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Unread postPosted: Fri Jun 15, 2012 6:20 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Rappanui wrote:
I would, but then they wouldn't be secret anymore.

So that would be a "no". Anything you claim to have created but refuse to post is irrelevant.

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Unread postPosted: Fri Jun 15, 2012 7:55 pm
  

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Champion

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the last few things i created were for a crossover game set in a post apocalyptic sdc setting loosely based on TSR's Gamma Knights. It wouldn't be appropriate to post what i dd there for here.
Also, much of it was done to Explain the Super invention Category away in the world setting.

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Unread postPosted: Fri Jun 15, 2012 8:57 pm
  

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Alright, alright, play cool.

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Unread postPosted: Sun Aug 05, 2012 7:27 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
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Location: Québec
How about making chemical based in the form of Gass and Liquids.


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Unread postPosted: Fri Aug 10, 2012 4:26 pm
  

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Kitty-Booties ---These soft-wear boots look like oversized cat feet(complete with spread toes) that slip on over a person's feet. Their soft padding and large footpads distribute weight better, and give a +5% to Prowl, while the non-skid surface and small claws on the toes give a +5% to Climbing skills. The minus side of these boots is that their large clumsy size deducts -1d6 from a person's running speed, and the padding reduces kick damage by 25%(the claws are too small to inflict any damage by themselves).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Sat Aug 11, 2012 1:35 pm, edited 1 time in total.

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Unread postPosted: Sat Aug 11, 2012 12:51 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6678
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
*****-Boots ---These soft-wear boots look like oversized cat feet(complete with spread toes) that slip on over a person's feet. Their soft padding and large footpads distribute weight better, and give a +5% to Prowl, while the non-skid surface and small claws on the toes give a +5% to Climbing skills. The minus side of these boots is that their large clumsy size deducts -1d6 from a person's running speed, and the padding reduces kick damage by 25%(the claws are too small to inflict any damage by themselves).

I would add this to the Black Vault Wiki, but I don't think the name would be appropriate. Any chance of changing the name to one less potentially offensive, like Cat-Boots?

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Unread postPosted: Sat Aug 11, 2012 1:34 pm
  

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Stone Gargoyle wrote:
taalismn wrote:
*****-Boots ---These soft-wear boots look like oversized cat feet(complete with spread toes) that slip on over a person's feet. Their soft padding and large footpads distribute weight better, and give a +5% to Prowl, while the non-skid surface and small claws on the toes give a +5% to Climbing skills. The minus side of these boots is that their large clumsy size deducts -1d6 from a person's running speed, and the padding reduces kick damage by 25%(the claws are too small to inflict any damage by themselves).

I would add this to the Black Vault Wiki, but I don't think the name would be appropriate. Any chance of changing the name to one less potentially offensive, like Cat-Boots?



Wow....shouldn't have posted last minute at night, otherwise I'd have spotted that screwup...the original name was Puss-Boots(but I thought that would suggest pirate-style knee-wadders) and thought myself clever for adding a 'y' to suggest the phrase ' coming in on pussycat feet'.
I'm going to go with Kitty-Booties. :-D Then force Captain Super-Stupendous ask for them by name when he requisitions equipment from the Warehouse. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sat Aug 11, 2012 7:21 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6678
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
*****-Boots ---These soft-wear boots look like oversized cat feet(complete with spread toes) that slip on over a person's feet. Their soft padding and large footpads distribute weight better, and give a +5% to Prowl, while the non-skid surface and small claws on the toes give a +5% to Climbing skills. The minus side of these boots is that their large clumsy size deducts -1d6 from a person's running speed, and the padding reduces kick damage by 25%(the claws are too small to inflict any damage by themselves).

I would add this to the Black Vault Wiki, but I don't think the name would be appropriate. Any chance of changing the name to one less potentially offensive, like Cat-Boots?



Wow....shouldn't have posted last minute at night, otherwise I'd have spotted that screwup...the original name was Puss-Boots(but I thought that would suggest pirate-style knee-wadders) and thought myself clever for adding a 'y' to suggest the phrase ' coming in on pussycat feet'.
I'm going to go with Kitty-Booties. :-D Then force Captain Super-Stupendous ask for them by name when he requisitions equipment from the Warehouse. :D

LOL. Thanks, I'll get that posted over now.

_________________
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http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Sat Aug 18, 2012 10:08 am
  

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Explorer

Joined: Wed Sep 16, 2009 8:06 pm
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Deck of Death

This seemingly normal deck of cards is actually a deadly tool in the right hands. Each card is made of a very flexible but still solid paper/metal polymer with just enough iron in the mix to add strength but not enough to trip a metal detector. Each edge has been sharpened to a razor thin grade and is quite sharp despite being so small. A single card used as a slashing weapon or being thrown does 1d4 damage. Using a quarter or more of the deck in a fanned out fashion as a slashing weapon will do 1D6+1 damage per slash.

Note that parrying with the deck is very hard (-3) even as a fan weapon.

Poker Chip Bombs

Small bombs made to look like poker chips, these little devils are deadly and versatile. Small amounts of C4 are cased in plastic and painted to look just like normal poker chips that only feel slightly heavier then a standard chip. The center of each chip has a small blasting cap, disguised by the design. All that needs to be done is that both sides of the center of the chip have to be held down with force for three seconds and throw. The fuse time depends on the color. White will have a standard three second fuse, Blue will have a ten second fuse, green will be thirty seconds, and finally red will be a full minute. Each chip will do 3D6 damage each.

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Unread postPosted: Thu Aug 23, 2012 6:47 pm
  

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Revan wrote:
Poker Chip Bombs

Small bombs made to look like poker chips, these little devils are deadly and versatile. Small amounts of C4 are cased in plastic and painted to look just like normal poker chips that only feel slightly heavier then a standard chip. The center of each chip has a small blasting cap, disguised by the design. All that needs to be done is that both sides of the center of the chip have to be held down with force for three seconds and throw. The fuse time depends on the color. White will have a standard three second fuse, Blue will have a ten second fuse, green will be thirty seconds, and finally red will be a full minute. Each chip will do 3D6 damage each.



Literally gambling with your life if you accidentally activate these while in play....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri Aug 24, 2012 11:07 pm
  

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Hero

Joined: Tue Jan 27, 2004 12:34 am
Posts: 1146
Location: Mary Esther, Florida
Comment: Living in Florida, soon to be Dinosaur Swamp
taalismn wrote:
Revan wrote:
Poker Chip Bombs

Small bombs made to look like poker chips, these little devils are deadly and versatile. Small amounts of C4 are cased in plastic and painted to look just like normal poker chips that only feel slightly heavier then a standard chip. The center of each chip has a small blasting cap, disguised by the design. All that needs to be done is that both sides of the center of the chip have to be held down with force for three seconds and throw. The fuse time depends on the color. White will have a standard three second fuse, Blue will have a ten second fuse, green will be thirty seconds, and finally red will be a full minute. Each chip will do 3D6 damage each.



