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<blockquote data-quote="kronos182" data-source="post: 6828738" data-attributes="member: 6668634"><p>Computer Enhancements</p><p></p><p>Cryptographic Coprocessor</p><p>Provides hardware support for cryptography algorithms, enhancing and boosting speed of encryption and decryption procedures.</p><p>+1 or +2 bonus on Computer Use checks for cryptographic related uses.</p><p>PDC 11 (Mil +3)</p><p></p><p>Discology Programming</p><p>Software that consists of several utilities handling file tasks, including, copying, deleting, renaming etc, which free up the user's hands and allows him to deal with more important tasks.</p><p>Provides a bonus to checks for deleting, copying, receiving and transmitting file actions, or can perform them on its own with it's own skill bonus.</p><p>PDC 8</p><p></p><p>Decryptor Programming</p><p>Software used to attack and break an encryption algorithm. Provides a +4 bonus to Computer Use checks to decrypt files, and reduces time by 25%.</p><p>PDC 31 Res (+2)</p><p></p><p>Encryptor Programming</p><p>Software used for encrypting files. Provides a +5 bonus to the DC to break the encryption on the file.</p><p>PDC 30 Res (+2)</p><p></p><p>HoundBot</p><p>This programming is sent to "hunt" information on networks, using intelligent search algorithms to find the maximum possible results as well as sort them out according to their relevance. Provides a bonus to Research checks, and reduces time by 10%.</p><p></p><p>Dual Processors </p><p>This peripheral adds a second processor to the computer, then links both processors together. Depending on the system’s specifications and applications, this can dramatically increase the machine’s efficiency (dual processors offer the best benefit when the computer multi-tasks). When an agent uses a computer with dual processors, whether in or out of combat, he may perform two skill checks simultaneously, each following the normal rules for skill check DCs, time consumed, etc. The agent suffers no</p><p>inherent bonus for performing these tasks at the same time, though applicable modifiers to either skill check apply to both. </p><p>PDC: 21; Installation Time: 12 hours</p><p></p><p>[HR][/HR]</p><p></p><p>Healing Chamber</p><p>This room, or alcove, is large enough for a bed or gurney to fit in easily, designed to be part of a larger medical facility aboard a ship or in a hospital. The alcove contains medical diagnostic equipment and nanite factories built into the wall and ceiling. When a person is standing, or laying on a bed or gurney within the alcove, the diagnostic equipment, when activated, scans the person to determine their ailment, then program a swarm of nanites to aid in the healing process. For simple poisons or common diseases, the alcove cures them (if the Fort DC to resist the poison or disease is under 17 it cures the patient, if it is over, it allows another Fortitude save at +2), or aids in the patient in fighting it off. The nanites can also heal minor injuries, healing the patient of 1d8+3 points of damage. The nanites can also be used to identify greater wounds or diseases and poisons. In the case of greater injuries, the nanites will create a glowing area around the wound, which is colour coded to the severity and type of injury. The glowing from the nanites only lasts for about 4 hours before they breakdown and flush from the patient's body. In cases of diseases and uncommon poisons or infections, the alcove will provide as much relevant data, especially when tied into a medical database as part of a larger hospital or sickbay. These features grant a person attempting to heal or cure the patient a +4 bonus to Treat Injury checks.</p><p>Note: The healing chamber can only be used on a person once in a 24 hour period.</p><p>Size: Large, takes up about a 12 foot by 12 foot area, including walls for containing the nanite factories and diagnostic systems.</p><p>Weight: 600 lbs</p><p>PDC: 40</p><p></p><p>[HR][/HR]</p><p></p><p>Dispersion Field (PL Late 6/7)</p><p>Distorts or cancels sensor readings and matter/energy transportation and communications into an area.