Paragon Corp. Paragon Corp is a company that deals with high tech systems, from weapons, armour, sensors and other technologies, and combines them into gadgets, suits and vehicles that resemble fictional ones, such as from comic books, movies and novels. They also have some biological enhancements available, but technological enhancements are more their specialty. Paragon caters more to mercenaries, private militias, adventurers, vigilantes and even criminals. Having a 'don't ask, don't tell' policy, along with also allowing a client to pay a premium fee to have no other clients using the same exact designs as theirs. Although Paragon has a loophole policy to allow them to circumvent this slightly, without breaching the promise to the paying clients. They simply redesign the technology or device, or use another method of getting similar effect. Although they never sell aesthetic designs to multiply clients if they pay the premium for exclusivity of the design. Paragon Corp is well known for some of its unique designs and use of technology to make what many would consider gimmicky devices, but many of these devices are well coveted by those wanting unique or easily disguised items. Paragon doesn't have any planetary facilities that anyone knows about. There are several ships that they use as mobile stores, where they can also assemble many products, except products that are on the scale of capital ships of larger than corvette classes.
Assault Bag PL5-7 Weight: 9 lb. PDC 20 (Illegal +4) This appears to be a stylish black leather unisex shoulder bag, and is designed to allow people to rapidly outfit themselves for action. The purse conceals a loaded compact submachine gun (less than 10 inches long, 17-round magazine, treat as a MAC Ingram M10 but with 30 ft range) that can be fired from within the bag (-2 to attack roll). The bag's strap slides out when its clasp is properly pressed, becoming a bandolier with two spare magazines and two grenades already attached. The rest of the bag, with just three swift hand movements, becomes a lightweight kevlar vest (use stats for undercover vest). The entire purse can be broken down and donned with a single full-round action.
Upgraded versions would use laser or plasma submachine (pistol versions with S, A rate of fire, pistol range), and different grenades can be loaded. The armour that later PLs would be that era's equivalent to the undercover vest, most likely reduced weight or lower armour check penalty.
Adventurer Mk1 The Adventurer mk1 is Paragon's 'basic' power armour sold for explorers, mercenaries, militias and adventurers. Paragon packed enough basic gear into these suits that the average explorer or adventurer has what they need although upgrading to a higher level suit is always better. Although only a micro-assist suit, it does keep cost and weight down, which is used for all the extras that is shoehorned under the armour plating. The suit looks like a slightly more boxy suit of full plate armour from medieval times, only updated with current technology and with the various pieces of equipment somewhat exposed from recessed ports. The visor is made of two parts, an armoured glass portion which has the HUD can slide up out of the way so the person can interact more personally. When combat is expected, an armoured panel slides down over the glass visor, completing the armoured knight look. Mounted on the right arm is a microtorch and a stun baton built into the knuckles, while a grappler tag with 100 ft of duracable mounted on the left arm. There is a grappler tag with 200 ft of duracable built into the back to allow for hands free ascent or descent, which will allow for the arm unit to be free to extend reach by another 300 ft or attaching to something else. Integrated climbing equipment is also built into the arms and legs. A soother pulse helps keep animals at bay, while a body function/health-alert system tied into an advanced medkit and 3 doses of antitox, neutrad and sporekill to aid the user in case of injury or poisoning. For adverse environments, the suit has a gas mask, environmental seal with 3 hours of air, and an aquaconverter for underwater operations along with the suit's neutral buoyancy design. External air tanks can be added to extend the air supply. The computer system has recorders that'll handle up to 7 days worth of data collection plus any information the user might download to the computer system. For other survival gear, a mesh vest with dozens of pockets and hooks for attaching gear, plus a left shoulder mounted flood light, digital binoculars and magnifying glass for distance or up close viewing. Mounted in each leg is an armoured compartment and one in the back to hold more sensitive cargo or gear. The legs have enhanced servos which do increase the user's speed, but also enhance the user's jumping ability.