Literally gambling with your life if you accidentally activate these while in play....

:lol: Yeah, thats for sure

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Unread postPosted: Sat Aug 25, 2012 10:44 pm
  

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Hence why you have to squeeze both sides for a few seconds, otherwise tossing them might activate a chip. I don't have anything else for a while but ill see if anything comes running into my brain.

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Unread postPosted: Fri Sep 21, 2012 12:57 pm
  

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Dungeon Crawler

Joined: Wed Nov 05, 2008 3:01 am
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gaby wrote:
How about making chemical based in the form of Gass and Liquids.


I had that idea last night, as a whole new Hardware Genius category.

Hardware Chemistry!

You could make things like acids, glues, capture foam, fire fighting foam, super lubricants to trip people up, incendiaries for flamethrowers and fire bombs, maybe a little home brewed explosives stuff with a penalty, as that should mostly be a weapon category thing. You could also specialize in gas weapons, making super mace and tear gas, and knockout gas, or poison gas for a villain.

You could also whip up poisons, drugs and medicines. Maybe some low scale combat drugs to give you a boost in battle, and knockout and paralytics to use against enemies. Poison has always been under-utilized in PB games, I feel. The few examples I ever see are just a tiny amount of damage, that affects once.


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Unread postPosted: Fri Sep 21, 2012 4:05 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6678
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Hardware: Chemical Genius was written up by Zenvis some time ago.

http://wiki.thedeificnmi.com/index.php? ... cal_Genius

There are other new Hardware categories he wrote up in the Black Vault Wiki as well.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Unread postPosted: Sat Sep 22, 2012 10:07 pm
  

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Then what is needed by the Chemistry Genius is a portable laboratory....a wearable outfit of harness gear, probably worn over a chemical protection suit, that carries the necessary equipment(altered through MAD or SUPER science) to allow the character to do on the spot chemical analysis, or harvest raw materials and produce small batches of tailored chemicals on the spot...complexity and quantity determining how quickly the stuff can be made(producing hydrogen gas or pure oxygen is relatively easy from available air....making cryogenic liquid gases rather more difficult....and producing complex chemicals like an aspirin or LSD on the spot might not be possible without extra ingredients and more time. Perhaps a modular reconfigurable design to allow the CG to 'plug and distill'. Such a rig would make your (un) friendly neighborhood 'portable' meth lab look like a fixed location refinery in comparison.
But that carries its own dangers. Carrying what amounts to a mini-chemical plant wrapped around oneself isn't always a good idea, as a bad accident(or enemy action) and you're suddenly leaking acidic reagents all over yourself, or you've gone Union Carbide in a crowded space...or you just explode...so armoring might be a good idea, or self-sealing plumbing, or a quick-release catch.

Nanotechnology might be a useful way to go with this rig.

Hmmm...Gotta give it some more thought....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri Dec 07, 2012 3:53 am
  

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Explorer

Joined: Sat Jan 29, 2005 10:43 pm
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New Trick Arrows:
Sealed System Bypass Arrow-
Arrowhead is a cylinder 6 inches long and 4 inches in diameter, imposing a small penalty to hit for those who have never fired one before (-2 to hit with this arrow for the first 5 times the character uses the shell) and reducing range by 10% due to added weight. The end of the arrow has three concentric rings- the outer is a powerful magnet that attaches to ferrous objects and requires a Superhuman PS of 35 or higher (or PS 25 Supernatural) to remove, the middle ring exudes a super-adhesive for the same effect on non-ferrous surfaces, and the inner ring is a Laser-honed Adamantine blade that spins outwards into whatever surface that it is stuck to, creating a 3 inche diameter hole through upto 5 inches of material (specifically robot/vehicle armor, or thin walls). Once the surface has been breached, a gas payload can then be deployed- usually a knockout gas or tear gas/irritant that covers upto a 25 ft radius within the breached object. radiating out from the point of breach.

This arrow was designed by the Hardware:Weapons hero called Avro as a non-lethal way of quickly stopping targets within power armor, robots, or armored vehicles but he also has found uses for it in defusing hostage situations in buildings with thin outer walls/windows. Unfortunately, a rival Weapons Master named KillShot modified the design slightly, and now uses a variant on this design to act as a lethal chemical payload dispersal system as well.

Weight:1lb. in addition to weight of the arrow shaft. Cost: $15,000.00 (the Adamantine blade, supermagnet, and adhesive are not cheap) to make- if one were sold, it would likely be for twice this amount. The arrowhead is made of sturdy materials (takes 250 SDC damage to destroy) and while the chemical payload would need to be refilled, the arrowhead can be reused over and over, even if it needs to be attached to a new arrow shaft.


UV Paint Arrow-
This arrowhead shatters upon impact, covering the target in what seems to be mild adhesive (-1 to all combat bonuses, -5% to all skills requiring manual dexterity, and -5 to Spd attribute [or 10mph from Speed powers] until the chemical dries in 2d4 melee rounds. However, the true purpose of this chemical is that it is a UV light sensitive paint that makes anyone covered with it stand out like a beacon to people with UV Vision or UV Optics, even in complete darkness! This provides the attacker equipped with UV Vision or UV Optics with the ability to make normal aimed shots against the target at night with full to strike bonuses, as the target is made visible for attack. The Paint will flake off after 8 hours or can be removed within 1d4 melee rounds if doused with even a mild solvent.

Designed by a the Hardware:Weapons hero known as Shellshock, originally as a modified shotgun round, but he then adapted it for his crimefighting accomplice GreyHood, a bow-wielding Ancient Weapons Master. They found it was a great way to 'tag' gang members at night, who they would then let 'escape' so that the gang member could lead them back to their base of operations without realizing they were being followed.

Cost: $10.00 per arrowhead to buy, $2.00 for the materials per arrowhead to make.

CopperStorm Arrow-
Also designed by the Weapons Expert Avro to increase the effectiveness of his teammate Captain Zap (not the brightest of bulbs in the christmas tree) and his electrical powers, which the Captain has had some troubles with in the past due to collateral damage due to missed shots. This arrow was designed to help alleviate this problem. Avro will fire off one of these arrows at a target and the arrow explodes just before impact, causing the target to be encased in copper powder. This does 1d6 damage at time of impact, blinds anyone not wearing eye protection for 1 melee round, and also provides those with electrical powers with a +3 to hit the target for the next 2d4 melees until the powder completely falls off. The first electrical strike also does an additional +10 damage to target due to the conductive nature of the copper covering them. Enough copper is displaced with this first shot that further attacks get no such damage bonus.

Cost:$10.00 per arrowhead to purchase or $4.00 for the materials to build.


Last edited by fbdaury on Sun Dec 09, 2012 2:10 pm, edited 1 time in total.

