Very Hot Topic (More than 25 Replies) Guns, Gadets, and Gear (Read 22507 times)
dsumner
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Guns, Gadets, and Gear
May 29th, 2009 at 11:53am
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Over the years, I've written up inventions, namely weapons and/or defensive items, for use by characters and/or NPCs. I figure I might as well post some of them here. If any of you guys feel like posting, feel free. Here's the first batch.

Photon Grenades: +2 to hit, 2d8 damage, carrier attack for a Blinding Flash. Flash attacks as Light Control.



Disc Grenades: +2 to hit, 1d10 damage, R=Ax2, 2” blast radius. Agility roll to “bounce” grenades off of solid objects.

Acid Spray: Attacks as Chemical Attack. 1d12 damage. R=2”, damage from the spray affects targets as though they were hit by a Disintegration Ray.

Beam Knife: A wrist mounted laser energy blade used for cutting. +2 to hit, HTH+1d4 damage.

Monofilament Garrote: +4 to hit, HTH +1d6 damage.

Electro-Shock Bolas: +3 to hit, HTH +1d3 damage; Paralysis Ray carrier attack, 6 charges.

Shock Stick: +3 to hit, 1d12 damage; HTH with Lightning Control carrier attack, 8 charges.

« Last Edit: Sep 26th, 2015 at 2:44pm by dsumner »  

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Re: Weapons & Inventions
Reply #1 - Jun 3rd, 2009 at 11:44pm
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I have a list of my weapons around her someplace.  Damn, I have to organise my notes better.    I know its around here...
  

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Re: Weapons & Inventions
Reply #2 - Sep 18th, 2009 at 4:40pm
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Bumping this up, as I'm finally feeling motivated enough to add more goodies. And gents (ladies?), if you've got something to add, post away.
  

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Re: Weapons & Inventions
Reply #3 - Dec 16th, 2009 at 5:45pm
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One of my PCs (a martial artist) had a weapon called the "Flying Lotus Blade".  I copied the idea out of a Hong Kong Action Theater movie.  It functioned as a dagger for stabbing, unless the wielder causes it to split into 5 blades (similar to the Glaive from Krull).  It could be thrown and return to the wielder.

Melee as dagger +2 to hit, +1d6 damage
Thrown +3 to hit, disintegration carrier attack

The weapon could cut through anything.
  
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Re: Weapons & Inventions
Reply #4 - Jul 29th, 2011 at 10:50pm
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Tranq Gun: (Poison/Venom Device): Fires special darts. Victim must save vs. END on d100 or fall a sleep as though hit with a Paralysis Ray attack. +3 to hit, R=Agility.



Plasma Grenade: When detonated, they attack as a Disintegration Ray attack, inflicting 1d20 damage to everything within its 1" blast radius.



Electro Magnetic Pulse (EMP) Grenades: When detonated, they disrupt all electrical/electronic devices within a 3" blast radius for 3 turns. Cars shut down, computer screens go blank, the lights go out, etc.



Neural Scramblers: Small electronic devices, that when attached to the base of the skull, prevent the victim from forming coherent thoughts, and using mental abilities. The victim must save vs. INT or CHR (which ever is higher) to fight off the effects. 

Thermobaric Grenade: 2d8 damage in a 2" blast radius. The damage inflicted =% chance of collapsing small structures such as single story buildings.



Wireless Data Scanner: A small data retrieval and storage device, that can be attached to data storage devices, without a hardline, to scan their content, and download it. The device is roughly the size of a deck of cards, and is capable of holding up to 5 terabytes of data.

Detonation Tape: Det Tape is a high powered explosive carried in a portable container, that dispenses strips of explosives, like a roll of tape. An adhesive covers on side of the tape, allowing it to be attached to objects. A standard strip detonates with the same force as a hand grenade (1d10 damage, 1" Blast Radius).

Holo-Discs: Small metallic discs that display a life like hologram (Illusions A), for a as long as the power supply will last (I'd suggest no longer than 15 minutes). The hologram can be set to activate on impact, time delayed, motion sensitive, or voice activated.

Plasti-Flesh: A small spray can of chemicals, that when sprayed on wounds, bonds with human skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. The person treated with the chemicals automatically recovers 2 hit points, and their healing rate is doubled for the next 24 hours.
« Last Edit: Sep 26th, 2015 at 3:32pm by dsumner »  

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Re: Weapons & Inventions
Reply #5 - Jul 31st, 2011 at 6:23pm
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Any of you guys interested in seeing more of this stuff?
  

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Re: Weapons & Inventions
Reply #6 - Jul 31st, 2011 at 7:54pm
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Yes!  definitely.
  

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Re: Weapons & Inventions
Reply #7 - Jul 31st, 2011 at 8:59pm
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John wrote on Jul 31st, 2011 at 7:54pm:
Yes!  definitely.



Will do, as I've got a few more tricks in my bag. Just out of curiosity, what do you think of the stuff I've posted so far? And do you guys want to see more weapons, like Paralytic Nerve Gas, and Nono-Gas,  and Power Gauntlets (they'd increase the amount of damage you do when you strike a target in HTH), or gear that could be useful for non-combat encounters, like a Bio-Scanner and Magnetic Anomaly Detectors? Also, don't be shy, if you've got an idea, post away.
  

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Re: Weapons & Inventions
Reply #8 - Jul 31st, 2011 at 9:04pm
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I like the weapons, and I would like to see some non weapon gear.  Also, vehicles!
  

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Re: Weapons & Inventions
Reply #9 - Jul 31st, 2011 at 9:44pm
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John wrote on Jul 31st, 2011 at 9:04pm:
I like the weapons, and I would like to see some non weapon gear.  Also, vehicles!


I've got an NPC hero named Night Stalker (he's a martial artist with a lot of gadgets), that drives a car called "The Prowler". Lots of cool gadgets built into it (ECM Gear to jam trackers and sensors, hub cap land mines, thermal & radar scanners, that allow him to see through walls, an anti-theft system that responds to his finger prints, and will shock anyone trying to force the doors open, less lethal sonic weapons, and other goodies). In his secret ID, he's the owner of a multi-billion dollar media company. He was blinded by a bomb planted by anarchists, protesting multi-national corporations. I'll try to post him in a bit, as I'm not sure if he's on the external hard drive I've got with me, or at home.
  

