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<blockquote data-quote="kronos182" data-source="post: 6790790" data-attributes="member: 6668634"><p>Crystal Works Scopes</p><p></p><p>CS1</p><p>The CS1 is Crystal Works standard scope, which is comparable to some of the top of the line military scopes. Boasting superior range and clarity over others. It is an electro-optical crystalline lens scope, increasing the range increment for a weapon by double (multiply by 2). Grants darkvision while looking through the scope, plus also includes a range finder, digital compass and wind direction and speed indicators.</p><p>Weight: 3.4 lb</p><p>PDC: 20 (Mil +3)</p><p></p><p></p><p>CS2 aka Super Scope</p><p>The CS2, or super scope is every marksman's dream scope. With superior range and magnifying capability, a sniper can make out the individual freckles on a child to a range of 5 miles, although the darkvision capability only has a range of about 3 miles. Range increments are increased by two-and a half times (multiply by 2.5), includes range finder, compass, wind direction and speed indicator. Also included is a gyro stabilizer, built in computer to aid in wind compensation, gravity, and recoil, if mated to a projectile weapon. A master work scope, granting a +1 bonus to attacks. The compensators reduce any penalties from environmental factors, such as heavy gravity planets, incredibly strong winds, and mild earthquakes up to 2.3 rating.</p><p>Weight 5 lb</p><p>PDC: 24 (Mil +3)</p><p></p><p>[HR][/HR]</p><p></p><p>CW3</p><p>The CW3 are Crystal Works' most simplest weapons - grenades. These grenades are essentially large crystals with a metallic cap which is part of the safety and clip that holds them in their holders. These crystals have extremely high piezoelectric properties. To use, one merely undoes the clip on the cap to release it from the holder, then throw the crystal. Upon impact, the crystal releases a burst of electrical energy from the kinetic force imparted from the impact. There is a chance that the crystal doesn't break on impact, which allows it to be collected and reused repeatedly. This makes the CW3 a very attractive alternative to normal grenades as the need to replace them is lower. Another advantage is the electrical burst doesn't do severe damage to the surroundings, which makes it much safer to use onboard starships and stations, with a much lower risk of a hull breach. </p><p>CW3 grenades come in belts or bandoleers with 8 holders, each containing a crystal grenade. These containers are highly insulated and impact resistant to prevent a premature release of the electrical energy. </p><p></p><p>CW3 (PL6)</p><p>Damage: 3d8</p><p>Critical: 20</p><p>Damage Type: Electrical</p><p>Blast Radius: 20 ft</p><p>Range Increment: 20 ft</p><p>Size: Tiny</p><p>Weight: 1.2 lb</p><p>PDC: 17 Mil (+3)</p><p>Note: When thrown, the crystal grenade has a 25% chance of cracking and breaking, rendering it useless. If not broken, it can be easily picked up, placed into the holder for use later.</p><p></p><p>[HR][/HR]</p><p></p><p>CAS1</p><p>The CAS1, or Crystal Augment Suit is a set of armour which is designed to protect, and also augment the user's abilities. The suit is a set of full body armour including a helmet, designed in a sleek manner with no sharp edges, and a slight glossy finish to the plastic like surface. Along the outside of the arms and legs, and a bar over each shoulder is a panel which lights up when certain features are activated. What makes the suit so revolutionary, and expensive, is the crystals that are embedded in the entire suit, as well as the crystalline battery. Using the piezoelectric properties, as well as energy storage, refraction and distribution of energy of various types of crystals, the CAS1 is able to use various types of energy, kinetic and from weapons' blasts, to power its features. </p><p>The crystal battery is used to store energy, which is created when the user moves, as the embedded crystals flex and create an electrical charge. This energy is used to power the sensors, as well as the two built in ranged weapons, a laser and an electric blaster which also has a stun setting, the electric discharge for melee strikes as well as a defensive field. </p><p>When the suit is struck by an energy attack, such as a laser, or plasma blast, that energy is converted into kinetic energy, which is shunted to the suit's servos, giving the user added strength and burst in speed for a short time.