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Unread postPosted: Sun Dec 09, 2012 1:31 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
fbdaury wrote:
New Trick Arrows:
Sealed System Bypass Arrow-
Arrowhead is a cylinder 6 inches long and 4 inches in diameter, imposing a small penalty to hit for those who have never fired one before (-2 to hit with this arrow for the first 5 times the character uses the shell) and reducing range by 10% due to added weight. The end of the arrow has three concentric rings- the outer is a powerful magnet that attaches to ferrous objects and requires a Superhuman PS of 35 or higher (or PS 25 Supernatural) to remove, the middle ring exudes a super-adhesive for the same effect on non-ferrous surfaces, and the inner ring is a Laser-honed Adamantine blade that spins outwards into whatever surface that it is stuck to, creating a 3 inche diameter hole through upto 5 inches of material (specifically robot/vehicle armor, or thin walls). Once the surface has been breached, a gas payload can then be deployed- usually a knockout gas or tear gas/irritant that covers upto a 25 ft radius within the breached object. radiating out from the point of breach.

This arrow was designed by the Hardware:Weapons hero called Avro as a non-lethal way of quickly stopping targets within power armor, robots, or armored vehicles but he also has found uses for it in defusing hostage situations in buildings with thin outer walls/windows. Unfortunately, a rival Weapons Master named KillShot modified the design slightly, and now uses a variant on this design to act as a lethal chemical payload dispersal system as well.

Weight:1lb. in addition to weight of the arrow shaft. Cost: $15,000.00 (the Adamantine blade, supermagnet, and adhesive are not cheap) to make- if one were sold, it would likely be for twice this amount. The arrowhead is made of sturdy materials (takes 250 SDC damage to destroy) and while the chemical payload would need to be refilled, the arrowhead can be reused over and over, even if it needs to be attached to a new arrow shaft.
I like this one.


Quote:
UV Paint Arrow-
This arrowhead shatters upon impact, covering the target in what seems to be mild adhesive (-1 to all combat bonuses, -5% to all skills requiring manual dexterity, and -5 to Spd attribute [or 10mph from Speed powers] until the chemical dries in 2d4 melee rounds. However, the true purpose of this chemical is that it is a UV light sensitive paint that makes anyone covered with it stand out like a beacon to anyone with UV Vision or Optics, even in complete darkness! This provides the attacker so equipped with a +2 bonus to strike the target as they are made highly visible for attack (especially at night, when the target will not expect to be so easily targeted). The Paint will flake off after 8 hours or can be removed within 1d4 melee rounds if doused with even a mild solvent.

Designed by a the Hardware:Weapons hero known as Shellshock, originally as a modified shotgun round, but he then adapted it for his crimefighting accomplice GreyHood, a bow-wielding Ancient Weapons Master. They found it was a great way to 'tag' gang members at night, who they would then let 'escape' so that the gang member could lead them back to their base of operations without realizing they were being followed.

Cost: $10.00 per arrowhead to buy, $2.00 for the materials per arrowhead to make.
I think that the +2 strike, should be more of a reducer of penalties when fighting a "marked target" at night/in the dark when the attacker has an appropriate system to see the marked ink. In other words, if I Greyhood marks a target with the paint, Greyhood can follow the mark while he [Greyhood] is wearing his UV goggles. However, for whatever reason Greyhood loses his goggles. Now he cant see the ink and therefor can not properly target the marked individual.

Quote:
CopperStorm Arrow-
Also designed by the Weapons Expert Avro to increase the effectiveness of his teammate Captain Zap (not the brightest of bulbs in the christmas tree) and his electrical powers, which the Captain has had some troubles with in the past due to collateral damage due to missed shots. This arrow was designed to help alleviate this problem. Avro will fire off one of these arrows at a target and the arrow explodes just before impact, causing the target to be encased in copper powder. This does 1d6 damage at time of impact, blinds anyone not wearing eye protection for 1 melee round, and also provides those with electrical powers with a +3 to hit the target for the next 2d4 minutes until the powder completely falls off. The first electrical strike also does an additional +10 damage to target due to the conductive nature of the copper covering them. Enough copper is displaced with this first shot that further attacks get no such damage bonus.

Cost:$10.00 per arrowhead to purchase or $4.00 for the materials to build.
I would change the 2D4 minutes to 2D4 melees.

All in all, I like your additions and thank you for them.

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Sun Dec 09, 2012 2:12 pm
  

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Joined: Sat Jan 29, 2005 10:43 pm
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Mr. Deific NMI wrote:
fbdaury wrote:
New Trick Arrows:
Sealed System Bypass Arrow-
Arrowhead is a cylinder 6 inches long and 4 inches in diameter, imposing a small penalty to hit for those who have never fired one before (-2 to hit with this arrow for the first 5 times the character uses the shell) and reducing range by 10% due to added weight. The end of the arrow has three concentric rings- the outer is a powerful magnet that attaches to ferrous objects and requires a Superhuman PS of 35 or higher (or PS 25 Supernatural) to remove, the middle ring exudes a super-adhesive for the same effect on non-ferrous surfaces, and the inner ring is a Laser-honed Adamantine blade that spins outwards into whatever surface that it is stuck to, creating a 3 inche diameter hole through upto 5 inches of material (specifically robot/vehicle armor, or thin walls). Once the surface has been breached, a gas payload can then be deployed- usually a knockout gas or tear gas/irritant that covers upto a 25 ft radius within the breached object. radiating out from the point of breach.

This arrow was designed by the Hardware:Weapons hero called Avro as a non-lethal way of quickly stopping targets within power armor, robots, or armored vehicles but he also has found uses for it in defusing hostage situations in buildings with thin outer walls/windows. Unfortunately, a rival Weapons Master named KillShot modified the design slightly, and now uses a variant on this design to act as a lethal chemical payload dispersal system as well.

Weight:1lb. in addition to weight of the arrow shaft. Cost: $15,000.00 (the Adamantine blade, supermagnet, and adhesive are not cheap) to make- if one were sold, it would likely be for twice this amount. The arrowhead is made of sturdy materials (takes 250 SDC damage to destroy) and while the chemical payload would need to be refilled, the arrowhead can be reused over and over, even if it needs to be attached to a new arrow shaft.
I like this one.


Quote:
UV Paint Arrow-
This arrowhead shatters upon impact, covering the target in what seems to be mild adhesive (-1 to all combat bonuses, -5% to all skills requiring manual dexterity, and -5 to Spd attribute [or 10mph from Speed powers] until the chemical dries in 2d4 melee rounds. However, the true purpose of this chemical is that it is a UV light sensitive paint that makes anyone covered with it stand out like a beacon to anyone with UV Vision or Optics, even in complete darkness! This provides the attacker so equipped with a +2 bonus to strike the target as they are made highly visible for attack (especially at night, when the target will not expect to be so easily targeted). The Paint will flake off after 8 hours or can be removed within 1d4 melee rounds if doused with even a mild solvent.

Designed by a the Hardware:Weapons hero known as Shellshock, originally as a modified shotgun round, but he then adapted it for his crimefighting accomplice GreyHood, a bow-wielding Ancient Weapons Master. They found it was a great way to 'tag' gang members at night, who they would then let 'escape' so that the gang member could lead them back to their base of operations without realizing they were being followed.