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Re: Weapons & Inventions
Reply #10 - Aug 1st, 2011 at 12:16pm
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My first PC for V&V was named Nightstalker!    Smiley

So what exactly is a "Beam Knife" (from the first post in this thread)?
  
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Re: Weapons & Inventions
Reply #11 - Aug 1st, 2011 at 12:34pm
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Majestic wrote on Aug 1st, 2011 at 12:16pm:
My first PC for V&V was named Nightstalker!    Smiley

So what exactly is a "Beam Knife" (from the first post in this thread)?


It's a small laser "blade" used for cutting.
  

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Re: Guns, Gadets, and Gear
Reply #12 - Aug 1st, 2011 at 10:32pm
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Gravity Mines: Small "mines" that would act as Gravity Control, in a 2" radius, for 5 turns, when activated. They can be pre-programmed to increase or decrease Gravity by a factor of 10.

Leechers: Small devices, that could be attached to electrical devices. They'd act like a Devitalization Ray attack, draining 3d6 power for the device for 3 turns, more than one device can be attached.

Scramblers: Small devices that when attached to an electronic device, and activated, they disrupt them for 2d4 turns.

Comm Descrambler: It would allow you to break into, and monitor scrambled communications like radio transmissions and video. I figure it could be worn on the wrist like a little TV monitor.
« Last Edit: Aug 1st, 2011 at 10:33pm by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #13 - Aug 16th, 2011 at 7:56pm
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Paralytic Neurotoxin: Attacks as Poison/Toxin. When exposed the poison, the victim must save vs. END, or is affected as though they were attacked with Paralysis Ray, and is completely immobilized. Normal “wake up” rolls apply, to overcome the effects, with the victim gaining a +1 bonus for every 15 minutes that passes.

Anti-Toxin: Overcomes the effects of Neurotoxin. A single dose will completely reverse the affects of a neurotoxin within 3 minutes.

« Last Edit: Aug 25th, 2011 at 8:33pm by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #14 - Aug 24th, 2011 at 4:24pm
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Mini-Grenades: 1d4 damage, 1” Blast Radius


Psychic Chaff: Prevents the use of Telepathy, and related mental abilities, by producing “mental static”.

Choke Dust: Attacks as Chemical Power. The victim must save vs. END, or begin gasping for air, as though they were choking, being able to perform no other actions.

Confusion: An odorless, colorless gas that attacks as Emotion Control. The victim must save vs. INT or become disoriented, confused, unable order to concentrate and form complete thoughts. If save is failed, the victim losses that action stumbling around trying to shake off the gas' effects.

Bio-Scanner: An electronic medical device that can be used for the following purposes:

a) To determine whether the person being scanned is human, superhuman, or an extraterrestrial.
b) To determine basic medical information such as heart rate, blood pressure, body temp, etc.
c) To determine the extent of any injuries, such as broken bones, heart attacks, lacerations, burns, etc. and how serious they are.
d) In the event an injury is detected, to recommend a course of action.

More to follow.
« Last Edit: Sep 26th, 2015 at 3:33pm by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #15 - Aug 25th, 2011 at 7:54pm
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I've got a few more items I'll still working out the kinks on (X-Ray Lenses, Coagulator Darts, Flicker Screens, and some others) but I'll try to post them this weekend. Also, if you guys want to contribute, feel free. And while of thinking about it, what do you guys think about the stuff I've posted so far?
  

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Re: Guns, Gadets, and Gear
Reply #16 - Aug 25th, 2011 at 8:29pm
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I love all of this!  I am trying to make a file for my players to use.
  

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Re: Guns, Gadets, and Gear
Reply #17 - Aug 25th, 2011 at 9:23pm
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John wrote on Aug 25th, 2011 at 8:29pm:
I love all of this!  I am trying to make a file for my players to use.


Don't use this one.

Psychic Chaff: Prevents the use of Telepathy, and related mental abilities, by producing “mental static”.

« Last Edit: Aug 25th, 2011 at 9:24pm by THE ONI »  
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Re: Guns, Gadets, and Gear
Reply #18 - Aug 25th, 2011 at 9:34pm
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John, I know you asked for some vehicles, so I'm playing around with some stats for a Turbo Sub, Steel Talon Flying Wing Assault System (and hopefully some decent pics).
  

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Re: Guns, Gadets, and Gear
Reply #19 - Aug 27th, 2011 at 11:58am
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Acid Cloud Grenade: Attacks as Chemical Powers. Creates a 1" x 1" cloud of gas that inflicts 2d8 damage to anyone in contact with it. Victims, and objects, within the cloud are affected as though they were hit with a Disintegration Ray.

Paralytic Nerve Gas: Attacks as Poison/Venom. A colorless, orderless, gas that when released, causes paralysis in its victims. The victim(s) must save vs. END, or become paralyzed, and unable to move, for 1d4 hours. Victim is allowed normal save, every 15 mins, to attempt to overcome the gas' effects.

Stasis Chamber: Places anyone inside the chamber into a state of suspended animation, where their heart rate, and brain activity hover just above death. While in this state, the person will age at a greatly reduced rate, and wounds will slowly be allowed to heal (The exact rate they will heal at, is left up to the GM to determine, but I'd suggest 1/5 to 1/10 the normal rate).

Psychic Dampers: Electronic devices that prevent the use of psionic/mental abilities within a certain radius. 

Regen: A bio-engineered chemical that greatly increases healing, by doubling a character's normal healing rate, for a short period of time (1d4 days). Only one dose may be taken at a time, and only one dose per a 7 day period, or serious side effects could occur (1d4 damage, and the character acts as though fatigued for 1d4 days).

Adrenalizine : Designed as a sort term chemical stimulant that will boost a character's Power Score by 1d4x5 points per dose (Up to a 4 doses). The compound is highly addictive, and continuous use will have adverse affects on the body. If more than one dose is taken at a time, the character must make a save vs. END, with each additional dose, increasing the chance of failure by 1, or the character passes out, and go into shock.

In addition to the addictive effects of the drug, other side effects, of long term use include, increased aggressiveness (after two to three days of use, the character must begin making saves vs, intelligence to remain calm in high stress situations). For every 3-6 months of continuous use (roll 1d4), the character will lose 1 point of END from the stress being placed on their bodies (the points can be recovered through medical treatment - rehab, and training). After 1 year of use, a maximum of 3 points may be recovered through this manner, and all other END damage is permanent. In the event the character sustains enough damage, to his END score, that it drops to 0, the character will die, as his body has succumbed to the effects of long term drug use. 
« Last Edit: Aug 28th, 2011 at 9:40pm by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #20 - Aug 27th, 2011 at 8:49pm
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This is some good information. I might like to incorporate some of these items into Skyhawk's utility belt. Smiley
  
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Re: Guns, Gadets, and Gear
Reply #21 - Aug 28th, 2011 at 7:06pm
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I know, I have frantically cut and paste this for the Machinist.
  