</p><p>Dispersion fields is a generated field that covers an area, ionizing the area, that distorts and cancels sensor readings within the area, making it almost impossible to detect what is within except using one's own eyes. The field also has a scattering effect on teleportation (matter/energy transporters) and remote energy beaming technology to remotely power devices within or on the other side of the fields and most forms of communications. These fields require a large amount of power, and are fairly easy to detect themselves, but makes it difficult to tell what is going on within them. Many militaries use them to hide their true numbers or to jam communications, sensors and easy means of transportation if the enemy has teleportation technology. </p><p>Class I and II sensors are unable to penetrate a Dispersion field, while Class III and higher suffer a -10 penalty to Computer Use checks. From what information that can be gathered is usually fuzzy, static filled and garbled, requiring an Intelligence check DC 18 to attempt to decipher if its sensor ghosts or not. Communications suffer -10 Computer Use checks to punch through the dispersion fields. Matter/Energy teleportation devices do not function within or through the dispersion fields, and any attempts to through manual overrides (most teleportation devices have a failsafe to prevent the use of the transporters when a dispersion field is detected), have a 10% chance after a Computer Use check DC 35 to not be scrambled, which can kill a person being teleported. Targeting systems offer only half their bonus to attack rolls.</p><p>Dispersion Field generators come in various sizes, usually in the area they cover.</p><p></p><p>1 Mile Radius Unit</p><p>This dispersion field generator is about 1 meter cubed (approx 9 cubic feet), weighing 250 lbs and requires an external power source. These units can only run for about 5 hours before needing a cool down period of about an hour. PDC 33 Res (+2). Requires power equivalent of 4 portable generators.</p><p>5 Mile Radius Unit</p><p>This generator covers a 5 mile radius area, usually mounted on large trucks or trailers, taking up about 20 cubic meters (approx 540 cubic feet) of space, weighing 1200 lbs These units can run for 7 hours before requiring an hour cool down. PDC 39 Mil (+3). Requires power equivalent of 6 portable generators.</p><p>10 Mile Radius Unit</p><p>This is the largest portable unit covering a 10 mile radius area, usually taking up a full 53 foot trailer, weighing about 3 tons. Can operator for 10 hours before requiring 1.5 hour cool down. PDC 42 Mil (+3). Requires a large power source, usually large trailer size, or 10 portable generators.</p><p>100 Mile Radius Unit</p><p>The 100 mile radius generators are usually found on military bases or secret research facilities, including asteroid outposts. These units can be run for as long as there is power, but once shut down, they will require at least an hour cool down. Takes up about as much space as two 53 foot trailers, weighing 10 tons. PDC 44 Mil (+3). Requires a dedicated power source. Most facilities will have it tied into the main power grid as well as a separate dedicated power generator to prevent any brownouts or if main power is cut, the dedicated generator will provide at least several hours worth of power.</p><p></p><p>Larger units are available, but these are the most common. For larger facility based units, for every addition 50 miles over 100 increase PDC by +1. They also require large power sources to function.</p><p></p><p>[HR][/HR]</p><p></p><p>Advanced Communications Suitcase (PL5)</p><p>This suitcase has all the equipment required to let you stay in touch anywhere in the world, or in orbit. This sophisticated system begins with a powerful personal computer with wireless modem, large harddrive, with built-in satellite phone with a hands-free ear piece, scanner and optional short-wave capability. The system can connect to satellites in orbit, although the radio can send and receive signals to any nearby orbiting bodies, such as a moon or ship. The system can send and receive text, emails, faxes, video and other data.</p><p>Functions as an upgraded laptop with wireless modem and satellite modem, cell phone, camera for video transmissions, digital audio recorder and transmitter, printer, scanner, a professional walkie-talkie using a wireless ear piece with mic, similar to a blu-tooth device, portable satellite phone, and GPS receiver. Has a 48 hour power supply. The case weighs 15 lbs, medium size, has a standard lock, PDC 25.</p><p></p><p>[HR][/HR]</p><p></p><p>Second-Gen Night Vision Goggles (PL5) </p><p>Modern night vision goggles built to Special Forces specifications have all but eliminated the problems of older-model NVGs, namely monochrome vision and lack of depth perception. Colors are muted when viewed through these advanced NVGs, but can still be discerned, and the picture is much more like normal human vision. These goggles function identically to standard NVGs, but do not impose the –4 penalty on Spot or Search checks as older models do.