Adventurer mk1 (PL6) Type: Micro-Assist Power armour Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +2 Max Dex: +4 Armour Penalty: -3 Speed (30 ft): 40 ft Weight: 150 lbs Purchase DC: 31 Restriction: None Accessories: HUD (tied to all sensors, computer and other equipment), nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69), integrated card computer with wireless connection, integrated advanced medkit, motion sensor, cellphone, professional radio, universal communicator, microtorch right arm, two grappler tags with duracable, 1 in left arm with 100 ft, one mounted in back with 200 ft, soother pulse, integrated stun baton on right hand (designed into knuckles), environmentally sealed (3 hours life support), aquaconverter, AV recorder, body function monitor/health-alert (monitors user's bodily functions and reports to command center, will also administer drugs as needed and medkit), autoinjector containing 3 doses of antitox, neutrad and sporekill each, mesh vest, integrated climbing gear, flash goggles, shoulder mounted search light (200 ft range), gas mask, digital binoculars, digital magnifier, three cargo containers (one on each leg (20 lbs small object each), one on lower back (up to medium object 30 lbs)), neutral buoyancy, external speakers and mics, enhanced leg servos. Notes: +2 climb, 60 ft darkvision, Spot checks suffer -1 at 30 ft instead of normal 10 ft, Str considered +2 for purposes of carrying capacity, sense motion 100 ft, +2 Fort against contaminated air before environmental seal kicks in, breathe underwater, enhanced leg servos provide +4 to jump checks (jumping height and distance not limited by character height) and double time before user needs to make Fort save for extended or forced marching. Also functions as a survival suit but has duration of 12 hours.
Bruiser Bio Augmentation Paragon's first successful bio augmentation is the Bruiser, where the recipient is enhanced with greater strength, endurance and durability, allowing them to smash anything within reach and survive a great deal of punishment. The bruiser gains increased mass, muscle strength and unbreakable skin. The unbreakable skin is hardened and reinforced with an organic form of carbon nanotubes and thickened, making it extremely difficult to cut or break physically, however it doesn't provide any benefit against energy attacks. The added bulk does restrict some of the recipient's movement somewhat, but many consider it a good trade.
Bruiser Template The recipient retains all their abilities and gain the following abilities.
Size: Medium Hit Points: +20 HP Special Attacks: Slam 1d8 +Str Special Qualities: Enlarged form, unbreakable skin, enhanced healing, airborne toxin intolerance. Abilities: +6 Str, +4 Con, -2 Dex ECL: +2 PDC: 36 Requires 10 Fort saves DC 25
Enlarged Form The Bruiser gains increased mass from enlarged muscles, and denser skin tissue. The recipient is considered Large size for things such as tripping, grappling and opposed Str checks. Increase height by 8 inches, and weight by 30%.
Unbreakable Skin The recipient's skin becomes incredibly dense and difficult to break. This makes them immune to physical attacks, including slashing, piercing, ballistic and bludgeoning. However this does make it difficult to heal the recipient. Heal checks suffer -10 unless the healer can somehow get inside the recipient without breaking skin. Such means would be through nanites that enter through the recipient's mouth. Energy attacks deal normal damage to the recipient.
Enhanced Healing The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.
Airborne Toxin Intolerance Due to the increase in body mass and needed oxygen to feed it, recipient's lungs are enhanced, allowing him/her to take in the necessary air. Unfortunately, this also makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins.
Juggernaut Suit The juggernaut is based on the fictional character Juggernaut, an unstoppable force in motion. Using experimental technology designed for construction equipment, heavy armour and enhanced servos, the juggernaut is a heavy suit of power armour that is well armoured, survives significant damage, and above all, keeps moving, albeit not quickly. Making use of gravity anchors for stability and making the armour difficult to be lifted or knocked over, and an experimental inertial field generator is installed. The inertial field generator takes what inertia the suit generates and magnifies it, but also reduces the inertia of something attempting to strike the armour. The concept behind the inertia field generator was originally to increase the kinetic energy of a bulldozer by increasing the inertia without having to increase the weight, allowing it to move more weight for less power. The juggernaut uses this ability to keep moving through obstacles and barriers. The armour is fairly bulky and well reinforced, standing a good 8.5 feet, and is wide, with thick arms and legs. Paragon Corp has only produced a handful of these suits
Juggernaut Suit (PL7/8) Type: Powered Armour Equipment Bonus: +10 Nonprof. Bonus: +4 Str Bonus: +6 Nonprof Str Bonus: +3 Max Dex: 0 Armour Penalty: -6 Speed (30 ft): 20 ft Weight: 400 lbs Purchase DC: 56 Restriction: Illegal/Extremely Rare +6 Accessories: HUD projected on visor with voice activation and attached keyboard on left arm under armoured plate, GPS, motion sensors, military radio, environmentally sealed, 2 hour oxygen supply, air filters, EMP and NBC shielding, blackout goggles, cellular phone with signal jumper (DC +10 to trace signal), water container with internal access (holds 2 days worth of water), digital audio/video recorder, PDA style computer (tied to comm systems and other suit systems), digital binocular in visor, two armoured storage compartments can hold up to medium size object each, weighing no more than 30 lbs. All systems tied to HUD for display and diagnostics.