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http://vav-megalopolis-pbem.blogspot.com/
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Re: Guns, Gadets, and Gear
Reply #22 - Aug 28th, 2011 at 10:35pm
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Blackout Grenades: when detonated, they create a 2"x2" area of darkness.

Flame Cloud Grenade: Attacks as Flame Powers. Creates a 2"x2" flaming cloud, that attacks as Flame Control, for 1d12 damage. The cloud burns for 1 turn.

Frost Grenade: Attacks as Ice Powers. Freezes objects within a 2"x2" area, inflicting 1d12 damage.

Fluid Gun: R=A/2. Consists of a backpack, hose, and high-pressure dispenser. The "gun" (the dispenser) is used to dispense a number of liquids. Some examples are:

a) Sticky Foam: Covers a surface with a super-sticky foam like substance that traps the character in place. The character must make a % save. vs. STR to break fee.
b) Slippery Foam: An Anti-Traction Material (ATM), “that renders surfaces as slippery as wet ice.” Anyone coming into contact, with the affected area, would have a 5% chance to remain standing, or loose their footing (as per the falling in darkness rules). Vehicles would loose control and crash, etc.
c) Endothermic Foam: An inert gel, that when applied to a surface, and activated, will cause that object to freeze solid. Metal will become brittle enough that it can be shattered from a strong impact.
d) Exothermic Foam: An inert gel, that when applied to a surface, and activated, will burn through solid metal.
e) Corrosive Acid: A highly corrosive acid, that when sprayed on metal, plastic, wood, etc. it’d eat through it like Disintegration Ray. Attacks as Chemical Powers, and does 2d8 vs. the item’s, SR.
f) OC Foam: Attacks as Chemical Power. OC spray suspended in a foam base. When struck, the victim must save vs. END, or they are effective blinded, as though struck by a Flash attack.

Vibro-Mines: Vibro-Mines mines emit a series of pulsed vibrations that attack as Vibratory Powers, inflicting 1d12 points of damage to all structures, in a 5" radius. Characters within the affected radius, must save vs. AGL, or loose their footing, and fall.

SPECIALTY AMMUNITION:

Armor Piercing Ammo: +2 points damage.
Explosive Ammo: 1d10 damage. 1” burst radius
Heat Seeking Ammo: +4 to hit
Mercy Rounds: Target is affected as though they were hit with a Paralysis Ray attack.
Taser Ammo: Carrier for a 1d12 electrical attack.

Stealth Suit: Effectively makes the character invisible to electronic forms of detection. Attempts to use normal senses to detect a character wearing a Stealth Shit are at 50% effectiveness, rounded down.

Voice Modulator: An electronic device used to disguise a characters voice, effectively allowing the character to mimic the voice patterns of anyone the device is programed for.

I've got more, but I'm still tinkering with the write-ups for the X-Ray contact lenses, Strobe Grenades, and a few others. And once again, if you guys want to contribute, feel free.
  

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Re: Guns, Gadets, and Gear
Reply #23 - Aug 28th, 2011 at 11:43pm
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I have a smaller list of stuff for my game in the thread called  the tool shed.


edit- Man  I have to edit my tool shed thread.  I didn't realise there were so many typos!
« Last Edit: Aug 28th, 2011 at 11:56pm by John »  

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Re: Guns, Gadets, and Gear
Reply #24 - Aug 28th, 2011 at 11:53pm
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John wrote on Aug 28th, 2011 at 11:43pm:
I have a smaller list of stuff for my game in the thread called  the tool shed.


Silly Jell, hmmm.....
  

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Re: Guns, Gadets, and Gear
Reply #25 - Sep 1st, 2011 at 9:47pm
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So, have any of you guys tried this stuff out yet?
  

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Reply #26 - Sep 1st, 2011 at 9:54pm
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Haven't played in about a month, so no.
  

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Reply #27 - Sep 3rd, 2011 at 6:18pm
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Watched Limitless last night, and liked it...

Drug NZT - increases Intelligence 3d10, allows user to utilize 100% of brain capacity.  Does not give psychic abilities, but does give access to everything the user has ever seen or heard. 

Highly addictive, 1 dose last 8 hours.  Continued use will cause dependence.

Discontinuing use will result in withdrawals, including headaches, vomiting, eventually unconsciousness and death.

Probably more a plot device than something a character would use...
  
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Re: Guns, Gadets, and Gear
Reply #28 - Dec 28th, 2011 at 8:24pm
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Just out of curiosity, how many of you guys would be interested in seeing a free pdf of all this stuff, and a few new items?
  

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Reply #29 - Dec 28th, 2011 at 8:41pm
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ME!
  

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Re: Guns, Gadets, and Gear
Reply #30 - Dec 29th, 2011 at 4:43pm
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dsumner wrote on Dec 28th, 2011 at 8:24pm:
Just out of curiosity, how many of you guys would be interested in seeing a free pdf of all this stuff, and a few new items?


That would be nice.  It's tough compiling these from all the different places, and having them in one document would be awesome!   

Thanks for taking the time to make and post these!   Smiley
  
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Reply #31 - Dec 29th, 2011 at 5:48pm
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I plan to start putting it together next week, as I'm taking some much needed down time, and finishing up some stuff I had to back burner while I was gone. Also, if you get a few minutes shoot me an email, or give me a call.
  

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Re: Guns, Gadets, and Gear
Reply #32 - Dec 29th, 2011 at 8:25pm
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I'm also looking for some decent looking artwork to use, as I think a visual reference would add a little something.
« Last Edit: Dec 29th, 2011 at 8:32pm by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #33 - Dec 29th, 2011 at 8:35pm
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You can take the stuff from my thread the Tool Shed if you want.... Cheesy
  

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Reply #34 - Jan 14th, 2012 at 6:22pm
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OK, after much procrastination on my part, I finally started putting together a PDF last night. Once it's finished, I'll upload it, and post a link for the download.
  