</p><p>Size: Small</p><p>Weight: 2.5 lbs</p><p>PDC: 20</p><p>Restriction: Restricted (+2)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6828738, member: 6668634"] Computer Enhancements Cryptographic Coprocessor Provides hardware support for cryptography algorithms, enhancing and boosting speed of encryption and decryption procedures. +1 or +2 bonus on Computer Use checks for cryptographic related uses. PDC 11 (Mil +3) Discology Programming Software that consists of several utilities handling file tasks, including, copying, deleting, renaming etc, which free up the user's hands and allows him to deal with more important tasks. Provides a bonus to checks for deleting, copying, receiving and transmitting file actions, or can perform them on its own with it's own skill bonus. PDC 8 Decryptor Programming Software used to attack and break an encryption algorithm. Provides a +4 bonus to Computer Use checks to decrypt files, and reduces time by 25%. PDC 31 Res (+2) Encryptor Programming Software used for encrypting files. Provides a +5 bonus to the DC to break the encryption on the file. PDC 30 Res (+2) HoundBot This programming is sent to "hunt" information on networks, using intelligent search algorithms to find the maximum possible results as well as sort them out according to their relevance. Provides a bonus to Research checks, and reduces time by 10%. Dual Processors This peripheral adds a second processor to the computer, then links both processors together. Depending on the system’s specifications and applications, this can dramatically increase the machine’s efficiency (dual processors offer the best benefit when the computer multi-tasks). When an agent uses a computer with dual processors, whether in or out of combat, he may perform two skill checks simultaneously, each following the normal rules for skill check DCs, time consumed, etc. The agent suffers no inherent bonus for performing these tasks at the same time, though applicable modifiers to either skill check apply to both. PDC: 21; Installation Time: 12 hours [HR][/HR] Healing Chamber This room, or alcove, is large enough for a bed or gurney to fit in easily, designed to be part of a larger medical facility aboard a ship or in a hospital. The alcove contains medical diagnostic equipment and nanite factories built into the wall and ceiling. When a person is standing, or laying on a bed or gurney within the alcove, the diagnostic equipment, when activated, scans the person to determine their ailment, then program a swarm of nanites to aid in the healing process. For simple poisons or common diseases, the alcove cures them (if the Fort DC to resist the poison or disease is under 17 it cures the patient, if it is over, it allows another Fortitude save at +2), or aids in the patient in fighting it off. The nanites can also heal minor injuries, healing the patient of 1d8+3 points of damage. The nanites can also be used to identify greater wounds or diseases and poisons. In the case of greater injuries, the nanites will create a glowing area around the wound, which is colour coded to the severity and type of injury. The glowing from the nanites only lasts for about 4 hours before they breakdown and flush from the patient's body. In cases of diseases and uncommon poisons or infections, the alcove will provide as much relevant data, especially when tied into a medical database as part of a larger hospital or sickbay. These features grant a person attempting to heal or cure the patient a +4 bonus to Treat Injury checks. Note: The healing chamber can only be used on a person once in a 24 hour period. Size: Large, takes up about a 12 foot by 12 foot area, including walls for containing the nanite factories and diagnostic systems. Weight: 600 lbs PDC: 40 [HR][/HR] Dispersion Field (PL Late 6/7) Distorts or cancels sensor readings and matter/energy transportation and communications into an area. Dispersion fields is a generated field that covers an area, ionizing the area, that distorts and cancels sensor readings within the area, making it almost impossible to detect what is within except using one's own eyes. The field also has a scattering effect on teleportation (matter/energy transporters) and remote energy beaming technology to remotely power devices within or on the other side of the fields and most forms of communications. These fields require a large amount of power, and are fairly easy to detect