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<blockquote data-quote="kronos182" data-source="post: 6835389" data-attributes="member: 6668634"><p>Shark Fin Turbine</p><p>A water jet that straps to the back, like a jet pack. A large fin sticks out the top, like a dorsal fin when in a prone position allows for greater maneuverability with it's large control surface. Several small maneuver thrusters are positioned along the fin and the pack itself aid for even more maneuverability. Built into the fin is a mini sonar and an electromagnetic detector. The sensors and system diagnostic is accessed through a connection to a helmet's HUD. Speed, control surfaces and thrusters are controlled through a pair of hand controls, where the user uses a series of buttons and hand motions.</p><p>The sonar gives the user the ability to detect ships and other objects and creatures within a 5 mile area, while the electromagnetic detector will determine the composition of the target once within 300 feet.</p><p>The shark fin turbine has a stealth mode, reducing it's noise greatly such that it's as quiet as a shark slicing through the waters. But while in stealth mode, the sonar is in passive mode and only detects other objects out to 2 miles.</p><p>Benefits: Grants swim speed at 100 ft, a +5 bonus to swim checks. Can detect objects in the water out to 5 miles, +2 to checks to determine composition of object once within 300 feet. The electromagnetic sensors will automatically determine if it's metallic or not.</p><p>Requires armour or other equipment to allow the user to survive underwater.</p><p>Weight: 20 lb.</p><p>PDC: 23</p><p>Res: Res (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Bauxite interface (PL6/7)</p><p></p><p>The Bauxite Interface is a helmet, modelled after military flight or power armour helmets, with removable visor and faceplate. The primary purpose of the Bauxite Interface is to provide a defense against psychic attacks, rendering the wearer immune to most psychic abilities. The wearer is immune to all psychic abilities directed against him, except those that deal some form of energy damage, such as pyrokinesis, or objects thrown at the wearer through use of telekinesis. Against attacks that the wearer is not immune to, receives a +4 bonus to saves against such attacks. </p><p>The wearer is also undetectable by any psychic senses, allowing him/her to sneak up on the psychic unless the psychic can detect the wearer through normal means. As an added bonus, the Bauxite Interface also connects, through the use of temporary nanites, to the user's body and enhances the wearer's physical abilities, although only one at a time. </p><p>Up to 5 times a day, for 3 minutes at a time, the wearer can select one of his/her physical abilities to enhance, granting a +4 bonus to Dexterity, Strength, Constitution, or gain a +20 feet to speed.</p><p>Comes with a standard military radio/walkie-talkie, air filter (granting a +2 bonus to Fort saves against airborne toxins and poisons), passive night vision (use stats for night vision goggles d20 Modern pg 116) when visor is in place.</p><p>Size: Small</p><p>Weight: 3 lb</p><p>PDC: 27</p><p></p><p>[HR][/HR]</p><p></p><p>Radioisotopic Generators</p><p>These devices use radioisotopes, such as plutonium-238 dioxide, to generate power. The radiation of the natural decay of these isotopes is captured by semiconductors and converted into electricity by use of the Seebeck effect. The benefits of these generators is that they can produce power for a long period of time. These devices can be made fairly small, and light weight as there is no moving parts. The bulk of the weight comes from the shielding.</p><p>The drawbacks of these devices are that they produce relatively low levels of power. Other concerns, at least when first introduced, until even greater safety measures and cures for radiation poisoning is readily available, are public concern with radiation poisoning and availability of fuel can be difficult, even with a lifespan of between 5 and 15 years, or longer, depending on the isotopes used.</p><p>The isotopes are never weapons grade, and the quantity too small to be able to turn into a nuclear based weapon.</p><p>These generators started showing up in late PL5, but were usually large and didn't produce as much power as desired. In PL6, radioisotopic generators started becoming more powerful as the conversion of the decay to electricity was more efficient and the size of shielding can be reduced.</p><p></p><p>Cell phone size generators provide enough power to run a single electronic device such as a computer, entertainment system, or kitchen appliance for as long as it has power. It can also be used to charge up to 3 smaller hand held devices at a time. It can be used to recharge power packs, but takes longer. Provides power for an average of 3+1d4 years.</p><p>Weight: 1 lb</p><p>PDC: 17</p><p></p><p>Shoebox sized generators can provide enough power to run 25% of a home's electronics, when connected into the central wiring, or small electronic vehicles such as bikes and small cars, but not high speed performance versions. This version can recharge power packs at standard rates. Many homes will use these to reduce their power needs from city grids, reducing their bills. Field scientists uses these to run several instruments while in the field. Provides power for 3+1d4 years.