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Reply #35 - Mar 27th, 2012 at 10:47pm
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any progress?
oh, and MONOMOLECULAR FLYING DISC: disrupted by high freq sonics and magnetics, attacks as HTH +6, can make 1d4 attacks per phase. 1d8+1 damage, ignores invulnerability. control gauntlet required. is like tuning radio dial to K-I-L-L.
  
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Reply #36 - Mar 28th, 2012 at 3:41pm
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a little "I Come In Peace" for ya there.
  
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Reply #37 - Mar 28th, 2012 at 4:25pm
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I've got the text for most of this put together, I'm tinkering with layout, and trying to find a little artwork to use with it. I'll do like I did with the New Powers PDF, and post it to the V&V yahoo groups for download, once I'm finished.
  

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Reply #38 - Jun 30th, 2012 at 12:11pm
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Here are two devices Glare created in John's game. We still need to work out the base mechanics on the analyzer, but should be pretty easy to adapt. While a part of Glare's powered armor, they could easily be built into a rifle sized weapon:

Based on the Spectral Analyzer created by the Quidnunck, the Phase Analyzer allows the operator to scan anything in a 20' radius, and detect what dimensional frequency it is on.

The Phase Compensator incorporates ideas from Quidnunck's Ectoplasmic Cannon, allow an energy weapon to calibrate itself to another dimensional frequency (which requires the Analyzer), and allow it to now attack the being in it's own dimensional space.

Glare created these devices after encounters with a few non-corporeal beings, so he can recalibrate his light attacks to affect them. Both devices are now part of the Glare armored suit, giving him one more option for use in combat.
  

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Reply #39 - Jun 30th, 2012 at 6:35pm
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Thanks Gerry, and as I've said before, you guys are more than welcome to post gear in this thread.
  

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Reply #40 - Jul 1st, 2012 at 12:24am
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Gerry: i likem. reminiscent of Rom's Analyzer and Neutralizer
  
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Reply #41 - Jul 1st, 2012 at 12:36am
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I can't take full credit for the concept. I adapted them from some existing tech in the game world, and modified using Glare's knowledge of Dimensional Physics (which he created in the setting for humans).

Thankfully, I don't need separate devices like Rom did; it's all part of the Glare suit!
  

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Reply #42 - Jul 7th, 2012 at 12:14am
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Dazzlers: A small device that emits a series of blinding flashes. Attacks as a Light Control "Flash" emitting a flash every round for 6 rounds.

  

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Reply #43 - Jul 20th, 2012 at 6:30am
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Hmmmm.... okay.  Here's my 2 cents worth (hope it hasn't been suggested as I've not read through all the prior comments on the thread).

What about emotion grenades?  Limited 1 shot Emotion control power that can be thrown into a room and effects all within.  Examples coutd be fear (run away!! run away!!), despair (do nothing for a few rounds..."oh nothing is worth it I'm so depressed").  Or a similar thing with "mind control" grenades.  I'd call them "Compellers".  A one shot device with a pre-programmed suggestion that attacks as mind control on all in a radius.  Suggestions could include: surrender, sleep, attack (blind frenzy attacking each other in a confined area) etc  Cheesy
  
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Reply #44 - Jul 20th, 2012 at 11:21am
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I'm thinking some sort of gas grenade would also work, say something similar to the Scarecrow's Fear Gas.
  

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Reply #45 - Jul 20th, 2012 at 5:04pm
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hmmm. how would you build the Goblin Glider? (various approaches could be valid, just interested in how other people would write it up)
  
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Reply #46 - Jul 20th, 2012 at 5:07pm
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Already in the book. Flight Device, maybe even Wings Device.  Smiley
- can get jiggy and add a Power Blast and Natural Weaponry Devices also.
« Last Edit: Jul 20th, 2012 at 5:08pm by Ranger »  

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Reply #47 - Jul 20th, 2012 at 5:43pm
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yep, i build it as a Wings device (slower, but +3 agility lol). Plus it should be usable as a 1 shot 10d10 damage impaling attack that only hits the firer. in your face osborn! lolz
  
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Reply #48 - Jul 20th, 2012 at 11:14pm
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Bill Kropp wrote on Jul 20th, 2012 at 5:04pm:
hmmm. how would you build the Goblin Glider? (various approaches could be valid, just interested in how other people would write it up)


Or it could be a Special Vehicle, with flight as one of its abilities.
  

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Reply #49 - Jul 21st, 2012 at 12:11am
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I think of it more as a vehicle, too.  But the other stuff (impaler, etc) would fit easily.

Did the glider ever have a Power Blast?  I don't seem to remember that...
  
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Reply #50 - Jul 21st, 2012 at 3:54am
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Goblin's gliders alway seem to be able to fire pumpkins and stuff. Dom's got it right with the Special Vehicle route  Wink
  

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Reply #51 - Jul 21st, 2012 at 3:57am
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see, from a metagame perspective, as a vehicle itll be megafragile and swiftly targeted by smartass players. from an in-comic perspective, these things dont happen to it... it comes when called (seemingly from limbo lol) & seems to vanish whenever landing
  
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Reply #52 - Jul 21st, 2012 at 4:00am
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visually, its a vehicle, but in function, its more like a device. and goblin weaponry is strictly goblin carried. the glider's only weapon is a sharp point (and maybe a smokescreen contrail)
  
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Reply #53 - Jul 21st, 2012 at 4:03am
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doc ock poses a challenge, and to a lesser extent Stilt-man's armor. so much less and so much more than simple Stretching.
  
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Reply #54 - Jul 21st, 2012 at 4:08am
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The glider possessed a wide array of armaments, including heat-seeking and smart missiles, machine guns, extending blades, a flamethrower and a pumpkin bomb dispenser/launcher.
  

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Reply #55 - Jul 21st, 2012 at 5:49am
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Bill Kropp wrote on Jul 21st, 2012 at 4:03am:
doc ock poses a challenge, and to a lesser extent Stilt-man's armor. so much less and so much more than simple Stretching.


Doc Oc could be Bionics, and Stilt Man, armor with Stretching and Speed Bonus.
  