Cost: $10.00 per arrowhead to buy, $2.00 for the materials per arrowhead to make.
I think that the +2 strike, should be more of a reducer of penalties when fighting a "marked target" at night/in the dark when the attacker has an appropriate system to see the marked ink. In other words, if I Greyhood marks a target with the paint, Greyhood can follow the mark while he [Greyhood] is wearing his UV goggles. However, for whatever reason Greyhood loses his goggles. Now he cant see the ink and therefor can not properly target the marked individual.

Quote:
CopperStorm Arrow-
Also designed by the Weapons Expert Avro to increase the effectiveness of his teammate Captain Zap (not the brightest of bulbs in the christmas tree) and his electrical powers, which the Captain has had some troubles with in the past due to collateral damage due to missed shots. This arrow was designed to help alleviate this problem. Avro will fire off one of these arrows at a target and the arrow explodes just before impact, causing the target to be encased in copper powder. This does 1d6 damage at time of impact, blinds anyone not wearing eye protection for 1 melee round, and also provides those with electrical powers with a +3 to hit the target for the next 2d4 minutes until the powder completely falls off. The first electrical strike also does an additional +10 damage to target due to the conductive nature of the copper covering them. Enough copper is displaced with this first shot that further attacks get no such damage bonus.

Cost:$10.00 per arrowhead to purchase or $4.00 for the materials to build.
I would change the 2D4 minutes to 2D4 melees.

All in all, I like your additions and thank you for them.


Thanks for the feedback- made the suggested change to the duration on the Copperstorm and modified the mechanics for the UV Paint Arrow, let me know if it is better this way.


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Unread postPosted: Sun Dec 09, 2012 2:32 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7695
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Looks good

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"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Sun Dec 09, 2012 4:14 pm
  

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Stun Disks- These thrown weapons have a depleted uranium slug within a hollow circular track along the inside of the disk-much like a weight placed into a corked baseball. This weight spins inside the track as the disk flies towards its target and at the moment that the target is struck, this weight is always on the point of impact. Because of this, a user skilled in the use of thrown weapons is able to throw these disks to do 2d6 damage +PS bonus, and on a natural roll of 19-20 the target is stunned for 1d6 melee rounds, like the Automatic KO from Boxing. The normal range for these thrown weapons is 50ft. and they weigh 1lb. each.
Cost: $100.00 each to buy or $50.00 to get the materials to build them (will also need to have a contact that can get their hands on the DU for the inner weight).


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Unread postPosted: Sun Dec 09, 2012 4:42 pm
  

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Rocket Punch Gloves-
The product of the demented inventor and villain known as Professor Maniacal, these devices are fairly simple in concept and quite dangerous to the average user as well as the victim of them. Each glove is a Reinforced titanium frame that covers the forearm and hand like a combination gauntlet and bracer. Along the outside of the forearm are mounted three tubes that house one-shot explosive charges. When these gloves are activated and used to strike a target, the target takes 1d6x10 damage and is knocked back 1d6 ft. if they weight 250lbs. or less. However, any unprotected wearer (must have a Natural AR of 13 or higher or a power like Invulnerbility) that uses these insane creations also takes half the amount of damage that the target took! After the three explosive charges are spent, these gloves will need to be reloaded by a Hardware:Weapons or Analytical Genius inventor.

Weight:3lbs. each unloaded or 4lbs. fully loaded. Cost:If you can find someone insane enough to make them, they would cost $5000.00 each (first purchase would include 3 pre-loaded charges) plus $1000.00 per reload for the combination of the materials for the replacement charges and the labor of the re-loader. Making them is much cheaper- the materials would cost $500.00 per glove to construct the frame and the materials to produce the charges would cost $500.00 per 20 charges.


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Unread postPosted: Mon Dec 10, 2012 4:37 pm
  

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fbdaury wrote:
Rocket Punch Gloves-
The product of the demented inventor and villain known as Professor Maniacal, these devices are fairly simple in concept and quite dangerous to the average user as well as the victim of them. Each glove is a Reinforced titanium frame that covers the forearm and hand like a combination gauntlet and bracer. Along the outside of the forearm are mounted three tubes that house one-shot explosive charges. When these gloves are activated and used to strike a target, the target takes 1d6x10 damage and is knocked back 1d6 ft. if they weight 250lbs. or less. However, any unprotected wearer (must have a Natural AR of 13 or higher or a power like Invulnerbility) that uses these insane creations also takes half the amount of damage that the target took! After the three explosive charges are spent, these gloves will need to be reloaded by a Hardware:Weapons or Analytical Genius inventor.

Weight:3lbs. each unloaded or 4lbs. fully loaded. Cost:If you can find someone insane enough to make them, they would cost $5000.00 each (first purchase would include 3 pre-loaded charges) plus $1000.00 per reload for the combination of the materials for the replacement charges and the labor of the re-loader. Making them is much cheaper- the materials would cost $500.00 per glove to construct the frame and the materials to produce the charges would cost $500.00 per 20 charges.
They seem a bit expensive and problematic to have to get the inventor to reload, as well as the obvious problem of the user taking damage. Other than that, they are pretty cool.

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Unread postPosted: Mon Dec 10, 2012 5:01 pm
  

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Stone Gargoyle wrote:
fbdaury wrote:
Rocket Punch Gloves-
The product of the demented inventor and villain known as Professor Maniacal, these devices are fairly simple in concept and quite dangerous to the average user as well as the victim of them. Each glove is a Reinforced titanium frame that covers the forearm and hand like a combination gauntlet and bracer. Along the outside of the forearm are mounted three tubes that house one-shot explosive charges. When these gloves are activated and used to strike a target, the target takes 1d6x10 damage and is knocked back 1d6 ft. if they weight 250lbs. or less. However, any unprotected wearer (must have a Natural AR of 13 or higher or a power like Invulnerbility) that uses these insane creations also takes half the amount of damage that the target took! After the three explosive charges are spent, these gloves will need to be reloaded by a Hardware:Weapons or Analytical Genius inventor.

Weight:3lbs. each unloaded or 4lbs. fully loaded. Cost:If you can find someone insane enough to make them, they would cost $5000.00 each (first purchase would include 3 pre-loaded charges) plus $1000.00 per reload for the combination of the materials for the replacement charges and the labor of the re-loader. Making them is much cheaper- the materials would cost $500.00 per glove to construct the frame and the materials to produce the charges would cost $500.00 per 20 charges.
They seem a bit expensive and problematic to have to get the inventor to reload, as well as the obvious problem of the user taking damage. Other than that, they are pretty cool.


True but that was mostly by design- Professor Maniacal was insane and either outfitted superhumanly tough henchmen or normal henchman he had no concern for with the devices. They allow anyone to do a Supernatural PS- level punch but with steep costs, both financial and physical. Other than that, I'm glad that you like them.