</p><p>Weight: 5 lbs</p><p>PDC: 20</p><p></p><p>Small cabinet sized generators, approximately 2 feet by 2 feet by up to 4 feet, can easily provide enough power to run an entire average sized house with some power to spare. These generators are usually used in labs or in mobile labs to run the entire mobile lab or providing power to equipment that needs uninterrupted power sources. Provides enough power for 6+1d6 years.</p><p>Weight: 50 lbs</p><p>PDC: 26</p><p></p><p>Cybernetic Power Generators</p><p>In mid to late PL6, radioisotopic generators became small and safe enough to be used in cybernetic devices, powering simple devices from eye replacements to cybernetic organs. These generators provide enough power for the cybernetic device for 3+1d6 years. Cybernetic limbs and weapons require more power than these small generators can provide, requiring larger and more powerful sources. Replacing the isotopes requires minor surgery involving a small incision and about an hours work by surgeon and cybernetics specialist to safely remove and replace the isotope container in the device for internal devices. Any cybernetic devices that are exposed, such as cybernetic eyes can just be removed or an access port opened and replaced requiring only a few minutes.</p><p>Weight: -</p><p>PDC: 16</p><p></p><p>[HR][/HR]</p><p></p><p>VCT</p><p>The VCT was originally developed as a means to help protect soldiers that had to repel or climb for extended periods. The device is a large backpack containing an ammunition drum and four articulated robotic arms with a ballistic weapon, usually a submachine gun, and video cameras, connected by a long, durable and flexible optic cable to a control console. The operator of the console uses the cameras to aim the guns at any target that poses a threat to the climbing soldier. With advances in wireless technology, the operator can be several miles to hundreds of miles, with the aid of satellite technology and communications, to provide backup and cover the back of the soldier. The guns can only fire in the back half of the wearer, meaning to the sides, and behind.</p><p></p><p>VCT mk1</p><p>The VCT mk1 can not be used by the user, instead only by a gunner, connected by optic cabling. The operator views through a series of cameras, which include infrared and passive night vision as well as motion tracking software to aid in targeting. The gunner can only use one weapon at a time due to the firing arcs and limited fields of movement for each arm, but the system automatically switches between guns to the next one that can hit the target. The gunner is at -2 to strike any target as long as the wearer is not moving more than 15 feet a round. Any faster and the gunner suffers a farther -1 to attack rolls. Each weapon is usually a 9mm submachine gun, 2d6 ballistic, 50 ft, S, A, with a total of 200 rounds of ammunition shared between all four weapons. The optic cable is usually 300 feet long, but longer cables can be added.</p><p>The unit is about 54 lbs, has 15 hit points and hardness 6. The gunner control console is 20 lbs, cable has 10 hit points with 1 hardness, but is dark coloured and difficult to see or hit.</p><p>PDC: 27</p><p></p><p>VCT mk2</p><p>The mk2 version of the VCT removes the optic cable and replaces it with a high powered transmitter and receiver allowing wireless use for the gunner, letting the gunner remain safe miles away. The transmitter has a range of 10 miles on its own, but with satellite assistance, that range can become practically global as long as compatible satellites are in orbit above the area the VCT mk2 wearer is operating. The cameras and targeting software for the gunner has been upgraded, with the gunner only suffering -1 to attack, and if the wearer moves faster than 30 feet in the round a farther -1. The cameras have been upgraded for better night vision, granting the gunner dark vision 100 feet. The gunner can still only use one gun at a time due to limitations in arm field of movement, but easily and quickly switches between the guns. The gunner control console has more monitors so that the gunner can view everything in each weapon's field of fire. This allows the gunner to watch for any other targets. The targeting software automatically puts a targeting box around anything that moves, granting the gunner a +1 to initiative and can be used in a surprised round to attack first. The gunner can switch from one gun to another as a free action if it is not the next weapon in line while tracking a target. Each weapon is still a 9mm, but with better rifling and more efficient loading mechanisms to allow larger ammunition capacity. 9mm 2d6 ballistic 60 ft, s,a, with a total 250 rounds shared between all four weapons.</p><p>The VCT mk2 is 57 lbs, has 19 hit points and hardness 6. The gunner control console is 25 lbs and can be part of a larger command and control system with multiple gunners for many VCT or UAV or UGV drones. </p><p>PDC 28</p><p></p><p>VCT mk3</p><p>The mk3 VCT is similar to the mk2 but with a few upgrades. While the VCT can be controlled by a remote gunner wirelessly, it also has a computer A.I gunner for when a human gunner is unavailable or wireless communications is interrupted. The computer tailgunner, which is what the cybernetic tailgunner was based on, can only use one gun at a time, again due to fire arcs and where the cameras can see. The tailgunner has an attack bonus of +4, and can attack in a surprise round with a +1 to Initiative. In an emergency, the wearer can disengage the tailgunner and pull the gun arms forward and operate them manually. If the wearer has two weapon fighting, he/she can use two guns at a time, but all attacks suffer a -1 due to the weapons being attached to the arms on his back, with a crude deployable handle and trigger for emergency use. Otherwise, the mk3 has all the same stats as the mk2</p><p>PDC 29.