile Radius Unit
This generator covers a 5 mile radius area, usually mounted on large trucks or trailers, taking up about 20 cubic meters (approx 540 cubic feet) of space, weighing 1200 lbs These units can run for 7 hours before requiring an hour cool down. PDC 39 Mil (+3). Requires power equivalent of 6 portable generators.
10 Mile Radius Unit
This is the largest portable unit covering a 10 mile radius area, usually taking up a full 53 foot trailer, weighing about 3 tons. Can operator for 10 hours before requiring 1.5 hour cool down. PDC 42 Mil (+3). Requires a large power source, usually large trailer size, or 10 portable generators.
100 Mile Radius Unit
The 100 mile radius generators are usually found on military bases or secret research facilities, including asteroid outposts. These units can be run for as long as there is power, but once shut down, they will require at least an hour cool down. Takes up about as much space as two 53 foot trailers, weighing 10 tons. PDC 44 Mil (+3). Requires a dedicated power source. Most facilities will have it tied into the main power grid as well as a separate dedicated power generator to prevent any brownouts or if main power is cut, the dedicated generator will provide at least several hours worth of power.
 


Larger units are available, but these are the most common. For larger facility based units, for every addition 50 miles over 100 increase PDC by +1. They also require large power sources to function.

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