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Unread postPosted: Mon Dec 17, 2012 12:08 am
  

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Practicality and economy go out the window where Mad SCIENCE is concerned. Thousand dollar mousetraps are the norm for the eccentric scientist. Good job, fbdaury.

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Unread postPosted: Mon Dec 17, 2012 8:51 pm
  

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taalismn wrote:
Practicality and economy go out the window where Mad SCIENCE is concerned. Thousand dollar mousetraps are the norm for the eccentric scientist. Good job, fbdaury.


Thanks :)


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Mo.Gu.L. Tracking System
Motion Guided Laser Tracking System

This sensor system takes the capabilities of a motion detection system and mates it with a laser designator and distancing system. When the MoGuL detects movement, the laser targeting system kicks and “paints” the target while also determining targets distance, speed and direction of movement. Tactical data can be displayed via several options; laptop / mobile screen, PDA, helmet mounted Heads-Up Display unit, or even a cyborgs HUD display in their eye.

Range: Motion Sensor: 500’, Laser Targeting / Range Finder: 1,000’
Bonus: +2 strike on aimed shots, + 1 strike with short bursts. If the user of the MoGuL is stationary, there are no penalties when firing at a moving target.

Suggestions for use:
* Combine with a Sentry Gun, it can then scan the area around it.
* Used to automate a robot or vehicle mounted weapon system.

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Unread postPosted: Thu Jan 03, 2013 10:26 pm
  

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Power Fist

This item was designed to give melee fighters an edge in combat. Power Fists are typically installed on cyborgs and robots, though the villainous engineers of Fabricators Inc. have developed a version that is can be worn as a heavy glove or gauntlet.

A series of emitters around the glove generate a magnetic field around the fist that contains a low level particle charge. This particle charge can be released in one of two ways. The first is upon impact with a solid target. The second is when the user releases the magnetic charge at which point the particle charge explodes outward and hits it target at range.

Range: Touch or 300’ [90 meters]
Damage: 5D6; either as a charged punch or ranged attack
Rate of Fire: Each use of the Power Fist counts as 1 attack whether as melee attack or ranged.
Energy Capacity: varies; If tied to a cyborgs or robots power source, the payload is unlimited. If used as a Power Glove [as Fabricator Inc calls it], 1 energy cell will keep the Power Glove operating for 1 hour. Each ranged attack will take up 1 minute from the energy cell.

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Unread postPosted: Fri Jan 04, 2013 2:40 pm
  

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Mr. Deific NMI wrote:
Power Fist

This item was designed to give melee fighters an edge in combat. Power Fists are typically installed on cyborgs and robots, though the villainous engineers of Fabricators Inc. have developed a version that is can be worn as a heavy glove or gauntlet.

A series of emitters around the glove generate a magnetic field around the fist that contains a low level particle charge. This particle charge can be released in one of two ways. The first is upon impact with a solid target. The second is when the user releases the magnetic charge at which point the particle charge explodes outward and hits it target at range.

Range: Touch or 300’ [90 meters]
Damage: 5D6; either as a charged punch or ranged attack
Rate of Fire: Each use of the Power Fist counts as 1 attack whether as melee attack or ranged.
Energy Capacity: varies; If tied to a cyborgs or robots power source, the payload is unlimited. If used as a Power Glove [as Fabricator Inc calls it], 1 energy cell will keep the Power Glove operating for 1 hour. Each ranged attack will take up 1 minute from the energy cell.
Cool. I hope you are adding these to the Black Vault Wiki. :D

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Unread postPosted: Tue Jan 08, 2013 5:30 pm
  

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Cyber-Disguise Type AC-3:

This is a simple device that is designed to do one thing; alter ones palm & finger prints. How it accomplishes this task is done in one of two ways. The first, a pre-programmed palm and finger print profile can be loaded into the cybernetic hand at any time. When the user needs to alter their print to match what is stored, they simply activate the profile. It then takes 1D4 minutes for the user’s prints to transform and match the new profile. If acquired, the bio-electric impulse of the targets hand can also be uploaded into the disguise unit. The second method is similar to the first, except sensors imbedded within the device can scan record and upload a targets prints and bio-electric signature. The targets palm and finger prints can be scanned simply by shaking the targets hand at which time the bio-electric signature is also captured. For an added cost, the sensors in the cyber device can record prints from a distance allowing the wearer of the AC-3 to remain at a distance from their target. Possible uses of the ranged version are; scanning the prints of the target from a door they have touched, a drink they carelessly left unattended at the bar and more.

Cost: The basic model costs 70,000 credits/dollars. Imbedded sensors version cost is 100,000 credits/dollars while the advanced version with ranged sensors costs 165,000 credits/dollars. Only available by freelance Cyber-Docs and the Black Market. Specific print profiles can be purchased at a cost. This cost varies depending on the target to which the prints belong to. Some prints might be nigh impossible to acquire.

Restrictions: Each hand can store up to 2 print profiles at a time. A print profile must be stored in each hand for them both to match the same profile. By default, the devices own prints are “blank”. In places like Rifts© Earth, these devices are considered illegal by most governments including the Coalition States. Possession of the Cyber-Disguise AC-3 is punishable by fine, imprisonment and even death.

Bonuses: +20% to disguise skill when used to impersonate someone’s palm / finger prints.

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Unread postPosted: Tue Jan 08, 2013 5:59 pm
  

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Mr. Deific NMI wrote:
Cyber-Disguise Type AC-3:

This is a simple device that is designed to do one thing; alter ones palm & finger prints. How it accomplishes this task is done in one of two ways. The first, a pre-programmed palm and finger print profile can be loaded into the cybernetic hand at any time. When the user needs to alter their print to match what is stored, they simply activate the profile. It then takes 1D4 minutes for the user’s prints to transform and match the new profile. If acquired, the bio-electric impulse of the targets hand can also be uploaded into the disguise unit. The second method is similar to the first, except sensors imbedded within the device can scan record and upload a targets prints and bio-electric signature. The targets palm and finger prints can be scanned simply by shaking the targets hand at which time the bio-electric signature is also captured. For an added cost, the sensors in the cyber device can record prints from a distance allowing the wearer of the AC-3 to remain at a distance from their target. Possible uses of the ranged version are; scanning the prints of the target from a door they have touched, a drink they carelessly left unattended at the bar and more.

Cost: The basic model costs 70,000 credits/dollars. Imbedded sensors version cost is 100,000 credits/dollars while the advanced version with ranged sensors costs 165,000 credits/dollars. Only available by freelance Cyber-Docs and the Black Market. Specific print profiles can be purchased at a cost. This cost varies depending on the target to which the prints belong to. Some prints might be nigh impossible to acquire.

Restrictions: Each hand can store up to 2 print profiles at a time. A print profile must be stored in each hand for them both to match the same profile. By default, the devices own prints are “blank”. In places like Rifts© Earth, these devices are considered illegal by most governments including the Coalition States. Possession of the Cyber-Disguise AC-3 is punishable by fine, imprisonment and even death.