themselves, but makes it difficult to tell what is going on within them. Many militaries use them to hide their true numbers or to jam communications, sensors and easy means of transportation if the enemy has teleportation technology. Class I and II sensors are unable to penetrate a Dispersion field, while Class III and higher suffer a -10 penalty to Computer Use checks. From what information that can be gathered is usually fuzzy, static filled and garbled, requiring an Intelligence check DC 18 to attempt to decipher if its sensor ghosts or not. Communications suffer -10 Computer Use checks to punch through the dispersion fields. Matter/Energy teleportation devices do not function within or through the dispersion fields, and any attempts to through manual overrides (most teleportation devices have a failsafe to prevent the use of the transporters when a dispersion field is detected), have a 10% chance after a Computer Use check DC 35 to not be scrambled, which can kill a person being teleported. Targeting systems offer only half their bonus to attack rolls. Dispersion Field generators come in various sizes, usually in the area they cover. 1 Mile Radius Unit This dispersion field generator is about 1 meter cubed (approx 9 cubic feet), weighing 250 lbs and requires an external power source. These units can only run for about 5 hours before needing a cool down period of about an hour. PDC 33 Res (+2). Requires power equivalent of 4 portable generators. 5 Mile Radius Unit This generator covers a 5 mile radius area, usually mounted on large trucks or trailers, taking up about 20 cubic meters (approx 540 cubic feet) of space, weighing 1200 lbs These units can run for 7 hours before requiring an hour cool down. PDC 39 Mil (+3). Requires power equivalent of 6 portable generators. 10 Mile Radius Unit This is the largest portable unit covering a 10 mile radius area, usually taking up a full 53 foot trailer, weighing about 3 tons. Can operator for 10 hours before requiring 1.5 hour cool down. PDC 42 Mil (+3). Requires a large power source, usually large trailer size, or 10 portable generators. 100 Mile Radius Unit The 100 mile radius generators are usually found on military bases or secret research facilities, including asteroid outposts. These units can be run for as long as there is power, but once shut down, they will require at least an hour cool down. Takes up about as much space as two 53 foot trailers, weighing 10 tons. PDC 44 Mil (+3). Requires a dedicated power source. Most facilities will have it tied into the main power grid as well as a separate dedicated power generator to prevent any brownouts or if main power is cut, the dedicated generator will provide at least several hours worth of power. Larger units are available, but these are the most common. For larger facility based units, for every addition 50 miles over 100 increase PDC by +1. They also require large power sources to function. [HR][/HR] Advanced Communications Suitcase (PL5) This suitcase has all the equipment required to let you stay in touch anywhere in the world, or in orbit. This sophisticated system begins with a powerful personal computer with wireless modem, large harddrive, with built-in satellite phone with a hands-free ear piece, scanner and optional short-wave capability. The system can connect to satellites in orbit, although the radio can send and receive signals to any nearby orbiting bodies, such as a moon or ship. The system can send and receive text, emails, faxes, video and other data. Functions as an upgraded laptop with wireless modem and satellite modem, cell phone, camera for video transmissions, digital audio recorder and transmitter, printer, scanner, a professional walkie-talkie using a wireless ear piece with mic, similar to a blu-tooth device, portable satellite phone, and GPS receiver. Has a 48 hour power supply. The case weighs 15 lbs, medium size, has a standard lock, PDC 25. [HR][/HR] Second-Gen Night Vision Goggles (PL5) Modern night vision goggles built to Special Forces specifications have all but eliminated the problems of older-model NVGs, namely monochrome vision and lack of depth perception. Colors are muted when viewed through these advanced NVGs, but can still be discerned, and the picture is much more like normal human vision. These goggles function identically to standard NVGs, but do not impose the –4 penalty on Spot or Search checks as older models do. Size: Small Weight: 2.5 lbs PDC: 20 Restriction: Restricted (+2) [/QUOTE]
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