</p><p>The CAS1 has basic sensors, light amplification, night vision, HUD, military radio with programmable encryption protocols, and programmable IFF system, and simple targeting system. Also built into the helmet is an air filter and an attachment for an external air supply. Mounted on the right arm is a laser, and the left mounts the electric blaster. Both hands are reinforced and include electric nodes which discharge on impact.</p><p>The defensive field, when activated, is only noticeable by a slight electric hum and the light panels softly glow a light blue. When a projectile or energy blast would strike the user, a bolt of electricity strikes it in an attempt to deflect, dissipate, or destroy it. The field also aids in dissipating area effect attacks, such as grenades. Creatures that come within melee range while the field is active will also be struck by bolts of electricity, as long as the field is activated. Unfortunately the field uses up a fair bit of power, and the light panels briefly flash a brighter blue when the field discharges.</p><p>When the suit is struck by an energy blast, the panels briefly flash red, as the energy is absorbed and shunted to the servos. </p><p>Due to the nature of the crystals embedded in the skin of the armour, it is immune to lasers of any kind, and offers some additional protection against other energy types. Although the suit will absorb the energy of an attack, and protect the user against some of the damage, it won't save them from the full force of weapons like plasma rifles or particle beam weapons, only lessen them.</p><p>While the defense field is activated, the suit's ability to absorb energy is negated as the electrical discharge prevents the suit from absorbing the energy.</p><p>These suits were not built for stealth, as the light panels and when the defensive field is activated make for a rather flashy spectacle on the battle field. </p><p></p><p></p><p></p><p>CAS1 (PL6 Medium Armour Proficiency)</p><p>Type: Medium Tactical</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: see note</p><p>Nonprof Str Bonus: see note</p><p>Max Dex: +3</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 30 ft also see note</p><p>Weight: 22 lb</p><p>Purchase DC: 35</p><p>Restriction: Mil and rare (+4)</p><p>Notes: Battery has 60 charges. When the user moves 10 feet, 1 charge is recharged. Each discharge of the weapons, either the laser, electric blaster or the melee discharge uses one charge. </p><p>Defensive Field: The defensive field uses 3 charges per round of activation. The user can use any of the weapons built into the suit while it is activated, and can recharge the battery by moving. The field provides a +4 Deflection bonus to Defense and a +3 bonus to Reflex saves against energy area attacks. The field also provides a DR3 to attacks that still strike the user as the electrical bolts have dissipated or somewhat deflected or burned away part of the projectile or energy blast. The bolts will ignore lasers and electrical attacks as the user is immune to them.</p><p>Laser Immunity: The suit is immune to laser weapons of any type, from standard to UV, blue-green frequency, x-ray and HI lasers. The energy absorbing ability still works against lasers, the user takes no damage.</p><p>Electricity Immunity: The suit is immune to electrical based attacks. The energy absorbing ability works with electricity, the user takes no damage.</p><p>Energy Resistence: The suit has a blanket energy resistance 5 which works for fire, unspecific energy and weapons like plasma, ion, particle beam weapons, etc.</p><p>Energy Absorbing: The suit provides +2 Strength and +10 feet to speed when the suit absorbs 10 points of damage for 1 round. So if the user would suffer 20 points of damage (damage rolled, energy resistance and immunity isn't taken into account for this), the user would get +2 Strength and +10 feet to speed for 2 rounds.</p><p>Built in Weapon: Laser Rifle: standard laser rifle built into the right arm, 3d8 fire, 20, 60 ft range incr, S/A, uses 1 charge per shot.</p><p>Electric blaster: 4d4 electricity, 20, 60 ft range incr, S/A, 1 charge per shot, stun setting Fort Save 14, stunned for 1d4+1 rounds.</p><p>Melee Discharge: Reinforced gloves act as set of brass knuckles that deal lethal damage on unarmed strike, also add +2d4 electrical damage to melee strike, uses 1 charge.</p><p>Integrated equipment: Air filter (+4 Fort save), helmet mounted light, military radio, HUD, hook up for external air supply, IFF system (outlines friendly targets with broadcasting IFFs in a blue outline, broadcasting enemies in red), darkvision 90 feet, low-light vision, suit diagnostic system (notifies when airborne toxins detected, and if filter is insufficient, external air supply level if attached, battery level, notifies when energy absorbing system is powered and for how long).