Bonuses: +20% to disguise skill when used to impersonate someone’s palm / finger prints.
Kind of expensive. I'll wait until someone comes up with a cheaper bootleg model. :bandit:

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Unread postPosted: Tue Jan 08, 2013 6:19 pm
  

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Stone Gargoyle wrote:
Kind of expensive. I'll wait until someone comes up with a cheaper bootleg model. :bandit:

I was going off of the prices for the AA-1 and AA-2 Cyber Disguise units in Rifts: Bionics Sourcebook

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Unread postPosted: Tue Jan 08, 2013 6:38 pm
  

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Mr. Deific NMI wrote:
Stone Gargoyle wrote:
Kind of expensive. I'll wait until someone comes up with a cheaper bootleg model. :bandit:

I was going off of the prices for the AA-1 and AA-2 Cyber Disguise units in Rifts: Bionics Sourcebook
Most of the people who need this kind of tech won't be able to afford it, though. You will have one guy that owns one, charging people to change their fingerprints for them.

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Unread postPosted: Tue Jan 08, 2013 7:52 pm
  

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1st. Define "most of the people who need this kind of tech"? I designed this with Hi-Tech thieves, espionage agents, assassins in mind.
2nd. Compared to the prices of the AA-1 and AB-2, this pricing is right in line. You are more then welcome to change the prices in your game to suit your game worlds economy.

As nothing similar exists in HU, I based the price/credit value on Rifts items...

A "sensor hand" [RUE, pg 51] 33,000 and that is just a sensor hand
Cyber-Disguise Type AA-1: 450,000 credits
skin tone, change size/shape of face, eye color, hair length, style,color, larynx manipulator

Cyber-Disguise Type AB-2: 85,000 credits
lesser version of the above - does just face [no eyes or larynx]

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Unread postPosted: Tue Jan 08, 2013 8:08 pm
  

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Mr. Deific NMI wrote:
1st. Define "most of the people who need this kind of tech"? I designed this with Hi-Tech thieves, espionage agents, assassins in mind.
2nd. Compared to the prices of the AA-1 and AB-2, this pricing is right in line. You are more then welcome to change the prices in your game to suit your game worlds economy.

As nothing similar exists in HU, I based the price/credit value on Rifts items...

A "sensor hand" [RUE, pg 51] 33,000 and that is just a sensor hand
Cyber-Disguise Type AA-1: 450,000 credits
skin tone, change size/shape of face, eye color, hair length, style,color, larynx manipulator

Cyber-Disguise Type AB-2: 85,000 credits
lesser version of the above - does just face [no eyes or larynx]
The basic model is in a comparable range. The advanced version with ranged sensors is the really expensive bit. But I just cannot see someone being paid an average of 10,000 credits per kill wanting to spend that kind of money on a fingerprint machine. Maybe someone severely bent on revenge and wanting to frame someone, but most people in that frame of mind still are not going to have that kind of money unless they are heavy into organized crime already. Espionage agents could have need of it, I suppose, but a nation is going to go further into debt paying for that kind of equipment for its agents.

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Unread postPosted: Tue Jan 08, 2013 8:33 pm
  

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Then provide prices you think would be appropriate.

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Unread postPosted: Wed Jan 09, 2013 1:26 pm
  

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Quote:
Cost: The basic model costs 60,000 credits/dollars. Imbedded sensors version cost is 80,000 credits/dollars while the advanced version with ranged sensors costs 100,000 credits/dollars. Only available by freelance Cyber-Docs and the Black Market. Specific print profiles can be purchased at a cost. This cost varies depending on the target to which the prints belong to. Some prints might be nigh impossible to acquire.
I can't see paying beyond 100,000 for something that only does fingerprints, even with ranged sensors. At most I would pay 120,000, and I can see the market price fluctuating up or down by 20% anyways on the Black Market.

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Unread postPosted: Sun Jan 13, 2013 5:06 pm
  

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Be a bummer if you invested in all those cyberdisguises just to discover that the security system you're trying to penetrate is even MORE biometrically demanding and invasive(one high security system in the manga version of 'Appleseed' apparently goes so far as to show one of the government agents trying to gain access being in their underwear locked in a medical chair and whining about the system 'sticking an endoscope in my---' :shock: . before getting cutoff...leaving the reader to guess how thorough the system is. At that point, nothing short of an Auto-G's going to get past that sort of security).

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Unread postPosted: Sun Jan 13, 2013 6:17 pm
  

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I was reading the rifts bionics book along with the bionics section in HU2, which sparked a couple ideas

“Cyber-Doc” Advanced Bio-Monitor:
The Cyber-Doc is an advanced version of the ‘Medical Survey Unit’ (MSU) that is used by PA/Robot pilots to monitor the health of the cyborg and administer medications/drugs in case of injury or other health risks. This unit does everything the MSU does (though it doesn’t have the O2 system), plus a defibrillator unit.
Cost: $650,000 (the high cost is due to the experimental nature of the device)
Game Notes: The unit has a medical skill equal 65%, and the defibrillator gives +12% save vs. Coma/Death


“Rhino-Skin” Skin Weave/Dermal Reinforcement:
Still very experimental, this process uses nano-bots to weave a combination of Kevlar and Titanium threads under the surface of the skin, which makes the skin semi bulletproof; most recipients get most of their body reinforced aside from their hands since the weave reduces tactile sensitivity.
Cost: $250,000 for the torso, $85,000 per limb, and $100,000 for the head.
Special Bonus: A.R. 12
Game Notes: No penalty unless the weave is used on the hands, then reduce skills that require manual dexterity or touch by -6%

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Last edited by Snake Eyes on Tue Jan 15, 2013 11:56 pm, edited 1 time in total.

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Unread postPosted: Tue Jan 15, 2013 9:06 pm
  

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Snake Eyes wrote:
I“Rhino-Skin” Skin Weave/Dermal Reinforcement:
Still very experimental, this process uses nano-bots to weave a combination of Kevlar and Titanium threads under the surface of the skin, which makes the skin semi bulletproof; most recipients get most of their body reinforced aside from their hands since the weave reduces tactile sensitivity.
Cost: $250,000 for the torso, $85,000 per limb, and $100,000 for the head.
Game Notes: No penalty unless the weave is used on the hands, then reduce skills that require manual dexterity or touch by -6%, A.R. 12



Just a style nit: I'd put the actual A.R. bonus for the Rhino-Skin as a 'Bonus: ' heading after the cost, and before the note, rather than tag it on the end, just for clarity.

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Unread postPosted: Tue Jan 15, 2013 11:57 pm
  

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Fixed

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Unread postPosted: Fri Jan 18, 2013 9:55 pm
  

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I have not come up with pricing for this yet. Though I do have in mind that it will be no less then 150% of what it costs to get a +1 to Physical Prowess. +1 P.P. costs 10k per point. The R.E.P. I am thinking would be about $15k per level. Cost for all 6 levels: $75k

With the bonuses, this package is about on equal level with the minor power "Lightning Reflexes". Mind you, that Lightning Reflexes costs a Eugenics PC $1.5 million!