Notes: Acts as Large size for grapple checks and bull rushes adding +4 size bonus. Deals 2d6 damage on a bull rush or overrun. Plated fits deal 1d8 + Str bludgeoning slam, considered armed, suit grants DR 10. When making an unarmed melee attack or ramming against inanimate objects or vehicles, ignores 10 points of hardness/DR. Physical attacks against the suit are reduced by half as they pass through the inertia field. This includes melee weapons, ballistic weapons, rockets, missiles, grenades that deal concussive, slashing and explosives. Can smash through barriers as in a bull rush or over run attempt without stopping if ability to ignore hardness/DR is equal or greater than barriers, and has enough movement to continue moving, provided deals enough damage to overcome thickness of barrier. If barrier's hardness/DR is greater, or doesn't deal enough damage to break through, next round if the user strikes the barrier again, completely ignores any hardness/DR as barrier's integrity is already compromised. Suit does not count towards user's carrying capacity, can lift and drag 4 times carrying capacity and considered 1 size larger (total of 6 times normal carrying capacity), and heavy load is considered medium, medium considered light. Any time the user would need to make a Strength related check, such as grapple, bull rush, overrun or opposed Str check as well as melee attacks, and the user moves, add +2 for every 10 feet of speed to the check and any damage. So when charging at x2 speed, for a total of 40 ft, gains +8 to the check plus to any damage dealt.
N.P.C. The N.P.C., or Non Perception Clothing, are favoured by those who wish to avoid notice while moving about in a crowd. N.P.C.s take the form of common, non distinctive clothing, such as cloaks, large coats, etc, but the material is a special cloth that has properties similar to a spray-on LCD screen, only it doesn't shine light, so it won't give away the user's position in the dark. Located in seams along the cuffs and collar are special audio devices. The LCD fabric is programmed to very subtly shift in patterns that is not consciously noticeable to most humanoid species. This, combined with specific ultra and infrasonic frequencies emitted by the audio devices tuned, all designed to frequencies and patterns which correspond to those used in inducing a mild form of hypnosis, which directs those around the wearer to not pay attention to the wearer, subtly shifting the wearer to their peripheral edges of their senses. Anyone viewing the wearer of N.P.C must make a Will save at DC 19 to even notice the wearer. Someone specifically looking for the wearer who make their save still suffers a -2 to Search and Spot checks if more than 20 feet away. A new Will save is required any time the wearer leaves someone's perception range (goes around a corner, disappears in a building then comes back out). Species with enhanced hearing gain a +1 to their Will save if they can hear into the ultrasonic range or infrasonic range, +2 for both. Species that are drastically different from near human (nonhumanoids, animals, undead, aberration, construct, elemental, dragon, fey, magical beast, ooze, outsider, vermin and plant) gain a +4 bonus to their Will saves. Weight: +4 lbs to type of clothing modelled after. Batteries last for 3 hours before needing to recharge. Retractable universal adaptor on a 4 foot cord from the left sleeve allows for recharging at most common power sources. PDC: 24 (Illegal +4)
Mind Trick The mind trick is an expansion of the N.P.C technology, but is two devices that work in conjunction. A special glove using the same material as the N.P.C.s, only more powerful, and an amulet like device that hugs against the user's neck, gently pressing against the windpipe and vocal cords. The user waves the gloved hand in front of themselves so that their target can see the palm, which flashes specific patterns and colours to help induce a hypnotic state, while the amulet emits subsonic, ultra and infrasonic frequencies as the user speaks a simple question or command, such as 'you never saw me', 'patrol over there', or 'unlock the door'. The command must be simple and in a language the target can understand, and the target will feel like the idea was their own. The user must be within 5 feet of the target for the system to be effective. For every foot over 5, the user gains a +1 to their Will save up to a maximum distance of 20 feet. The mini computer built into the glove can hold several settings for up to a dozen specific races, as not every race is quite as susceptible to the same patterns. The target must make a Will save DC 21, failure means they quite willingly comply with the command or suggestion, thinking it was their idea, or came from a trusted friend or commander. The command or suggestion lasts for 5 minutes, in which if the target is doing something that is out of character, or something that they should not be doing, they will stop and will be confused for another minute before going back to what they were doing. If the user is still around, they can attempt to reapply the command or suggestion, but the target gains a +2 bonus to any repeated commands or suggestions. There are similar restrictions on the races that the mind trick will not work on (same as the N.P.C.), and if the wrong setting is used one species, the target gains a +1 bonus to their Will save. Weight: 2 lbs total (0.5 amulet, 1.5 for glove) PDC: 29 (Illegal +4)
