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Unread postPosted: Thu Nov 21, 2013 10:26 pm
  

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Joined: Fri Mar 16, 2007 7:45 pm
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Location: Gulf Shores, AL
taalismn wrote:
zenethos wrote:
Night-Shadow Tactical Defense Suite.




Ewwww...muscleware!



Ummm... What? It's a bit more than just a physical enhancer...

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Power may corrupt, but I'd rather be corrupt than weak! - Zenethos

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Unread postPosted: Wed Mar 12, 2014 7:47 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Here-There Gun
“In yet another incident of super science gone irresponsibly mad, the Grammacy City Cost Guard fished yet another automobile out of the West Bay, after it was observed vanishing off the Interstate Bridge and appearing almost immediately over the waters of the Bay, making this the third time the ‘Jumper Dunker ‘ has struck-”

Believed to be an attempt at creating a teleportation device, Here-There Guns(HTGs) have since appeared in the hands of some supervillain groups. Their source is unknown, but HTGs have been used in a number of thefts, high-profile acts of vandalism, and terrorist ‘pranks’.
Here-There Guns resemble handheld dish microphones with pistol grips and handholds. Pointed at an object, they then teleport the object to a set distance in their range. The object in question is repelled/teleported AWAY from the shooter’s position, not TOWARD them(there are rumors of a There-Here Gun that draws distant objects TOWARDS the shooter’s position, but none have yet been observed in operation, nor has there many word of success on creating a dual-mode device).
Weight: 15 lbs
Range: 5,000 ft
Damage: Teleports a targeted object, up to 5,000 lbs, AWAY from the shooter to a set distance(cannot exceed the device’s range) along the device’s aim path(so the HTG cannot, for example, teleport a car behind the shooter). The HTG will teleport objects through any intervening solid objects, but if the end point of the teleport ends in solid material, the teleport will abort in the next suitably large open space before that point. The distance between the HTG and the target must be line of sight and CANNOT be obstructed(no targeting through walls). Multiple small objects(or people) can be teleported as long as they do not exceed the weight limit total and are in physical contact with each other. Anything NOT meeting those parameters will NOT be teleported(no partial teleports or whisking somebody’s lungs out of their body).
Rate of Fire: Once per melee.
Payload: 5 shot battery. The built-in battery requires the equivalent of twenty car batteries to recharge.
Cost: The HTG has appeared on the black markets for 2 million U.S. dollars or more.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Thu Mar 13, 2014 5:35 pm, edited 1 time in total.

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Unread postPosted: Thu Mar 13, 2014 12:09 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6723
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Here-There Gun
“In yet another incident of super science gone irresponsibly mad, the Grammacy City Cost Guard fished yet another automobile out of the West Bay, after it was observed vanishing off the Interstate Bridge and appearing almost immediately over the waters of the Bay, making this the third time the ‘Jumper Dunker ‘ has struck-”

Believed to be an attempt at creating a teleportation device, Here-There Guns(HTGs) have since appeared in the hands of some supervillain groups. Their source is unknown, but HTGs have been used in a number of thefts, high-profile acts of vandalism, and terrorist ‘pranks’.
Here-There Guns resemble handheld dish microphones with pistol grips and handholds. Pointed at an object, they then teleport the object to a set distance in their range. The object in question is repelled/teleported AWAY from the shooter’s position, not TOWARD them(there are rumors of a There-Here Gun that draws distant objects TOWARDS the shooter’s position, but none have yet been observed in operation, nor has there many word of success on creating a dual-mode device).
Weight: 15 lbs
Range: 5,000 ft
Damage: Teleports a targeted object, up to 5,000 lbs, AWAY from the shooter to a set distance(cannot exceed the device’s range) along the device’s aim path(so the HTG cannot, for example, teleport a car behind the shooter). The HTG will teleport objects through any intervening solid objects, but if the end point of the teleport ends in solid material, the teleport will abort in the next suitably large open space before that point. The distance between the HTG and the target must be line of sight and CANNOT be obstructed(no targeting through walls). Multiple small objects(or people) can be teleported as long as they do not exceed the weight limit total and are in physical contact with each other. Anything NOT meeting those parameters will NOT be teleported(no partial teleports or whisking somebody’s lungs out of their body).
Rate of Fire: Once per melee.
Payload: 5 shot battery. The built-in battery requires the equivalent of twenty car batteries to recharge.