Reflex Enhancement Package

This unique cybernetic package is a replacement of the users nervous system. By replacing the nervous system, nerve bundles and the implant of a control chip at the base of the brain, the users reflexes are enhanced 10 fold.

The R.E.P. has six levels of enhancement. Each level allows the user to enhance one of several areas.

For each level of enhancement purchased [max 6], the user gains +1 to add to any of the following: # of attacks, initiative, strike, parry, dodge. No more then 2 levels can be applied to the same area [ie: no more then a +2 can be added to initiative, no more then 2 attacks per melee can be gained, etc..]. If 2 points are added to dodge, the user can elect to keep the +2 to as a dodge bonus or convert the +2 to a +1 auto-dodge.

In addition, every level of enhancement gains the user a +1D6 to Speed.

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Unread postPosted: Fri Jan 18, 2013 11:14 pm
  

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Nice work....

Here's a thought on the price, if the Eugenics version of lightning reflexes 1.5 million, and the R.E.P. is based on that, then the cyber version should cost near or half that price

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Unread postPosted: Sat Jan 19, 2013 3:21 pm
  

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Mr. Deific NMI wrote:
I have not come up with pricing for this yet. Though I do have in mind that it will be no less then 150% of what it costs to get a +1 to Physical Prowess. +1 P.P. costs 10k per point. The R.E.P. I am thinking would be about $15k per level. Cost for all 6 levels: $75k

With the bonuses, this package is about on equal level with the minor power "Lightning Reflexes". Mind you, that Lightning Reflexes costs a Eugenics PC $1.5 million!

Reflex Enhancement Package

This unique cybernetic package is a replacement of the users nervous system. By replacing the nervous system, nerve bundles and the implant of a control chip at the base of the brain, the users reflexes are enhanced 10 fold.

The R.E.P. has six levels of enhancement. Each level allows the user to enhance one of several areas.

For each level of enhancement purchased [max 6], the user gains +1 to add to any of the following: # of attacks, initiative, strike, parry, dodge. No more then 2 levels can be applied to the same area [ie: no more then a +2 can be added to initiative, no more then 2 attacks per melee can be gained, etc..]. If 2 points are added to dodge, the user can elect to keep the +2 to as a dodge bonus or convert the +2 to a +1 auto-dodge.

In addition, every level of enhancement gains the user a +1D6 to Speed.

Better and cheaper than the Eugenics equivalent... Cool.

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Unread postPosted: Sat Jan 19, 2013 6:25 pm
  

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Stone Gargoyle wrote:
Mr. Deific NMI wrote:
I have not come up with pricing for this yet. Though I do have in mind that it will be no less then 150% of what it costs to get a +1 to Physical Prowess. +1 P.P. costs 10k per point. The R.E.P. I am thinking would be about $15k per level. Cost for all 6 levels: $75k

With the bonuses, this package is about on equal level with the minor power "Lightning Reflexes". Mind you, that Lightning Reflexes costs a Eugenics PC $1.5 million!

Reflex Enhancement Package

This unique cybernetic package is a replacement of the users nervous system. By replacing the nervous system, nerve bundles and the implant of a control chip at the base of the brain, the users reflexes are enhanced 10 fold.

The R.E.P. has six levels of enhancement. Each level allows the user to enhance one of several areas.

For each level of enhancement purchased [max 6], the user gains +1 to add to any of the following: # of attacks, initiative, strike, parry, dodge. No more then 2 levels can be applied to the same area [ie: no more then a +2 can be added to initiative, no more then 2 attacks per melee can be gained, etc..]. If 2 points are added to dodge, the user can elect to keep the +2 to as a dodge bonus or convert the +2 to a +1 auto-dodge.

In addition, every level of enhancement gains the user a +1D6 to Speed.

Better and cheaper than the Eugenics equivalent... Cool.


Though I am probably going to up the price to $75k per level.

Think about it, "Lightning Reflexes" for Eugenics costs $1.5 million.
P.P. costs $10k per +1 to P.P. and for an even spread, you need to buy it 6 times - once for each arm, once for hand and once for each leg. That's $60k per full +1.
I am thinking that $75k per level of R.E.P. is fair.

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Unread postPosted: Mon Jan 21, 2013 6:41 pm
  

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Magic Negation v1.0.
A small disk that when activated provides a small amount of protection against magic. It disrupts the energies of magic and causes the spell to dissipate with no effect. Effectively a EMP field against magic. The portable device projects a 10' radios of protection. The power cell on the basic model lasts for 1 hour of continuous use, but heats up so it needs to be turned of after 10 minutes of use.
Cool down time of 30 minutes.


Research time 6 months- 1 year; construction 6 months; cost 500,000
Required either the knowledge of how magic works via the skill, or working with a caster. Psionic version available as well.


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Unread postPosted: Mon Jan 21, 2013 7:10 pm
  

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Negate magi Gun

Range 300'
Disrupts the very flow of mystic/psionic energy of target for 1d6 meeles.
May dodge. Auto dodge, and auto parry dose not apply.

Research time 1 year/research cost 1,000,000
construct time 6 months
Cost to construct 100,000
Payload 6 shots


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Unread postPosted: Fri Feb 01, 2013 5:25 am
  

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Posts: 49
Mine might not all be tech but just some stuff that can help.
CS smoke grenade cut this open take out the CS grind it up and if being chased by dogs in a dry area sprinkle this on the ground will effect the dogs sense of smell. Up to the GM to decide how long.
Marbles why not in a building with slick floors a bag full of these could really slow down someone chasing you.
Bugs put a mirco burst transmitter on your bugs will be harder to find that way if the person sweeps for them.
Pressure sensitive floor great way to keep people out of some where have it set for your weight or your walking pattern and always make sure your the first in the hallway that it's used in most people will not even think about it.
Breath locks this lock matches your DNA that is put off when you breath to lock or unlock a room. Can fool a lot of locks but this is a hard one.
Bolo shot gun rounds know these are real but game wise think of the damage they would do to someone.
2 large ball barrings connected by a metal line.
Always though a micro EMP device would be fun to use clear a room of listing devices. Crash that laptop or other technical device before it can perform at task could be very useful.


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Unread postPosted: Thu Feb 07, 2013 1:43 pm
  

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After revisiting my Aliens Unlimited: Zeta Reticuli Greys thread, I am coming up with different ideas for their tech devices. Given that they communicate with each other via psionics, their robots would not have voice commands but rather might operate with a kind of psionic interface. That has me thinking of perhaps doing a psionics emulator for robots and bionics characters to allow them a limited number of psionic abilities that they would have to purchase.