Paragon Corp Steel Armour This suit of power armour is loosely based upon the fictional armour made by a comic book hero. Although not particularly powerful, it is versatile and somewhat stylish. Later models have various upgrades or designed to fill a particular role. The basic model offers fairly good protection against most attacks, highly flexible to not impair movement, comes with a concealed flight system with thrusters in the boots and lower legs. The arms contain the primary weapons, which can also be used to aid in flight for higher speeds and maneuverability, but makes them unavailable for combat. The onboard computer is simple, but robust and easy to learn and control, allowing for quickly altering between weapons and flight, or other suit features. The suit has air filters and an onboard supply of 2 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hand. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode have two other modes: the first being a plasma based flamethrower for an area attack; and the other aids in the suits ability to fly. While the these are not necessary for flight, they allow the suit to fly faster, and grants it higher maneuverability, but disables their use as a weapon while in this mode. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour.
Steel Armour (PL7) Type: Powered Armour Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: +2 Nonprof Str Bonus: +1 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (good maneuverability) Weight: 80 lb Purchase DC: 34 Restriction: Res (+2) Accessories: 2 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro flares (6 uses), ballistic shoulder weapon (equivalent to submachine gun), missile lock alert. Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +1 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, -1 Computer Use checks, flares suffer -5 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour).
Beam/Pulse Weapons Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft, s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), none of the weapons can be used in flight.
Shoulder Ballistic Weapon This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 80 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes.
Micro Flares These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -5 to the roll. If successful, the missile targets the flare instead. Replacement micro flares have a PDC 10 for 6.
The Cobra power armour is built more for speed and maneuverability and infiltration than strength, enhancing the user's agility and speed. The helmet is modelled after a cobra's, with the featureless non-reflective faceplate surrounded by the jaws of the snake's head. From the sides of the helmet the cobra's hood can expand or retract from. When expanded, the hoods act as an aquaconverter, and also extend the range of the motion sensor by 50 feet. The hoods also act as an emergency floatation device in the event that the user is knocked unconscious and underwater. Along the right arm is a blade that runs along the forearm to allow for slashing motions. This blade can be extended forward and used like a normal blade for both slashing and piercing attacks. Mounted in the left arm is a laser and a retractable mono-filament whip. The right hand conceals a set of intellipicks. The upper "fangs" at the top of the helmet's faceplate contain aerosol sprayers for delivering toxins or other airborne substances, storing up to 2 different substances with 5 doses each (total of 10 doses). The cobra suit contains technology similar to silent suits, aiding in its stealth capabilities.
Cobra PA (PL 6/7) Type: Powered Micro-Assist, Tactical Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +1 Dex Bonus: +4 Max Dex: - Armour Penalty: -2 Speed (30 ft): 40 ft Weight: 30 lb Purchase DC: 27 Restriction: Mil (+3) Accessories: HUD, nanobeacon, HUD sensor link motion sensor, blackout goggles, aquaconverter, 2x aerosol dispenser, high frequency arm blade, mono-filament whip, laser pistol, intellipick, stealth design, military radio, unicom, air filters, emergency floatation device, danger avoidance system, distortion field, computer card w/wireless modem, one hour of oxygen. Notes: +2 Spot from HUD, motion sensor range expanded to 150 feet when hoods extended, +4 Reflex, +2 Tumble, 20% concealment (distortion field), +2 Fort vs airborne toxins and poisons, +5 Hide and Move Silently.
