Blood LossHealer
Mounted adjacent to any major blood vessel in the body, this device has abuilt-in biostatus monitor attuned to sense blood pressure levels, and anartificial gland which stores and releases Hemosclerex-III. When the monitor sensesfluxes in blood pressure and blood loss, it triggers the Hemosclerex-III glandto open and dispense its drug into the bloodstream.
Stops bleeding/wound. Complete rest heals an extra +5 HP
Benefit: If the usersuffers a condition that causes continual damage from blood loss, such as fromthe Wounding ability, the round after affected, the Blood Loss Healer willnegate 1 point of blood loss each turn. If the user is affected by 2 points of woundingdamage a round, the first round after being affected will only lose 1 point,and the following round will cancel the next point. If the user has completebed rest, heals an extra 5 HP.
Type: Internal
Location: Torso
Hardness/Hit Points: -/1
Base Purchase DC: 14
Restriction: None
Mindscreen Implant,Advanced (PL 8)
This chip is anadvanced version of the basic mindscreen implant.
Benefit: Therecipient gains a +4 equipment bonus on saving throws against mind-affectingattacks.
An advancedmindscreen implant does not count toward the total number of cyberneticattachments the recipient can have before taking negative levels.
Type: Internal.
Hardness/Hit Points:–/3.
Base Purchase DC:32.
Restriction:Military (+3).
Psi Power Implant,Level One (PL 8)
This brain implantmust be used with a standard psi implant. The implant loads a specific psionicpower into the recipient’s mind, granting him access to it.
Prerequisite: PsiImplant.
Benefit: Thecharacter may select one 1st level psionic power. This power may be manifestedup to two times in a 24-hour period.
There is no powerpoint cost for using this power.
A level one psipower implant counts as 1/3 of a cybernetic enhancement toward the total numberof cybernetic attachments the recipient can have before taking negative levels.
Every three selectedlevel one psi power implants counts as one enhancement for purposes of negativelevels due to cybernetic enhancements.
Type: Internal.
Hardness/Hit Points:–/2.
Base Purchase DC:38.
Restriction:Military (+3).
Special: A charactermay select this cybernetic enhancement multiple times, each time selecting anew 1st-level psionic power. A character may also opt to select a psionic
power alreadygranted by an existing psi power implant – each additional identical implantincreases the number of uses of the power in a 24-hour period by two.
Psi Power Implant,Level Two (PL 8)
Identical to thelevel one psi power implant except that the character selects one 2nd-levelpsionic power. A level two psi power implant counts toward the character’smaximum number of allowed cybernetic attachments.
Base Purchase DC:42.
Psi Power Implant,Level Three (PL 8)
Identical to thelevel one psi power implant except that the character selects one 3rd-levelpsionic power. A level three psi power implant counts toward the character’smaximum number of allowed cybernetic attachments.
Base Purchase DC:46.
HP LPSS420
The LPSS420 is alaser pistol developed by HP that not only uses a standard power pack, but canbe recharged via solar power. This weapon is being marketed for colonists,wilderness folks and those who won't have easy access to reliable power systemsto recharge power packs. The weapon itself is a reliable laser pistol, howeverslightly larger than other available pistols due to the upper casing containsseveral sliding panels that reveal the solar panels and a small built in powerpack. A small flip down bipod is mounted under the barrel to allow the pistolto be placed down and collect solar energy when not in use.
The solar panels canrecharge the small power pack first, recharging 1 charge every 2 hours ofdirect sunlight, or 1 charge every 4 hours in cloudy conditions. Once the smallpower pack is charged, the removable power pack can start to be recharged althoughat a slower rate, of 1 charge for every 3 hours of direct light, double forcloudy conditions.
HP LPSS420 (PL6Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 10 internal + 50 box
Purchase DC: 17
Notes: Recharges 1 charge for the internal battery every 2 hours of direct sunlight, double in cloudy conditions. Once internal battery is full, can rechargepower pack 1 charge every 3 hours of direct sun light, double cloudyconditions.
Folding stand to allow pistol to stand up right for charging.
Stakehammer
The Stake Hammers were created for use against vampires and demons during aninvasion of both forces. Only twelve where created due to the amount of magicalpower needed to create these weapons. Plated in silver, blessed and enchantedto deal extra damage against undead and demons, they also carry extraenchantments to break bones and weaken the strength of foes, or to puncture andrend natural defenses of such foes. The silver plating also allows the weaponto injury creatures vulnerable to silver.
Stake Hammer (Archaic Weapons Proficiency)
Damage: 1d10+2 hammer/ 2d4+2 spike +2d6 vs undead or evil outsiders(demons)
Critical: x2 hammer /18-20x4 spike
Damage Type: Bludgeoning/piercing
Size: Large
Weight: 15 lbs
Purchase DC:
Notes: Silver plated, deals damage against targets vulnerable to silver, deals+2d6 damage against undead or evil outsiders (demons). Glows red in thepresence of demons, or white when undead are within 30 feet of the StakeHammer. A target struck by the hammer must make a Fort save DC 14, failurecauses the target to suffer -2 to Strength as the hammer smashes bone andmuscle. Only creatures that are vulnerable to critical hits, except in the caseof undead, they can suffer this damage. The damage is cumulative and can behealed as normal. A target that has natural armour that is struck by the spikemust make a Fort save DC 14 or suffer -1 Defense provided from its Naturalarmour. This damage is cumulative until it reaches +0 Natural armour, afterwhich any farther strikes from the spike that the target fails the Fort savesuffers an additional 50% damage. This damage is multiplied on a critical hit.Natural armour restores at a rate of +1 per day of complete rest or magicalhealing.