Psionic Emulator: The base unit/interface with a telepathy translator costs 1.8 million credits and ONLY allows the robot or bionics character to receive and send telepathic messages. An I.S.P. battery unit must be inserted to allow the device to run off of it as a battery to power other abilities. An I.S.P. battery unit with 120 I.S.P. points costs 12,000 credits, with the I.S.P. for the battery regenerating at a rate of 12 points per hour without need for meditation, with a given battery having an average life of one year before needing replacement. Cost of the individual psionic powers is equal to the I.S.P. cost X1,000 credits (so to purchase Clairvoyance, for instance, would cost 4,000 credits). Psionic powers available for purchase include any from the three lesser psionic power categories of healing, sensitive, and physical, with the exception of Transfer I.S.P. (I.S.P. of this type is artificial and only simulates actual I.S.P. and so cannot be transferred to someone else), Mind Block (bionics characters and robots are already impervious to psionic attack), and Meditation (does not need to meditate to regain I.S.P. points). No Super Psionic Powers may be purchased. The system will only support a total of 12 psionic powers, and the psionic powers do not go up in level like they would for an ordinary psionic character; all abilities that would otherwise increase with level are locked at level 1 ability.


Update: I am thinking about adding the option of buying Super Psionic powers, but I think no more than three could be purchased for the system and they would have a cost equal to the I.S.P. cost X10,000 credits. No feedback on this so far, so not sure what you think about this.

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Unread postPosted: Sat Feb 09, 2013 2:48 pm
  

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Stone Gargoyle wrote:
After revisiting my Aliens Unlimited: Zeta Reticuli Greys thread, I am coming up with different ideas for their tech devices. Given that they communicate with each other via psionics, their robots would not have voice commands but rather might operate with a kind of psionic interface. That has me thinking of perhaps doing a psionics emulator for robots and bionics characters to allow them a limited number of psionic abilities that they would have to purchase.


Psionic Emulator: The base unit/interface with a telepathy translator costs 1.8 million credits and ONLY allows the robot or bionics character to receive and send telepathic messages. An I.S.P. battery unit must be inserted to allow the device to run off of it as a battery to power other abilities. An I.S.P. battery unit with 120 I.S.P. points costs 12,000 credits, with the I.S.P. for the battery regenerating at a rate of 12 points per hour without need for meditation, with a given battery having an average life of one year before needing replacement. Cost of the individual psionic powers is equal to the I.S.P. cost X1,000 credits (so to purchase Clairvoyance, for instance, would cost 4,000 credits). Psionic powers available for purchase include any from the three lesser psionic power categories of healing, sensitive, and physical, with the exception of Transfer I.S.P. (I.S.P. of this type is artificial and only simulates actual I.S.P. and so cannot be transferred to someone else), Mind Block (bionics characters and robots are already impervious to psionic attack), and Meditation (does not need to meditate to regain I.S.P. points). No Super Psionic Powers may be purchased. The system will only support a total of 12 psionic powers, and the psionic powers do not go up in level like they would for an ordinary psionic character; all abilities that would otherwise increase with level are locked at level 1 ability.


Update: I am thinking about adding the option of buying Super Psionic powers, but I think no more than three could be purchased for the system and they would have a cost equal to the I.S.P. cost X10,000 credits. No feedback on this so far, so not sure what you think about this.

Interesting concept and I believe it is similar in costs to what Wayne Breaux had suggested in the Atorian Empire Manuscript [oops, there is that damn book again.]
I would suggest for super psi's limiting to specific ones that can be bought. Energy and Tech related psi powers. Especially since these are being artificially created powers.

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"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
Palladium Books 2015 Robotech RPG Tactics Tournament Rules


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Unread postPosted: Sat Feb 09, 2013 3:01 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Mr. Deific NMI wrote:
Stone Gargoyle wrote:
After revisiting my Aliens Unlimited: Zeta Reticuli Greys thread, I am coming up with different ideas for their tech devices. Given that they communicate with each other via psionics, their robots would not have voice commands but rather might operate with a kind of psionic interface. That has me thinking of perhaps doing a psionics emulator for robots and bionics characters to allow them a limited number of psionic abilities that they would have to purchase.


Psionic Emulator: The base unit/interface with a telepathy translator costs 1.8 million credits and ONLY allows the robot or bionics character to receive and send telepathic messages. An I.S.P. battery unit must be inserted to allow the device to run off of it as a battery to power other abilities. An I.S.P. battery unit with 120 I.S.P. points costs 12,000 credits, with the I.S.P. for the battery regenerating at a rate of 12 points per hour without need for meditation, with a given battery having an average life of one year before needing replacement. Cost of the individual psionic powers is equal to the I.S.P. cost X1,000 credits (so to purchase Clairvoyance, for instance, would cost 4,000 credits). Psionic powers available for purchase include any from the three lesser psionic power categories of healing, sensitive, and physical, with the exception of Transfer I.S.P. (I.S.P. of this type is artificial and only simulates actual I.S.P. and so cannot be transferred to someone else), Mind Block (bionics characters and robots are already impervious to psionic attack), and Meditation (does not need to meditate to regain I.S.P. points). No Super Psionic Powers may be purchased. The system will only support a total of 12 psionic powers, and the psionic powers do not go up in level like they would for an ordinary psionic character; all abilities that would otherwise increase with level are locked at level 1 ability.


Update: I am thinking about adding the option of buying Super Psionic powers, but I think no more than three could be purchased for the system and they would have a cost equal to the I.S.P. cost X10,000 credits. No feedback on this so far, so not sure what you think about this.

Interesting concept and I believe it is similar in costs to what Wayne Breaux had suggested in the Atorian Empire Manuscript [oops, there is that damn book again.]
I would suggest for super psi's limiting to specific ones that can be bought. Energy and Tech related psi powers. Especially since these are being artificially created powers.
That is along the lines of what I was thinking. I want to make Electrokinesis available, but many of the others are not appropriate. It will take me a while to figure out which ones toy include and which ones to exclude. Your suggestions in this regard are more than welcome.

Available Super Psionics (tentative listing):
Bio-Manipulation
Bio-Regeneration (Super)
Catatonic Strike
Electrokinesis - Costs 400,000 credits to acquire
Hydrokinesis - Costs 600,000 credits to acquire
Insert Memory
Mental Illusion
Mentally Possess Others
Mind Bolt - Costs 10,000 credits per 1d6 damage capacity, to a maximum damage of 6d6. Mind Bolts of this type are artificially induced and unaffected by ley lines and nexus points.
Mind Wipe - Costs 100,000 credits to acquire and can only create memory loss for 1d4 days.
Psi-Shield
Psi-Sword
Pyrokinesis - Costs 800,000 credits to acquire
Telekinesis - Costs 200,000 credits to acquire
Telekinetic Force Field
Telemechanics

All Super Psionics are locked at level one, though selecting the same Super Psionic twice moves it to level two or even three times to move it to level three. Only three power slots are available for Super Psionics, and taking the same one more than once will count as using up multiple slots.

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http://wiki.thedeificnmi.com/index.php?title=Main_Page


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