I am seeing no cost listed for this here device, sir.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Thu Mar 13, 2014 12:22 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7697
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Stone Gargoyle wrote:
taalismn wrote:
Here-There Gun
“In yet another incident of super science gone irresponsibly mad, the Grammacy City Cost Guard fished yet another automobile out of the West Bay, after it was observed vanishing off the Interstate Bridge and appearing almost immediately over the waters of the Bay, making this the third time the ‘Jumper Dunker ‘ has struck-”

Believed to be an attempt at creating a teleportation device, Here-There Guns(HTGs) have since appeared in the hands of some supervillain groups. Their source is unknown, but HTGs have been used in a number of thefts, high-profile acts of vandalism, and terrorist ‘pranks’.
Here-There Guns resemble handheld dish microphones with pistol grips and handholds. Pointed at an object, they then teleport the object to a set distance in their range. The object in question is repelled/teleported AWAY from the shooter’s position, not TOWARD them(there are rumors of a There-Here Gun that draws distant objects TOWARDS the shooter’s position, but none have yet been observed in operation, nor has there many word of success on creating a dual-mode device).
Weight: 15 lbs
Range: 5,000 ft
Damage: Teleports a targeted object, up to 5,000 lbs, AWAY from the shooter to a set distance(cannot exceed the device’s range) along the device’s aim path(so the HTG cannot, for example, teleport a car behind the shooter). The HTG will teleport objects through any intervening solid objects, but if the end point of the teleport ends in solid material, the teleport will abort in the next suitably large open space before that point. The distance between the HTG and the target must be line of sight and CANNOT be obstructed(no targeting through walls). Multiple small objects(or people) can be teleported as long as they do not exceed the weight limit total and are in physical contact with each other. Anything NOT meeting those parameters will NOT be teleported(no partial teleports or whisking somebody’s lungs out of their body).
Rate of Fire: Once per melee.
Payload: 5 shot battery. The built-in battery requires the equivalent of twenty car batteries to recharge.

I am seeing no cost listed for this here device, sir.
I am seeing this item as something that would almost always be in the hands of a NPC, so I dont think price is that much needed. An easy couple of million though.

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator


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Unread postPosted: Thu Mar 13, 2014 5:34 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43336
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
[
I am seeing no cost listed for this here device, sir.


I was going to let the market dictate the price, but as a guideline I'd say 2 million U.S. dollars or more.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu Mar 13, 2014 6:46 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6723
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
I was going to let the market dictate the price, but as a guideline I'd say 2 million U.S. dollars or more.
I could see them going for a lot more at auction if you didn't create too many of them and they were hard to find.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Thu Mar 13, 2014 6:56 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
taalismn wrote:
I was going to let the market dictate the price, but as a guideline I'd say 2 million U.S. dollars or more.
I could see them going for a lot more at auction if you didn't create too many of them and they were hard to find.



Indeed. The SMART makers of these things would limit supply and distribution(but that has the drawback that it makes it a tad easier for the authorities to get wind of somebody offering these things for sale).
A dumb, or more dangerously, a MALICIOUS, maker would make lots, sell cheap, and watch chaos break loose.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Wed Sep 10, 2014 8:39 am
  

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Hero

Joined: Tue May 11, 2010 3:52 pm
Posts: 1546
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.


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Unread postPosted: Thu Sep 11, 2014 6:35 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7697
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
wyrmraker wrote:
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.

I like this. Very nice.

Question: How would it affect someone if fired at the face? Is it fluidic enough to get in a nose or seep into a mouth and expand? Should it happen to hit someone in the face and block off the nasal and mouth, is it breathable?

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator


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Unread postPosted: Thu Sep 11, 2014 11:28 pm
  

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Hero

Joined: Tue May 11, 2010 3:52 pm
Posts: 1546
NMI wrote:
wyrmraker wrote:
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.

I like this. Very nice.

Question: How would it affect someone if fired at the face? Is it fluidic enough to get in a nose or seep into a mouth and expand? Should it happen to hit someone in the face and block off the nasal and mouth, is it breathable?

In theory it might. But since it's specifically designed to bind onto hard surfaces such as armor, it's pretty unlikely that it would bind to flesh (30% chance, as listed). Since it's meant to be used on heavily armoured units, using it on someone without armor is kind of pointless.

Comparatively, it's about as safe to get shot in the face with this stuff as it would be to take a rubber bullet in the face, or a sandbag round to the head.