</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790790, member: 6668634"] Crystal Works Scopes CS1 The CS1 is Crystal Works standard scope, which is comparable to some of the top of the line military scopes. Boasting superior range and clarity over others. It is an electro-optical crystalline lens scope, increasing the range increment for a weapon by double (multiply by 2). Grants darkvision while looking through the scope, plus also includes a range finder, digital compass and wind direction and speed indicators. Weight: 3.4 lb PDC: 20 (Mil +3) CS2 aka Super Scope The CS2, or super scope is every marksman's dream scope. With superior range and magnifying capability, a sniper can make out the individual freckles on a child to a range of 5 miles, although the darkvision capability only has a range of about 3 miles. Range increments are increased by two-and a half times (multiply by 2.5), includes range finder, compass, wind direction and speed indicator. Also included is a gyro stabilizer, built in computer to aid in wind compensation, gravity, and recoil, if mated to a projectile weapon. A master work scope, granting a +1 bonus to attacks. The compensators reduce any penalties from environmental factors, such as heavy gravity planets, incredibly strong winds, and mild earthquakes up to 2.3 rating. Weight 5 lb PDC: 24 (Mil +3) [HR][/HR] CW3 The CW3 are Crystal Works' most simplest weapons - grenades. These grenades are essentially large crystals with a metallic cap which is part of the safety and clip that holds them in their holders. These crystals have extremely high piezoelectric properties. To use, one merely undoes the clip on the cap to release it from the holder, then throw the crystal. Upon impact, the crystal releases a burst of electrical energy from the kinetic force imparted from the impact. There is a chance that the crystal doesn't break on impact, which allows it to be collected and reused repeatedly. This makes the CW3 a very attractive alternative to normal grenades as the need to replace them is lower. Another advantage is the electrical burst doesn't do severe damage to the surroundings, which makes it much safer to use onboard starships and stations, with a much lower risk of a hull breach. CW3 grenades come in belts or bandoleers with 8 holders, each containing a crystal grenade. These containers are highly insulated and impact resistant to prevent a premature release of the electrical energy. CW3 (PL6) Damage: 3d8 Critical: 20 Damage Type: Electrical Blast Radius: 20 ft Range Increment: 20 ft Size: Tiny Weight: 1.2 lb PDC: 17 Mil (+3) Note: When thrown, the crystal grenade has a 25% chance of cracking and breaking, rendering it useless. If not broken, it can be easily picked up, placed into the holder for use later. [HR][/HR] CAS1 The CAS1, or Crystal Augment Suit is a set of armour which is designed to protect, and also augment the user's abilities. The suit is a set of full body armour including a helmet, designed in a sleek manner with no sharp edges, and a slight glossy finish to the plastic like surface. Along the outside of the arms and legs, and a bar over each shoulder is a panel which lights up when certain features are activated. What makes the suit so revolutionary, and expensive, is the crystals that are embedded in the entire suit, as well as the crystalline battery. Using the piezoelectric properties, as well as energy storage, refraction and distribution of energy of various types of crystals, the CAS1 is able to use various types of energy, kinetic and from weapons' blasts, to power its features. The crystal battery is used to store energy, which is created when the user moves, as the embedded crystals flex and create an electrical charge. This energy is used to power the sensors, as well as the two built in ranged weapons, a laser and an electric blaster which also has a stun setting, the electric discharge for melee strikes as well as a defensive field. When the suit is struck by an energy attack, such as a laser, or plasma blast, that energy is converted into kinetic energy, which is shunted to the suit's servos, giving the user added strength and burst in speed for a short time. The CAS1 has basic sensors, light amplification, night vision, HUD, military radio with programmable encryption protocols, and programmable IFF system, and simple targeting