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Reply #56 - Jul 21st, 2012 at 12:14pm
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SuperWannabe wrote on Jul 20th, 2012 at 6:30am:
What about emotion grenades?  Limited 1 shot Emotion control power that can be thrown into a room and effects all within.  Examples coutd be fear (run away!! run away!!), despair (do nothing for a few rounds..."oh nothing is worth it I'm so depressed").  Or a similar thing with "mind control" grenades.  I'd call them "Compellers".  A one shot device with a pre-programmed suggestion that attacks as mind control on all in a radius.  Suggestions could include: surrender, sleep, attack (blind frenzy attacking each other in a confined area) etc  Cheesy


I am currently playing a character with an emotion control device would like to see how you guys work these. For Stalker's "Fear Gaze" I am assuming that it projects a frequency that the targets brain registers as a fear stimulus.  You guys got me thinking,will have to research a bit
  

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Reply #57 - Jul 21st, 2012 at 12:19pm
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hey found an article! Yes it may be a bit to science, but I like a bit of science in my make believe  Cheesy

http://www.sciencedaily.com/releases/2006/09/060920193424.htm
  

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Reply #58 - Jul 21st, 2012 at 1:03pm
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Emotion control grenades.  You are talking about MadBombs!
  

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Reply #59 - Jul 21st, 2012 at 3:35pm
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oh noes! teh evil weaponz of the Secret Empire! i smell william taurey or maybe that guy w the normal name...
  
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Reply #60 - Jul 21st, 2012 at 3:37pm
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oh, abt Stiltman: his stretching doesnt provide stretch defense, ability to alter shape, or even his reach, really. kinda gives increased size with no weight multiplier too
  
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Reply #61 - Jul 22nd, 2012 at 3:32pm
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Avatar wrote on Jul 21st, 2012 at 12:19pm:
hey found an article! Yes it may be a bit to science, but I like a bit of science in my make believe  Cheesy

http://www.sciencedaily.com/releases/2006/09/060920193424.htm


Nice, they even seem to acknowledge that Emotion Control exists!

>>>"These results significantly enhance our understanding of the neurobiology underlying psychiatric disorders involving emotional control, such as post traumatic stress disorder (PTSD) or depression."<<<
  
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Reply #62 - Sep 9th, 2012 at 3:11pm
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Bullet Resistant Fabric: Developed by the US government for use by law enforcement, diplomats, and the US military, the fabric is composed of a light weight synthetic material that provides 4-8 points of Invulnerability to the wearer, depending on the amount of material used in the manufacturing of the garment being worn. Some common applications are bullet resistant suits for diplomats, and law enforcement personnel, or tactical vests worn by the US military.

Thermite Grenade: Attacks as Disintegration Ray, 1d12 damage. No blast radius. 

  

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Reply #63 - Sep 25th, 2012 at 4:15pm
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Looks badass! I like a lot of this stuff.

Also, there's a typo under Stealth Suit - it says "Stealth Shit" lol.
  
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Reply #64 - Sep 25th, 2012 at 11:57pm
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Ok.. this thread Rocks! Stealing EVERYTHING! lol!

I LOVE Gadgets!

dsumner wrote on Dec 28th, 2011 at 8:24pm:
Just out of curiosity, how many of you guys would be interested in seeing a free pdf of all this stuff, and a few new items?


Ooooowhhhhhh  Me me me me me! Smiley

But I do have some questions for Dsummer...

How would or could these devices theoretically affect Thunderbolt...?

Leechers: Small devices, that could be attached to electrical devices. They'd act like a Devitalization Ray attack, draining 3d6 power for the device for 3 turns, more than one device can be attached.

Scramblers: Small devices that when attached to an electronic device, and activated, they disrupt them for 2d4 turns.

Electro Magnetic Pulse (EMP) Grenades: When detonated, they disrupt all electrical/electronic devices within a 3" blast radius for 3 turns. Cars shut down, computer screens go blank, the lights go out, etc.

Also I've attached a PDF of the devices compiled... its crude and probably improperly categorized but it is all in one place at least.

EDIT 1# - Updated PDF with Ordinance: Torpedo stats [09/30/2012]

EDIT 2# - Updated PDF with Ordinance: "From the Depths of Space" Torpedo stats [10/21/2012 - 06:04:10]

EDIT 3# - Updated PDF with V&V organization of categories of Devices. [10/21/2012 - 10:23:30]

EDIT 4# - Updated PDF New Devices and missed NTZ drug. [04/16/2013 - 12:16:20]

EDIT 5# - Updated PDF Ordinance - Repulser Mine. [05/02/2013 - 07:00:35]

« Last Edit: May 2nd, 2013 at 8:02am by Thunderbolt »  

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Reply #65 - Oct 20th, 2012 at 6:13pm
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Reply #66 - Oct 21st, 2012 at 7:04am
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Updated PDF file with "From the Depths of Space" torpedo stats.  Enjoy!
  

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Reply #67 - Oct 21st, 2012 at 11:09am
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Hey, that's nice work, Thunderbolt!

The organization is fine, but if you were concerned about it just organize it the same way V&V does:
Technological Ranged Weapons
Muscle-powered Ranged Weapons
Explosives
Brawling Weapons

You can also say "Unique Weapons" (Thor's hammer, etc) and "Mounted Weapons".
  
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Reply #68 - Oct 21st, 2012 at 11:22am
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Display Name wrote on Oct 21st, 2012 at 11:09am:
Hey, that's nice work, Thunderbolt!

The organization is fine, but if you were concerned about it just organize it the same way V&V does:
Technological Ranged Weapons
Muscle-powered Ranged Weapons
Explosives
Brawling Weapons

You can also say "Unique Weapons" (Thor's hammer, etc) and "Mounted Weapons".


Great suggestions... will do.  Updated!
  

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Reply #69 - Oct 22nd, 2012 at 2:20pm
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Ranger wrote on Oct 20th, 2012 at 6:13pm:


The following site calculated the cost of the armor to be quite significantly higher, as did Forbes and TIME MagazineGrin
  
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Reply #70 - Apr 12th, 2013 at 12:45pm
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Razor Discs: +3 to hit, HTH+1d4. R=AGL.

Blood Seekers: Small barbed "smart darts" fired from a wrist mounted projectile weapon. Autofire weapon. Fires a "burst" of 3 darts. +4 to hit, but only when target is bleeding, 1d4 damage per dart. R=AGLx3. 15 shots.

  

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Reply #71 - Apr 12th, 2013 at 1:12pm
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SWEET! New forms of high-Tech death!

Hmm...blood seekers... these seem familiar.. like a weapon proposed at the CTHULHUTECH site... some time ago.