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Unread postPosted: Fri Sep 12, 2014 10:35 pm
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7697
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
wyrmraker wrote:
NMI wrote:
wyrmraker wrote:
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.

I like this. Very nice.

Question: How would it affect someone if fired at the face? Is it fluidic enough to get in a nose or seep into a mouth and expand? Should it happen to hit someone in the face and block off the nasal and mouth, is it breathable?

In theory it might. But since it's specifically designed to bind onto hard surfaces such as armor, it's pretty unlikely that it would bind to flesh (30% chance, as listed). Since it's meant to be used on heavily armoured units, using it on someone without armor is kind of pointless.

Comparatively, it's about as safe to get shot in the face with this stuff as it would be to take a rubber bullet in the face, or a sandbag round to the head.

True, but it is liquidy in nature and then expands and solidifies -- potentially could be fatal if the stuff got in the mouth. Even if it didn't bond to the flesh, it could block passage ways in/out of the mouth and nose.

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator


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Unread postPosted: Fri Sep 12, 2014 11:51 pm
  

User avatar
Hero

Joined: Tue May 11, 2010 3:52 pm
Posts: 1546
NMI wrote:
wyrmraker wrote:
NMI wrote:
wyrmraker wrote:
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.

I like this. Very nice.

Question: How would it affect someone if fired at the face? Is it fluidic enough to get in a nose or seep into a mouth and expand? Should it happen to hit someone in the face and block off the nasal and mouth, is it breathable?

In theory it might. But since it's specifically designed to bind onto hard surfaces such as armor, it's pretty unlikely that it would bind to flesh (30% chance, as listed). Since it's meant to be used on heavily armoured units, using it on someone without armor is kind of pointless.

Comparatively, it's about as safe to get shot in the face with this stuff as it would be to take a rubber bullet in the face, or a sandbag round to the head.

True, but it is liquidy in nature and then expands and solidifies -- potentially could be fatal if the stuff got in the mouth. Even if it didn't bond to the flesh, it could block passage ways in/out of the mouth and nose.

Like I said, it's a Specific-Use round. A SWAT team wouldn't use Frag grenades on protestors, and these rounds wouldn't be used on average bank robbers. They're designed to disable robots and the like. If people are using this stuff on unarmored individuals, then they are in for a world of legal problems.


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Unread postPosted: Sat Sep 13, 2014 4:47 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6723
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
wyrmraker wrote:
Like I said, it's a Specific-Use round. A SWAT team wouldn't use Frag grenades on protestors, and these rounds wouldn't be used on average bank robbers. They're designed to disable robots and the like. If people are using this stuff on unarmored individuals, then they are in for a world of legal problems.
You may intend it to be such in your game, but by posting it on the boards you basically allow it to be used how someone else might see fit. In my game, most likely this would wind up on the black market and a criminal would use it just as Nimmy says. There is no limiting use of a weapon in that instance.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Sat Sep 13, 2014 5:33 pm
  

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Hero

Joined: Tue May 11, 2010 3:52 pm
Posts: 1546
Stone Gargoyle wrote:
wyrmraker wrote:
Like I said, it's a Specific-Use round. A SWAT team wouldn't use Frag grenades on protestors, and these rounds wouldn't be used on average bank robbers. They're designed to disable robots and the like. If people are using this stuff on unarmored individuals, then they are in for a world of legal problems.
You may intend it to be such in your game, but by posting it on the boards you basically allow it to be used how someone else might see fit. In my game, most likely this would wind up on the black market and a criminal would use it just as Nimmy says. There is no limiting use of a weapon in that instance.

I'm not disagreeing at all. But it's a lot like modifying a gun from semi to fully automatic. The gun manufacturers aren't responsible for what happens to their product once it leaves their hands. And whoever manufactures the TPR Compound wouldn't be, either.

Is it possible to drown someone with the TPR Compund? Sure. Just like it's possible to kill someone with a Taser, or give someone a lethal concussion with a rubber bullet. The fact that it's designed for a particular set of circumstances in no way accounts for user error, or deliberate misuse. That becomes an in-game consequence of misuse, whether it's by the law enforcement agency that uses it incorrectly, or a criminal who rapid-fires it and encases a police car, suffocating the officers within.


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Unread postPosted: Thu Oct 02, 2014 5:39 am
  

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Joined: Tue May 11, 2010 3:52 pm
Posts: 1546
Muscle Maximizer
Using electrical stimulation, this set of what appears to be thermal underwear will increase a user's physical performance to the upper limit of unaugmented human capability.