system. Also built into the helmet is an air filter and an attachment for an external air supply. Mounted on the right arm is a laser, and the left mounts the electric blaster. Both hands are reinforced and include electric nodes which discharge on impact. The defensive field, when activated, is only noticeable by a slight electric hum and the light panels softly glow a light blue. When a projectile or energy blast would strike the user, a bolt of electricity strikes it in an attempt to deflect, dissipate, or destroy it. The field also aids in dissipating area effect attacks, such as grenades. Creatures that come within melee range while the field is active will also be struck by bolts of electricity, as long as the field is activated. Unfortunately the field uses up a fair bit of power, and the light panels briefly flash a brighter blue when the field discharges. When the suit is struck by an energy blast, the panels briefly flash red, as the energy is absorbed and shunted to the servos. Due to the nature of the crystals embedded in the skin of the armour, it is immune to lasers of any kind, and offers some additional protection against other energy types. Although the suit will absorb the energy of an attack, and protect the user against some of the damage, it won't save them from the full force of weapons like plasma rifles or particle beam weapons, only lessen them. While the defense field is activated, the suit's ability to absorb energy is negated as the electrical discharge prevents the suit from absorbing the energy. These suits were not built for stealth, as the light panels and when the defensive field is activated make for a rather flashy spectacle on the battle field. CAS1 (PL6 Medium Armour Proficiency) Type: Medium Tactical Equipment Bonus: +4 Nonprof. Bonus: +2 Str Bonus: see note Nonprof Str Bonus: see note Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 30 ft also see note Weight: 22 lb Purchase DC: 35 Restriction: Mil and rare (+4) Notes: Battery has 60 charges. When the user moves 10 feet, 1 charge is recharged. Each discharge of the weapons, either the laser, electric blaster or the melee discharge uses one charge. Defensive Field: The defensive field uses 3 charges per round of activation. The user can use any of the weapons built into the suit while it is activated, and can recharge the battery by moving. The field provides a +4 Deflection bonus to Defense and a +3 bonus to Reflex saves against energy area attacks. The field also provides a DR3 to attacks that still strike the user as the electrical bolts have dissipated or somewhat deflected or burned away part of the projectile or energy blast. The bolts will ignore lasers and electrical attacks as the user is immune to them. Laser Immunity: The suit is immune to laser weapons of any type, from standard to UV, blue-green frequency, x-ray and HI lasers. The energy absorbing ability still works against lasers, the user takes no damage. Electricity Immunity: The suit is immune to electrical based attacks. The energy absorbing ability works with electricity, the user takes no damage. Energy Resistence: The suit has a blanket energy resistance 5 which works for fire, unspecific energy and weapons like plasma, ion, particle beam weapons, etc. Energy Absorbing: The suit provides +2 Strength and +10 feet to speed when the suit absorbs 10 points of damage for 1 round. So if the user would suffer 20 points of damage (damage rolled, energy resistance and immunity isn't taken into account for this), the user would get +2 Strength and +10 feet to speed for 2 rounds. Built in Weapon: Laser Rifle: standard laser rifle built into the right arm, 3d8 fire, 20, 60 ft range incr, S/A, uses 1 charge per shot. Electric blaster: 4d4 electricity, 20, 60 ft range incr, S/A, 1 charge per shot, stun setting Fort Save 14, stunned for 1d4+1 rounds. Melee Discharge: Reinforced gloves act as set of brass knuckles that deal lethal damage on unarmed strike, also add +2d4 electrical damage to melee strike, uses 1 charge. Integrated equipment: Air filter (+4 Fort save), helmet mounted light, military radio, HUD, hook up for external air supply, IFF system (outlines friendly targets with broadcasting IFFs in a blue outline, broadcasting enemies in red), darkvision 90 feet, low-light vision, suit diagnostic system (notifies when airborne toxins detected, and if filter is insufficient, external air supply level if attached, battery level, notifies when energy absorbing system is powered and for how long). [/QUOTE]
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