HF Arm Blade This is a high frequency sword that sits along the right forearm. It can be used while resting against the forearm with the cover retracting away from the blade to allow for its use while being grappled or entangled, or it can be extended past the hand to also allow for piercing strikes. 1d10, 19-20, slashing or piercing, can use Weapon Finesse feat.
Arm Laser Pistol Built into the left arm's forearm is a standard laser pistol with 50 charges, which recharges from the suit's power system at a rate of 1 charge every minute after 1 minute of inactivity.
Mono-filament Whip This is a 20 foot whip with a mono-filament end that allows it to make lethal slashing attacks. It can be used to make nonlethal attacks at a -2 attack. Deals 2d6, 20x3, 20 ft reach. Can be used to make ranged trip attacks or entangle a target and still do damage. If wrapped around a target, or object, can ignore 3 points of hardness as it slices into the object.
Aerosol Dispensers The fangs on the upper 'jaw' of the cobra head on the helmet are actually aerosol dispensers, able to spray any airborne gaseous substance, from knock out gas to inhaled poisons. Two different substances can be stored, with a total of 10 doses stored, with a range of 10 feet.
Inspired by barbaric tribes and fictional characters that get stronger when they get angry or injured, Paragon set out to create an enhancement that would create a primal force of nature. Unfortunately, as they attempted to create a near indestructible creature as it got stronger lead to many problems, including bone calcification, heart failure, and where the muscle mass became so dense to aid in protection, the subject was unable to move. The other problem was once combat was over, the subject wouldn't revert to their normal, more manageable state. The final cure to their problems was reducing the enhancement's defensive qualities and focus more on offensive through enlarging the adrenal gland, tweaking the flight or flight response and altering the body's cellular division instructions. The end result is the subject is slightly stronger than before, but has more fat storage, but well distributed around the body. When the subject is injured or subjected to any form of harm, such as poison, or with some mental training can will themselves, the subject's enhanced flight or flight response and adrenal glands will trigger mass release of adrenaline and cause the body to transform the stored fat into muscle, greatly increasing the strength of the user. Each time the subject is injured, they get stronger, and stronger. Unfortunately, Paragon couldn't increase the subject's healing abilities at the same time as they cancel out the trigger for the enhanced strength, in fact the subject's natural healing is slowed. Caution is advised that the subject have some kind of healing on hand if prolonged combat is excepted.
The recipient retains all their abilities and gain the following abilities.
Size: Medium Hit Points: +30 HP Special Attacks: Slam, thunder clap Special Qualities: Hulk up, enlarged form, reduced healing, enormous appetite, enhanced power attack Abilities: +2 Con ECL: +3 PDC: 38 Requires 10 Fort saves DC 26
Hulk Up Upon taking any damage, even as little as 1 point, physically or to any ability, such as from a poison or toxin, the recipient's flight or flight and adrenal glands go into overdrive, causing the stored fat to be converted to muscle. From each source of damage in a round (autofire attacks or double taps are considered one source), the recipient will gain a +4 bonus to Strength and Constitution plus increased hit points from increased Con, suffer a -2 penalty to Will and Defense, and gain 20 pound in weight. These bonuses and penalties last new Con modifier +2 rounds, after which the user will be exhausted and lose all bonuses, but still retain the penalties until rested. Each time the user is injured after the initial hulk up, the duration is extended by 1 round and they gain the same bonuses and penalties ontop of what they already have, although the recipient's Defense can never go below 10. For example, if in round 1 the recipient is hit from one source, they gain +4 Str and +4 Con, -2 Will and -2 Def and 20 lb. In round 2 the recipient is hit from two sources, thus gaining an addition +8 Str, +8 Con, -4 Will, -4 Def and 40 lb for a total of +12 Str, +12 Con, -6 Will, -6 Def and 60 lb. If the recipient has been 'hulked up' for more than 6 rounds, when the hulk up ends, the recipient must make a Will save DC 15 or fall unconscious for 1d6 minutes +1 minute for every round past 6 rounds.
Enlarged Form When the recipient hulks up upon injury, the added muscle mass increases their size. The user is considered large when it is advantageous, such as for grapples, trips and carrying capacity. However, if the recipient hulks up four times, gaining 80 lb in weight, they become large sized, and would be considered huge sized for grapples and trips, etc. If the recipient hulks up a further 8 times, for a total of 12 times, they become huge sized, and considered gargantuan.