Physical Prowess and Speed are temporarily augmented to 30. Physical Strength becomes Extraordinary (can carry 100x PS, lift 200x PS). PE is unchanged.

Note that the body will take damage. Pushing the human body like this, even for short durations, is exhausting work. The body will tire at twice the normal rate. Also, it will do 1D4 damage direct to Hit Points for every five minutes active. This reflects the ways in which the suit will push the body in ways that it was never meant to be pushed.

Individuals with higher stats than these will gain no benefit from the suit.


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Unread postPosted: Thu Oct 02, 2014 8:23 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43336
Location: Somewhere between Heaven, Hell, and New England
wyrmraker wrote:
Muscle Maximizer
Using electrical stimulation, this set of what appears to be thermal underwear will increase a user's physical performance to the upper limit of unaugmented human capability.

Physical Prowess and Speed are temporarily augmented to 30. Physical Strength becomes Extraordinary (can carry 100x PS, lift 200x PS). PE is unchanged.

Note that the body will take damage. Pushing the human body like this, even for short durations, is exhausting work. The body will tire at twice the normal rate. Also, it will do 1D4 damage direct to Hit Points for every five minutes active. This reflects the ways in which the suit will push the body in ways that it was never meant to be pushed.

Individuals with higher stats than these will gain no benefit from the suit.


Does it afford any additional physical protection to the wearer? Or rather, how much damage can the suit take before its benefits are zilched? Might it be possible for the amped wearer to accidentally do enough damage to himself, say, punching out a rhino or a truck, that he accidentally shorts out the suit(because parts of it were crushed between his fist and the target)?

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu Oct 02, 2014 8:48 pm
  

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taalismn wrote:
wyrmraker wrote:
Muscle Maximizer
Using electrical stimulation, this set of what appears to be thermal underwear will increase a user's physical performance to the upper limit of unaugmented human capability.

Physical Prowess and Speed are temporarily augmented to 30. Physical Strength becomes Extraordinary (can carry 100x PS, lift 200x PS). PE is unchanged.

Note that the body will take damage. Pushing the human body like this, even for short durations, is exhausting work. The body will tire at twice the normal rate. Also, it will do 1D4 damage direct to Hit Points for every five minutes active. This reflects the ways in which the suit will push the body in ways that it was never meant to be pushed.

Individuals with higher stats than these will gain no benefit from the suit.


Does it afford any additional physical protection to the wearer? Or rather, how much damage can the suit take before its benefits are zilched? Might it be possible for the amped wearer to accidentally do enough damage to himself, say, punching out a rhino or a truck, that he accidentally shorts out the suit(because parts of it were crushed between his fist and the target)?

Probably no protection. I would wear this underneath of armor. And I would say that about 25 SDC of damage would put it out of condition. That's after the SDC of the armor was defeated.

And since it directly stimulates the musculature, it wouldn't be subject to incidental damage.


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Unread postPosted: Wed Oct 08, 2014 8:03 pm
  

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wyrmraker wrote:
taalismn wrote:
wyrmraker wrote:
Muscle Maximizer
Using electrical stimulation, this set of what appears to be thermal underwear will increase a user's physical performance to the upper limit of unaugmented human capability.

Physical Prowess and Speed are temporarily augmented to 30. Physical Strength becomes Extraordinary (can carry 100x PS, lift 200x PS). PE is unchanged.

Note that the body will take damage. Pushing the human body like this, even for short durations, is exhausting work. The body will tire at twice the normal rate. Also, it will do 1D4 damage direct to Hit Points for every five minutes active. This reflects the ways in which the suit will push the body in ways that it was never meant to be pushed.

Individuals with higher stats than these will gain no benefit from the suit.


Does it afford any additional physical protection to the wearer? Or rather, how much damage can the suit take before its benefits are zilched? Might it be possible for the amped wearer to accidentally do enough damage to himself, say, punching out a rhino or a truck, that he accidentally shorts out the suit(because parts of it were crushed between his fist and the target)?

Probably no protection. I would wear this underneath of armor. And I would say that about 25 SDC of damage would put it out of condition. That's after the SDC of the armor was defeated.

And since it directly stimulates the musculature, it wouldn't be subject to incidental damage.
It could potentially be considered exceptionally vulnerable to electricity and the device and/or the user via conductivity, could take an extra 25-50% electrical damage.