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6835389, member: 6668634"] Shark Fin Turbine A water jet that straps to the back, like a jet pack. A large fin sticks out the top, like a dorsal fin when in a prone position allows for greater maneuverability with it's large control surface. Several small maneuver thrusters are positioned along the fin and the pack itself aid for even more maneuverability. Built into the fin is a mini sonar and an electromagnetic detector. The sensors and system diagnostic is accessed through a connection to a helmet's HUD. Speed, control surfaces and thrusters are controlled through a pair of hand controls, where the user uses a series of buttons and hand motions. The sonar gives the user the ability to detect ships and other objects and creatures within a 5 mile area, while the electromagnetic detector will determine the composition of the target once within 300 feet. The shark fin turbine has a stealth mode, reducing it's noise greatly such that it's as quiet as a shark slicing through the waters. But while in stealth mode, the sonar is in passive mode and only detects other objects out to 2 miles. Benefits: Grants swim speed at 100 ft, a +5 bonus to swim checks. Can detect objects in the water out to 5 miles, +2 to checks to determine composition of object once within 300 feet. The electromagnetic sensors will automatically determine if it's metallic or not. Requires armour or other equipment to allow the user to survive underwater. Weight: 20 lb. PDC: 23 Res: Res (+2) [HR][/HR] Bauxite interface (PL6/7) The Bauxite Interface is a helmet, modelled after military flight or power armour helmets, with removable visor and faceplate. The primary purpose of the Bauxite Interface is to provide a defense against psychic attacks, rendering the wearer immune to most psychic abilities. The wearer is immune to all psychic abilities directed against him, except those that deal some form of energy damage, such as pyrokinesis, or objects thrown at the wearer through use of telekinesis. Against attacks that the wearer is not immune to, receives a +4 bonus to saves against such attacks. The wearer is also undetectable by any psychic senses, allowing him/her to sneak up on the psychic unless the psychic can detect the wearer through normal means. As an added bonus, the Bauxite Interface also connects, through the use of temporary nanites, to the user's body and enhances the wearer's physical abilities, although only one at a time. Up to 5 times a day, for 3 minutes at a time, the wearer can select one of his/her physical abilities to enhance, granting a +4 bonus to Dexterity, Strength, Constitution, or gain a +20 feet to speed. Comes with a standard military radio/walkie-talkie, air filter (granting a +2 bonus to Fort saves against airborne toxins and poisons), passive night vision (use stats for night vision goggles d20 Modern pg 116) when visor is in place. Size: Small Weight: 3 lb PDC: 27 [HR][/HR] Radioisotopic Generators These devices use radioisotopes, such as plutonium-238 dioxide, to generate power. The radiation of the natural decay of these isotopes is captured by semiconductors and converted into electricity by use of the Seebeck effect. The benefits of these generators is that they can produce power for a long period of time. These devices can be made fairly small, and light weight as there is no moving parts. The bulk of the weight comes from the shielding. The drawbacks of these devices are that they produce relatively low levels of power. Other concerns, at least when first introduced, until even greater safety measures and cures for radiation poisoning is readily available, are public concern with radiation poisoning and availability of fuel can be difficult, even with a lifespan of between 5 and 15 years, or longer, depending on the isotopes used. The isotopes are never weapons grade, and the quantity too small to be able to turn into a nuclear based weapon. These generators started showing up in late PL5, but were usually large and didn't produce as much power as desired. In PL6, radioisotopic generators started becoming more powerful as the conversion of the decay to electricity was more efficient and the size of shielding can be reduced. Cell phone size generators provide enough power to run a single electronic device such as a computer, entertainment system, or kitchen appliance for as long as it has power. It can also be used to charge up to 3 smaller hand held devices at a time. It can be used to recharge power packs, but takes longer. Provides power for an average of 3+1d4 years. Weight: 1 lb PDC: 17 Shoebox sized generators can provide enough power to run 25% of a home's electronics, when connected into the central wiring, or small electronic vehicles such as bikes and small cars, but not high speed performance versions. This version can recharge power packs at standard rates. Many homes will use these to reduce their power needs from city grids, reducing their bills. Field scientists uses these to run several instruments while in the field. Provides power for 3+1d4 years. Weight: 5 lbs PDC: 20 Small cabinet sized generators, approximately 2 feet by 2 feet by up to 4 feet, can easily provide enough power to run an entire average sized house with some power to spare. These generators are usually