Uploading the updated PDF of this on page 2 of this thread! Smiley
« Last Edit: Apr 12th, 2013 at 1:18pm by Thunderbolt »  

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Reply #72 - May 2nd, 2013 at 5:00am
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Idea from the Gravity Mine.

Repulser Mine: Anything triggering this mine is immediately away from the mine at a velocity of 300-1/2 weight of the person being pushed. Range 10"

*Steps on mine* AHHHHHHHHH!!!!!
  

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Reply #73 - May 2nd, 2013 at 7:56am
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LOVE it.. adding it to the PDF! Thanks!

Updated!
« Last Edit: May 2nd, 2013 at 7:59am by Thunderbolt »  

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Reply #74 - May 2nd, 2013 at 8:23am
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Welcome.

Just imagine the chaos that would cause when someone stumbles into a lair laced with repulser mines. the shenanigans that would ensue would be hilarious
  

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Reply #75 - May 2nd, 2013 at 2:18pm
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Yeah, that could really be wacky.  Why not make them invisible to boot!  Shocked
  
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Reply #76 - May 2nd, 2013 at 10:03pm
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Descrud wrote on May 2nd, 2013 at 8:23am:
Welcome.

Just imagine the chaos that would cause when someone stumbles into a lair laced with repulser mines. the shenanigans that would ensue would be hilarious


Actually, depending on how close the mines are to the walls and ceiling, anyone coming into contact with them, could get messed up pretty badly from knock-back damage. And if no one's told you yet, these are a pretty damned good idea. Consider them officially stolen.  Cool
  

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Re: Guns, Gadets, and Gear
Reply #77 - May 2nd, 2013 at 10:12pm
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I am a construction worker, and I am constantly being bombarded by lasers.  They use them to see if the walls, floors, doorways, etc are straight and or level.

So  Imagine a round metal ball with grooves that shot out light attacks as it rolled around.    They would pretty much hit everyone in an area.

So Laser Grenades:  As light (+5 to hit) to everyone in a 50' radius.  2d8.
  

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Re: Guns, Gadets, and Gear
Reply #78 - May 2nd, 2013 at 10:45pm
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John wrote on May 2nd, 2013 at 10:12pm:
So Laser Grenades:  As light (+5 to hit) to everyone in a 50' radius.  2d8.


And for a variation, you could have them do the blinding attack that Light Control does in the same radius instead of the laser damage
  

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Re: Guns, Gadets, and Gear
Reply #79 - May 3rd, 2013 at 12:26am
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You guys are giving me some nasty ideas for things I could add to Compass' 9,000 lb. wrecking ball!

Speaking of which, the rest of the team wants him to get a second one and to have them slung low behind the team craft when we fly; they already refer to them as "Compass' big balls". Wink
« Last Edit: May 3rd, 2013 at 12:28am by Majestic »  
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Re: Guns, Gadets, and Gear
Reply #80 - May 3rd, 2013 at 3:41am
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Majestic wrote on May 3rd, 2013 at 12:26am:
Speaking of which, the rest of the team wants him to get a second one and to have them slung low behind the team craft when we fly; they already refer to them as "Compass' big balls". Wink


Strafing runs where the wrecking balls hit stuff.....super t-bagging?
  

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Re: Guns, Gadets, and Gear
Reply #81 - May 3rd, 2013 at 10:27am
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Gerry wrote on May 2nd, 2013 at 10:45pm:
John wrote on May 2nd, 2013 at 10:12pm:
So Laser Grenades:  As light (+5 to hit) to everyone in a 50' radius.  2d8.


And for a variation, you could have them do the blinding attack that Light Control does in the same radius instead of the laser damage


Sweet!  I'll load this into the PDF too!  Nice Ideas!

EDIT:  Hey wait!  We already have those.. in the PDF "Photon Grenades"... right below "Mini-Grenades"! Smiley
« Last Edit: May 3rd, 2013 at 10:31am by Thunderbolt »  

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Re: Guns, Gadets, and Gear
Reply #82 - Oct 14th, 2013 at 8:43pm
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Poison/Venom: Anticoagulant: When combined with any attack that would normally cause the character to bleed (being shot with an arrow, cut with a blade, etc.) the character struck with take an additional 1 point of damage per turn for 1d4 turns, as his blood will not clot.
  

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Re: Guns, Gadets, and Gear
Reply #83 - Oct 15th, 2013 at 12:19pm
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If you really want to be nasty, combine the Blood Seekers with the Anticoagulant.
  

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Re: Guns, Gadets, and Gear
Reply #84 - Oct 17th, 2013 at 9:32pm
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Wow, there are a lot of good ideas in this thread. I will be robbing all of you!

This kind of stuff makes the V&V Forum very special. I have been on some other RPG forums and most of them just seem to be shouting matches rather than anything I can use in my games. Like "My interpretation of RPG design philosophy is better than yours!" or "FATE is the best game ever made and if you disagree it's because you're stupid!"
  
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Re: Guns, Gadets, and Gear
Reply #85 - Oct 26th, 2013 at 4:02pm
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In the beginning many years ago, we had a few members who only wanted to argue.   I gave them their own room, the Negative Zone for a bit. 

Then I deleted it as it was nothing I wanted for the forum.  They have all since drifted away.
  

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Re: Guns, Gadets, and Gear
Reply #86 - Oct 26th, 2013 at 8:25pm
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Negative Zone was a great name for it. I'm sure I'm a crank with my own particular preferences but I don't know what good it does to argue about games with strangers over the Internet.
  
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Re: Guns, Gadets, and Gear
Reply #87 - Oct 26th, 2013 at 8:30pm
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I am not above arguing on the internet.  And I have not banned anyone from this site, and only told one person to knock something off.   So my  admin style is more sit back and enjoy the show.

After all that,  I am still pretty amazed at how well this forum gets along.
  

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Re: Guns, Gadets, and Gear
Reply #88 - Oct 27th, 2013 at 2:29am
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Matt wrote on Oct 26th, 2013 at 8:25pm:
Negative Zone was a great name for it. I'm sure I'm a crank with my own particular preferences but I don't know what good it does to argue about games with strangers over the Internet.


I just want to say, Matt, that I think you're a poo-poo head if you don't want to argue with us over stuff that's clearly very importantCheesy
  
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Re: Guns, Gadets, and Gear
Reply #89 - Jun 6th, 2015 at 4:29pm
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Shock Gauntlets: Attack as HTH+2, carrier for 1d8 Lighting Control attack. 6 charges.