Reduced Healing The recipient heals half as much as normal when resting, healing only half their level in hit points for a night of rest. Abilities, chemicals or devices that heal hit points or grant fast healing, heal half as much with half the duration.
Enormous Appetite The recipient needs to eat twice as much as normal to fill the fat stores to use their hulk up ability. After using their hulk up ability, they need to eat a day's worth of food as it uses up a huge amount of energy. The recipient also suffers from starvation in half the time as a normal person would. So if a normal person would start to starve in 3 days, the recipient will start to starve in 1.5 days.
Enhanced Power Attack Whenever the recipient uses the Power Attack feat, they gain double the bonus to damage. Still can not subtract more than the recipient's base attack bonus.
Special Attacks All of the special attacks the recipient receives from this template are only available after the recipient hulks up.
Slam The recipient gains a slam attack based on their enlarged form size: Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
Thunder Clap After the recipient hulks up, they may make a thunder clap by slapping their hands together using their incredible strength to release a concussive force of air. The concussive force is released in a (number of hulk ups) x 5 feet radius that deals 4d6 points of concussive nonlethal damage. Also, objects must make an opposed Str check or be thrown back (number of hulk ups) x 5 feet, taking any damage if they strike anything (1d6 per 10 feet travelled), and knocked prone. A successful save means the target is only pushed back half the range, but not knocked prone.
Hulk Bracer Paragon Corp designed a bracer that fits around the recipient of the Hulk enhancement, with expanding clasps so that it remains on the recipient's arm even as they increase in size. A series of buttons on the side activate any of its features. The first button activates a sharp needle that is designed to puncture the skin, causing a bit more damage than a normal syringe would, dealing 1 point of damage. This is used to trigger recipient's hulk up ability. The other buttons activate one of the three injectors for injecting chemicals into the user's bloodstream. Each injector can hold 2 doses of the same chemical, but all three injectors can be the same or all different chemicals. Hulk bracers usually come equipped with prolong (Future Tech pg 16), biocort (d20 Future pg 74) or rejuve (Future Tech pg 16) although both of these are very similar, and only bring the recipient's healing back to normal levels for a short period, and prolong (Future Tech pg 16). Other chemicals can be substituted or used. Many users will use two hulk bracers and load the second one with antitoxins and antibiotics and other chemicals such as energize, withstand or plastiflesh if available. Weight: 2 lb PDC: 21
Manatek pl5 digital scrolls Tired of carrying around dozens Of bulky scrolls through hazardous combat zone? Well with our paitented software you can buy scrolls in digital format so you can carry as many scolls as you want. The puchase dc is the price +2, and can store as many as you like on a single device. But if the device is lost or destroyed the scrolls are lost.
Manatek where technology and magic meet for a better tomorrow.
Manatek pl5 digital scrolls Tired of carrying around dozens Of bulky scrolls through hazardous combat zone? Well with our paitented software you can buy scrolls in digital format so you can carry as many scolls as you want. The puchase dc is the price +2, and can store as many as you like on a single device. But if the device is lost or destroyed the scrolls are lost. Manatek where technology and magic meet for a better tomorrow.
Don't take this as an attack of your idea, it's just kind of already been done in RAW. I think Urban Arcana deals with digitally stored spells. The mage can use PDAs, laptops or desktops to store their spell books, as can techno mage (which can only use spellfires so a digital only medium for their spells), archmage and artificer. The scribe scroll feat and improved scribe scroll (artificer) all specify that they can be stored digitally.
So the problem here, really, is how much space does a spell take up? If I recall correctly (I'll have to double check through my books), a spell generally takes up as many pages as it does levels. So a 7th level spell takes up 7 pages, or something like that. Now digitally, a single page of text takes up what... between 6 and 20 kb depending on file type (which program made it), formatting and any pictures would increase the page file size by the size of the picture, usually. So if we say a single page takes up say 15 kb, a 7th level spell only takes up a whooping 105 kb. Now.. when d20 Modern came out back in 2002 I think it was, most PDAs could store between 500 kb (for really damn cheap ones that were basically digital calenders, clocks, calculators) to about 20 mb on average. Even at 20 mb you can still hold a fair amount of spells, hell 1 mb could hold about 9 level 7 spells @ 105 kb each. And today, we've got CELLPHONES that hold GIGABYTES of information, sure between 1 and 8 gb for upper level. But tablets today are sitting in the 50 to 100 gb range. Laptops are in terabytes, and a desktop is the next step up if you pay enough to get that kind of drive space.