Mounted adjacent to any major blood vessel in the body, this device has abuilt-in biostatus monitor attuned to sense blood pressure levels, and anartificial gland which stores and releases Hemosclerex-III. When the monitor sensesfluxes in blood pressure and blood loss, it triggers the Hemosclerex-III glandto open and dispense its drug into the bloodstream.
Stops bleeding/wound. Complete rest heals an extra +5 HP
Benefit: If the usersuffers a condition that causes continual damage from blood loss, such as fromthe Wounding ability, the round after affected, the Blood Loss Healer willnegate 1 point of blood loss each turn. If the user is affected by 2 points of woundingdamage a round, the first round after being affected will only lose 1 point,and the following round will cancel the next point. If the user has completebed rest, heals an extra 5 HP.
Type: Internal
Location: Torso
Hardness/Hit Points: -/1
Base Purchase DC: 14
Restriction: None
Mindscreen Implant,Advanced (PL 8)
This chip is anadvanced version of the basic mindscreen implant.
Benefit: Therecipient gains a +4 equipment bonus on saving throws against mind-affectingattacks.
An advancedmindscreen implant does not count toward the total number of cyberneticattachments the recipient can have before taking negative levels.
Type: Internal.
Hardness/Hit Points:–/3.
Base Purchase DC:32.
Restriction:Military (+3).
Psi Power Implant,Level One (PL 8)
This brain implantmust be used with a standard psi implant. The implant loads a specific psionicpower into the recipient’s mind, granting him access to it.
Prerequisite: PsiImplant.
Benefit: Thecharacter may select one 1st level psionic power. This power may be manifestedup to two times in a 24-hour period.
There is no powerpoint cost for using this power.
A level one psipower implant counts as 1/3 of a cybernetic enhancement toward the total numberof cybernetic attachments the recipient can have before taking negative levels.
Every three selectedlevel one psi power implants counts as one enhancement for purposes of negativelevels due to cybernetic enhancements.
Type: Internal.
Hardness/Hit Points:–/2.
Base Purchase DC:38.
Restriction:Military (+3).
Special: A charactermay select this cybernetic enhancement multiple times, each time selecting anew 1st-level psionic power. A character may also opt to select a psionic
power alreadygranted by an existing psi power implant – each additional identical implantincreases the number of uses of the power in a 24-hour period by two.
Psi Power Implant,Level Two (PL 8)
Identical to thelevel one psi power implant except that the character selects one 2nd-levelpsionic power. A level two psi power implant counts toward the character’smaximum number of allowed cybernetic attachments.
Base Purchase DC:42.
Psi Power Implant,Level Three (PL 8)
Identical to thelevel one psi power implant except that the character selects one 3rd-levelpsionic power. A level three psi power implant counts toward the character’smaximum number of allowed cybernetic attachments.
Base Purchase DC:46.
HP LPSS420
The LPSS420 is alaser pistol developed by HP that not only uses a standard power pack, but canbe recharged via solar power. This weapon is being marketed for colonists,wilderness folks and those who won't have easy access to reliable power systemsto recharge power packs. The weapon itself is a reliable laser pistol, howeverslightly larger than other available pistols due to the upper casing containsseveral sliding panels that reveal the solar panels and a small built in powerpack. A small flip down bipod is mounted under the barrel to allow the pistolto be placed down and collect solar energy when not in use.
The solar panels canrecharge the small power pack first, recharging 1 charge every 2 hours ofdirect sunlight, or 1 charge every 4 hours in cloudy conditions. Once the smallpower pack is charged, the removable power pack can start to be recharged althoughat a slower rate, of 1 charge for every 3 hours of direct light, double forcloudy conditions.
HP LPSS420 (PL6Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 10 internal + 50 box
Purchase DC: 17
Notes: Recharges 1 charge for the internal battery every 2 hours of direct sunlight, double in cloudy conditions. Once internal battery is full, can rechargepower pack 1 charge every 3 hours of direct sun light, double cloudyconditions.
Folding stand to allow pistol to stand up right for charging.
Stakehammer
The Stake Hammers were created for use against vampires and demons during aninvasion of both forces. Only twelve where created due to the amount of magicalpower needed to create these weapons. Plated in silver, blessed and enchantedto deal extra damage against undead and demons, they also carry extraenchantments to break bones and weaken the strength of foes, or to puncture andrend natural defenses of such foes. The silver plating also allows the weaponto injury creatures vulnerable to silver.
Stake Hammer (Archaic Weapons Proficiency)
Damage: 1d10+2 hammer/ 2d4+2 spike +2d6 vs undead or evil outsiders(demons)
Critical: x2 hammer /18-20x4 spike
Damage Type: Bludgeoning/piercing
Size: Large
Weight: 15 lbs
Purchase DC:
Notes: Silver plated, deals damage against targets vulnerable to silver, deals+2d6 damage against undead or evil outsiders (demons). Glows red in thepresence of demons, or white when undead are within 30 feet of the StakeHammer. A target struck by the hammer must make a Fort save DC 14, failurecauses the target to suffer -2 to Strength as the hammer smashes bone andmuscle. Only creatures that are vulnerable to critical hits, except in the caseof undead, they can suffer this damage. The damage is cumulative and can behealed as normal. A target that has natural armour that is struck by the spikemust make a Fort save DC 14 or suffer -1 Defense provided from its Naturalarmour. This damage is cumulative until it reaches +0 Natural armour, afterwhich any farther strikes from the spike that the target fails the Fort savesuffers an additional 50% damage. This damage is multiplied on a critical hit.Natural armour restores at a rate of +1 per day of complete rest or magicalhealing.