Rapid Fire Rail Gun: Attacks as HTH +4 to hit, automatic weapon, 1D10 damage, R=AX10. 10 rounds per shot, 100 rounds of ammo per magazine. May be used to defend against large ballistic type weapons (rockets, missiles, artillery shells, etc.).
  

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Re: Guns, Gadets, and Gear
Reply #90 - Jun 6th, 2015 at 9:19pm
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dsumner wrote on Jun 6th, 2015 at 4:29pm:
Shock Gauntlets: Attack as HTH+2, carrier for 1d8 Lighting Control attack. 6 charges.

Rapid Fire Rail Gun: Attacks as HTH +4 to hit, automatic weapon, 1D10 damage, R=AX10. 10 rounds per shot, 100 rounds of ammo per magazine. May be used to defend against large ballistic type weapons (rockets, missiles, artillery shells, etc.).


Oh snap!  I think one of Thunderbolts proposed gadgets was a Railgun for Diesel...powered and focused by TB magnetic/lighting control powers.  Or was it a particle beam rifle about the size of a Model 82A1 Barret... again powered and beam focused by his magno/electric powers?  I think I abandoned the idea for the Particle Beam rifle... as I scaled its damage too high {4d10} ..considering how many 'average' hit points a person on the street might have... seemed too OP!

But I do like this Rapid-Fire Railgun... Very nice Dsummer...adding it to the PDF! Smiley
  

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Re: Guns, Gadets, and Gear
Reply #91 - Jun 12th, 2015 at 2:18am
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Hover Mines (The mimes hover approximately 1" off surface) Motion activated - equipped with a proximity fuse. +2 to hit. 1d10 damage. 2" Blast Radius.
  

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Re: Guns, Gadets, and Gear
Reply #92 - Aug 31st, 2015 at 12:45am
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Ok.. I've been PM'ed that my Guns, Gear, Gadgets - PDF file will not download.. so I'm posting it again... with some updates!

Enjoy True Believers!
  

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Reply #93 - Aug 31st, 2015 at 8:30pm
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Cant believe I haven't found this thread til now.  You may rest assured I will be stealing shamelessly and promise to give back a little.

John wrote on May 2nd, 2013 at 10:12pm:
So  Imagine a round metal ball with grooves that shot out light attacks as it rolled around.    They would pretty much hit everyone in an area.


Sounds like the Death Blossom from The Last Starfighter.  I like it.
  
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Reply #94 - Aug 31st, 2015 at 9:14pm
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Here are some goodies I have used:

Tanglefoot is an extremely sticky, string-like substance developed as an anti-personnel device. It can be deployed through a gun type device that shoots streams like Silly String (R=5") or as area coverage (10 sq ft.) using small grenades that do no other damage. It is formed by a combination of three chemicals, mixing with nitrogen. The reaction is almost instantaneous.

Tanglefoot strands have a tensile strength equal to that of Kevlar (SR=12) and will stick tenaciously to virtually every surface. The effects last for approximately 20 minutes in air or 1 hour in water. It weakens as it oxidizes, losing all of its strength in the last 6 minutes.

Tanglefoot has a refractive index near that of water and it virtually disappears when submerged. In air, it is readily visible under normal lighting conditions. Deployment by area grenade or gun carries the same saves against agility as any other such device. Once trapped, the victim can save versus strength to snap the strands but must save against both agility and strength to escape from the binding agent, which will glue limbs together or to anything they touch.




Somnolence is a gas that causes the nervous system of humans and meta-humans to release a significant quantity of melatonin, the hormone that causes sleep. Because the gas is a natural compound found in the human system, it will affect any character that requires sleep, both corporeal and non-corporeal and is not a poison. It has been distilled into a near pure form and is far more potent than anything produced by the body. Willpower (Type A) is the only defense that can fight off the effect and must be active in a relevant way to have any chance. It is left to the GM to determine any applicable modifiers to saves.

Victims of Somnolence will sleep for 25 to 36 hours (24+1d12) and will likely find it hard to get back into a regular sleep-wake cycle. This is due to the depletion of melatonin in the system and may take two to three weeks to fully recover, depending on Endurance or Willpower.





The players in my current game have access to these for ground transportation:


The Omnicycle is a single person vehicle with one wheel of approximately 7’ in diameter. The engine and seat rest at the bottom of the wheel and the tire runs around the outside of the wheel. Powered by fuel cells, this unique vehicle has a top speed of 150 MPH (660”/turn) and can take a typical street corner at 60 MPH (265”/turn).  It can accelerate to top speed in 6 seconds on pavement with an occupant weighing up to 250 lbs. Omnicycles can be fitted to players with unusual body forms and restraints automatically deploy when a sufficient mass (25 lbs) mounts the seat. Due to the open, light design (900 lbs, SR 9), it provides no protection for the occupant besides mobility. Omnicycles have no offensive capabilities.

Omnicycles transmit location, biometric and mechanical telemetry to the player's headquarters, which can override all functions, including holding an occupant with the safety restraints and transporting the occupant wherever HQ chooses.  This was designed as a lifesaving protocol but has been used to deter rogue agents or the theft of an Omnicycle by driving the occupant to a secluded place where they can be dealt with. An Omnicycle can be destroyed remotely (as a small bomb, 1d12 damage to all within a range of 3") by HQ if necessary.

Omnicycle design incorporates gyros and stabilizers, allowing new users to operate one with moderate training and experience, limited only by the courage and daring of the operator.


The image was stolen from somewhere and is not my art.




  
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Re: Guns, Gadets, and Gear
Reply #95 - Aug 31st, 2015 at 11:32pm
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I guess this must be the combat version  Tongue

  

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Reply #96 - Sep 1st, 2015 at 3:57pm
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All of those are great, KlystronCool
  
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Re: Guns, Gadets, and Gear
Reply #97 - Sep 1st, 2015 at 5:44pm
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Gerry wrote on Aug 31st, 2015 at 11:32pm:
I guess this must be the combat version  Tongue



TOTALLY STEALING THIS FOR USE!  OMG
"Face me, heroes, and my FERRIS WHEEL OF DOOM!"
  
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Reply #98 - Sep 1st, 2015 at 7:54pm
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Gerry wrote on Aug 31st, 2015 at 11:32pm:
I guess this must be the combat version 



The Carousel of Chaos?
The Wheel of Woe?
The Terrible Tire?