So.. how big is a spell level?
Now.. an item of technology and magic that would be interesting to see is a programmable wand. A technological version of a wand that you plug in a memory card that can hold x amount of spell levels that you can if you want divide between multiple spells or for one big powerful spell. For instance if it holds say 6 spell levels, can have Burning Hands (Lvl 1), Fireball (Lvl 3), Resist Energy: Fire (Lvl 2). The wand could have x amount of charges which each spell level uses up a charge per spell level. The wand could then be either rechargeable, or disposable, so when the charges are used up, it burns up, including the memory card, destroying it. This allows for quite a bit of flexibility in the device if you have several spell cards available. More powerful versions of a spell could be used instead of the minimum level. Like fireball requires a 5th level mage, so it deals 5d6, as a 3rd level spell. But let's bump it up to deal 6d6 damage which requires an additional spell level on the card, and thus an extra charge to cast.
Just an idea to think over. But again the main problem is: How much digital memory does a spell level take up? If using my numbers earlier in the post, in today's level of technology, you can hold probably MILLIONS of spells on a laptop, mind you that's not counting any other programs installed, or any programs that RUN spells. That's another question.. What do you use to read the spell? Can you write up a spell in notepad? Then just open notepad to read your spell from to memorize it?
What about a scroll version? Which Kira, from what I gathered of your post, is what you're trying to do, but how does it work? A specific program that displays the spell before it's erased? Do you need some sort of output device that casts the spell? (think display or some kind of emitter?) Kira, you have a good idea, but needs to be fleshed out. How does it work? Is there any required hardware? there should be a limit to how many a device can hold, especially limited by technology level or type of device.
Because as of right now, with my cellphone with 4 gb can in theory hold an insane amount of spells that I can cast from.
GEA101A2 Mantis Helmet The mantis helmet is an optional helmet that can be fitted with most forms of armour including ballistic, combat, and environmental, but not powered armour. The helmet looks like the head of a praying mantis, with large eyes that start on the front and angle back along the sides, two antenna on the top of the head, and a set of mandibles at the front. The large eyes are armoured and conceal cameras which feed directly to the HUD giving the user a full panoramic view of his surroundings. The antenna are motion detectors, chemical sensors and also sense air pressure and movement. The motion sensors don't have as much range as normal, but are more sensitive, and being tied into the cameras and HUD, when motion is detected, the camera pointing in the same direction as the motion will become more prominent in the user's field of vision, but not blocking it. The sensitivity of the motion sensors, combined with the air pressure and air movement sensors allow for the general detection of objects that are out of phase, allowing the user to have a general idea of size and location of a phased object, and invisible force fields or energy fields. The chemical sensors aren't as powerful as most handheld ones, but are quite useful. The mandibles are functional, allowing their use to cut wires, cables or use as an attack in melee combat when restrained or grappled. Behind the mandibles, with an armoured grill is an air filter to filter out airborne toxins and poisons. Below the mandibles GE has installed a small acid pellet shooter, similar to the GEW435B2, but with only a 10 round payload. Reloading takes about a minute, with the helmet removed. The helmet can be sealed when used with environmental armour to maintain internal atmosphere, but does not contain its own air supply. At the back of the helmet is the power supply which will power the helmet for about 8 hours of constant use. If combined with armour that has a power source (but not powered armour), the helmet can be tied into the suit's power system to recharge or augment its power supply. Also included is a smart weapon link for connecting to such weapons. Benefits: Spot checks with HUD and motion sensors +3 to Spot, motion sensor range is 50 feet, but can detect a moving phased object (user not denied Dex bonus to Def, but target still retains same concealment if invisible), +5 bonus to Search checks for chemicals, detect different air pressures and air movement (+2 Knowledge: Earth and Life Sciences related to weather and air, possibly detect invisible nonmoving objects or people by altered airflow around it), mandibles act as bolt and wire cutters, smart weapon link. Weapons: Mandible Bite 1d4 (+ 1/2 Str bonus), 20x2, melee, piercing. Acid Pellet Shooter: Identical to GEW435B2 only with a 10 round payload and range reduced to 10 ft increment out to 5 range increments maximum.