used in labs or in mobile labs to run the entire mobile lab or providing power to equipment that needs uninterrupted power sources. Provides enough power for 6+1d6 years. Weight: 50 lbs PDC: 26 Cybernetic Power Generators In mid to late PL6, radioisotopic generators became small and safe enough to be used in cybernetic devices, powering simple devices from eye replacements to cybernetic organs. These generators provide enough power for the cybernetic device for 3+1d6 years. Cybernetic limbs and weapons require more power than these small generators can provide, requiring larger and more powerful sources. Replacing the isotopes requires minor surgery involving a small incision and about an hours work by surgeon and cybernetics specialist to safely remove and replace the isotope container in the device for internal devices. Any cybernetic devices that are exposed, such as cybernetic eyes can just be removed or an access port opened and replaced requiring only a few minutes. Weight: - PDC: 16 [HR][/HR] VCT The VCT was originally developed as a means to help protect soldiers that had to repel or climb for extended periods. The device is a large backpack containing an ammunition drum and four articulated robotic arms with a ballistic weapon, usually a submachine gun, and video cameras, connected by a long, durable and flexible optic cable to a control console. The operator of the console uses the cameras to aim the guns at any target that poses a threat to the climbing soldier. With advances in wireless technology, the operator can be several miles to hundreds of miles, with the aid of satellite technology and communications, to provide backup and cover the back of the soldier. The guns can only fire in the back half of the wearer, meaning to the sides, and behind. VCT mk1 The VCT mk1 can not be used by the user, instead only by a gunner, connected by optic cabling. The operator views through a series of cameras, which include infrared and passive night vision as well as motion tracking software to aid in targeting. The gunner can only use one weapon at a time due to the firing arcs and limited fields of movement for each arm, but the system automatically switches between guns to the next one that can hit the target. The gunner is at -2 to strike any target as long as the wearer is not moving more than 15 feet a round. Any faster and the gunner suffers a farther -1 to attack rolls. Each weapon is usually a 9mm submachine gun, 2d6 ballistic, 50 ft, S, A, with a total of 200 rounds of ammunition shared between all four weapons. The optic cable is usually 300 feet long, but longer cables can be added. The unit is about 54 lbs, has 15 hit points and hardness 6. The gunner control console is 20 lbs, cable has 10 hit points with 1 hardness, but is dark coloured and difficult to see or hit. PDC: 27 VCT mk2 The mk2 version of the VCT removes the optic cable and replaces it with a high powered transmitter and receiver allowing wireless use for the gunner, letting the gunner remain safe miles away. The transmitter has a range of 10 miles on its own, but with satellite assistance, that range can become practically global as long as compatible satellites are in orbit above the area the VCT mk2 wearer is operating. The cameras and targeting software for the gunner has been upgraded, with the gunner only suffering -1 to attack, and if the wearer moves faster than 30 feet in the round a farther -1. The cameras have been upgraded for better night vision, granting the gunner dark vision 100 feet. The gunner can still only use one gun at a time due to limitations in arm field of movement, but easily and quickly switches between the guns. The gunner control console has more monitors so that the gunner can view everything in each weapon's field of fire. This allows the gunner to watch for any other targets. The targeting software automatically puts a targeting box around anything that moves, granting the gunner a +1 to initiative and can be used in a surprised round to attack first. The gunner can switch from one gun to another as a free action if it is not the next weapon in line while tracking a target. Each weapon is still a 9mm, but with better rifling and more efficient loading mechanisms to allow larger ammunition capacity. 9mm 2d6 ballistic 60 ft, s,a, with a total 250 rounds shared between all four weapons. The VCT mk2 is 57 lbs, has 19 hit points and hardness 6. The gunner control console is 25 lbs and can be part of a larger command and control system with multiple gunners for many VCT or UAV or UGV drones. PDC 28 VCT mk3 The mk3 VCT is similar to the mk2 but with a few upgrades. While the VCT can be controlled by a remote gunner wirelessly, it also has a computer A.I gunner for when a human gunner is unavailable or wireless communications is interrupted. The computer tailgunner, which is what the cybernetic tailgunner was based on, can only use one gun at a time, again due to fire arcs and where the cameras can see. The tailgunner has an attack bonus of +4, and can attack in a surprise round with a +1 to Initiative. In an emergency, the wearer can disengage the tailgunner and pull the gun arms forward and operate them manually. If the wearer has two weapon fighting, he/she can use two guns at a time, but all attacks suffer a -1 due to the weapons being attached to the arms on his back, with a crude deployable handle and trigger for emergency use. Otherwise, the mk3 has all the same stats as the mk2 PDC 29. [/QUOTE]
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