Definitely a Golden Age invention.  Who is the artist? My guess would be Kirby but it's just a guess.
  
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Re: Guns, Gadets, and Gear
Reply #99 - Sep 1st, 2015 at 9:59pm
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It's a marvel villain called Big Wheel. He fought Spiderman and Rocket Racer
  

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Re: Guns, Gadets, and Gear
Reply #100 - Sep 2nd, 2015 at 1:58am
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Just saying... "there are more things in reality that are stranger than fiction..."
  

_motor_wheel_1931.jpg ( 93 KB | 6 Downloads )
_motor_wheel_1931.jpg

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Re: Guns, Gadets, and Gear
Reply #101 - Sep 6th, 2015 at 12:46am
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Okay.... FYI... I love these uni-bike, single wheel/sit your ass in the centre things...and the fact that they exist in real life is awesome.

But what are they called??? Can't search the net for more info about them if you don't know the name...

RAMBLE
  
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Reply #102 - Sep 6th, 2015 at 7:51am
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Ramble wrote on Sep 6th, 2015 at 12:46am:
...and the fact that they exist in real life is awesome.



You mean there's a difference between the stuff I make up for the game and real life?  Well, that's a buzz kill.

  
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Re: Guns, Gadets, and Gear
Reply #103 - Sep 25th, 2015 at 11:02pm
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Graviton Beam Rifle: Attacks as Gravity Control, 1d20 damage, R=25".



Grenade Launcher: D=Varies, R=AGLx6, Ammo=6.



Disruptor Beam: Attacks as Disintegration Ray, 1d20 Damage, R=20. Disrupts the target's cellular structure. 

Laser Whip: Attacks as HTH+4.
« Last Edit: Oct 5th, 2015 at 10:09am by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #104 - Sep 28th, 2015 at 8:24am
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dsumner wrote on Sep 25th, 2015 at 11:02pm:
Graviton Beam: Attacks as Gravity Control, 1d20 damage, R=25".

Grenade Launcher: D=Varies, R=AGLx6, Ammo=6.



Disruptor Beam: Attacks as Disintegration Ray, 1d20 Damage, R=20. Disrupts the target's cellular structure. 

Laser Whip: Attacks as HTH+4.



Added your stuff to the weapons section Dsummer.. neat picture for the Grenade launcher!
« Last Edit: Sep 28th, 2015 at 8:25am by Thunderbolt »  

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Re: Guns, Gadets, and Gear
Reply #105 - Jun 9th, 2016 at 11:08am
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Some gear for assassins.

Exploding Candles: When lit, they explode approximately 1 min later. 1d6 damage. 2" radius.

Poison Candles: When lit, after approximately 30 seconds, they give of fumes that have one of the following effects:

a) Sleep: Attacks as Poison/Venom, but affects the target as though struck with a Paralysis Ray attack.
b) Poison: Attacks as Poison Venom, but affects the target as though struck with Death Touch. 1" radius. The target must reroll their save each round they're in the effective radius.
c) Poison: Attacks as Poison/Venom, but the target is affected as though struck with a Devitalization Ray attack. 1" radius. The target must reroll their save each round they're in the effective radius.
d) Hallucination: Attacks as Poison/Venom, but the target sees horrifying illusions. 1" Radius.
e) Paralysis: Attacks as Poison/Venom. 1" Radius. Save vs. E or target is paralyzed until a successful save is made.
« Last Edit: Jun 9th, 2016 at 3:32pm by dsumner »  

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Re: Guns, Gadets, and Gear
Reply #106 - Jun 11th, 2016 at 1:33am
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What number does one use for all of the Poison/Venom attacks? (as it's not on the combat chart)
  
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Re: Guns, Gadets, and Gear
Reply #107 - Jun 11th, 2016 at 7:37am
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I'd assume its the same as you are still being subjected to an attack.  No need to complicate matters.  Plus is might depend on situational circumstances.. like a contact poison on a doorknob that you willingly touch may not need a 'attack' at all!  Assassins cheat and kill people in very unfair uncool ways so like I tell folks who complain about such things~ "Well your SUPPOSED to die when your shot in the head/heart/face from surprise by a high-caliber round... its called being mortal!"

..its why 'assassins' are almost universally reviled by most decent folks.

Or in Clint Eastwoods words~ Unforgiven; "Son... we all have it coming."

And my favorite, "...its a hell of a thing to kill a man.. in one moment ..you take away all he's got.. and all he'll ever have."

Guess I'll need to add a "Assassin's Tools" section to the PDF...
« Last Edit: Jun 11th, 2016 at 7:43am by Thunderbolt »  

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Re: Guns, Gadets, and Gear
Reply #108 - Jun 22nd, 2016 at 4:02pm
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Right, but if one writes "attacks as Poison/Venom", it begs the question, 'how does Poison/Venom attack?'

Personally, I usually just use Chemical Powers.
  
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Re: Guns, Gadets, and Gear
Reply #109 - Jun 23rd, 2016 at 5:22am
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That sounds reasonable enough... sure.. poisons ARE a chemical attack...
  

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Re: Guns, Gadets, and Gear
Reply #110 - Oct 18th, 2016 at 5:59pm
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Implosion Grenade - An implosion grenade removes matter within a certain radius and pulls everything towards it creating an implosive effect, with highly damaging results. 1D20 damage; 2" burst radius. Target is affected as through struck with a disintegration ray attack.



Universal Translator - A device used to decipher and interpret foreign/alien languages into the native language of the user.

Mini-Rebreather - A small tank and mouthpiece containing 10 mins. worth of air.

  

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Re: Guns, Gadets, and Gear
Reply #111 - Jul 13th, 2017 at 1:08am
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Goop Grenade: Fills a 1" x1" area with a super sticky adhesive "goo". Anyone in the affected area will have their effective movement reduced to 0" (flying characters are immune). Characters may save vs. AGL (d20) to avoid the effects. Characters trapped by the goo have 5% chance (+1% for each point of STR over 10) per turn. (This one may still need to be tinkered with). Attempting to break free is considered an action.
  

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Re: Guns, Gadets, and Gear
Reply #112 - Jan 3rd, 2024 at 3:01am
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Have any of you guys made use of this stuff?
  

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Re: Guns, Gadets, and Gear
Reply #113 - Feb 6th, 2024 at 1:21pm
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Bumping this as some of this stuff might make an appearance in my new game.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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