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Unread postPosted: Thu Oct 09, 2014 1:47 am
  

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NMI wrote:
wyrmraker wrote:
taalismn wrote:
wyrmraker wrote:
Muscle Maximizer
Using electrical stimulation, this set of what appears to be thermal underwear will increase a user's physical performance to the upper limit of unaugmented human capability.

Physical Prowess and Speed are temporarily augmented to 30. Physical Strength becomes Extraordinary (can carry 100x PS, lift 200x PS). PE is unchanged.

Note that the body will take damage. Pushing the human body like this, even for short durations, is exhausting work. The body will tire at twice the normal rate. Also, it will do 1D4 damage direct to Hit Points for every five minutes active. This reflects the ways in which the suit will push the body in ways that it was never meant to be pushed.

Individuals with higher stats than these will gain no benefit from the suit.


Does it afford any additional physical protection to the wearer? Or rather, how much damage can the suit take before its benefits are zilched? Might it be possible for the amped wearer to accidentally do enough damage to himself, say, punching out a rhino or a truck, that he accidentally shorts out the suit(because parts of it were crushed between his fist and the target)?

Probably no protection. I would wear this underneath of armor. And I would say that about 25 SDC of damage would put it out of condition. That's after the SDC of the armor was defeated.

And since it directly stimulates the musculature, it wouldn't be subject to incidental damage.
It could potentially be considered exceptionally vulnerable to electricity and the device and/or the user via conductivity, could take an extra 25-50% electrical damage.

I disagree that it would make the body any more conductive, since the electrodes only work by targeting very specific points on the body for stimulation. If they were implanted electrodes with leads that came through the skin, I could see the possibility of increased damage.

On the same path, Cyborgs should be following those rule of being more susceptible to electricity, but they're not because the rules say so (and not because of physics).


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Unread postPosted: Fri Nov 28, 2014 8:52 pm
  

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sign language translator!
basically a device that translates sign language into the vocal/written equilivant!

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Unread postPosted: Sat Nov 29, 2014 8:51 pm
  

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Reposted from the MDC 'Rifts Dimension Books', 'Tools of the Trade' thread.:
Post subject: Re: Tools of the tradePosted: Fri Nov 11, 2011 7:31 pm

Sign Vocalator
This handy device converts sign language into vocalizations, allowing beings who do not possess the power of speech to communicate effectively with beings who do not understand sign langauge. Worn on the chest, the small disk/medallion-shaped device uses a combination short range laser scan and motion detection system(familiar to anybody who’s used a Wii), to track limb movements and translate them into synthesized speech. Much faster than keyboarding phrases.
Cost: 200 credits/800 dollars

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Unread postPosted: Fri Feb 27, 2015 3:22 pm
  

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taalismn wrote:
Here-There Gun
“In yet another incident of super science gone irresponsibly mad, the Grammacy City Cost Guard fished yet another automobile out of the West Bay, after it was observed vanishing off the Interstate Bridge and appearing almost immediately over the waters of the Bay, making this the third time the ‘Jumper Dunker ‘ has struck-”

Believed to be an attempt at creating a teleportation device, Here-There Guns(HTGs) have since appeared in the hands of some supervillain groups. Their source is unknown, but HTGs have been used in a number of thefts, high-profile acts of vandalism, and terrorist ‘pranks’.
Here-There Guns resemble handheld dish microphones with pistol grips and handholds. Pointed at an object, they then teleport the object to a set distance in their range. The object in question is repelled/teleported AWAY from the shooter’s position, not TOWARD them(there are rumors of a There-Here Gun that draws distant objects TOWARDS the shooter’s position, but none have yet been observed in operation, nor has there many word of success on creating a dual-mode device).
Weight: 15 lbs
Range: 5,000 ft
Damage: Teleports a targeted object, up to 5,000 lbs, AWAY from the shooter to a set distance(cannot exceed the device’s range) along the device’s aim path(so the HTG cannot, for example, teleport a car behind the shooter). The HTG will teleport objects through any intervening solid objects, but if the end point of the teleport ends in solid material, the teleport will abort in the next suitably large open space before that point. The distance between the HTG and the target must be line of sight and CANNOT be obstructed(no targeting through walls). Multiple small objects(or people) can be teleported as long as they do not exceed the weight limit total and are in physical contact with each other. Anything NOT meeting those parameters will NOT be teleported(no partial teleports or whisking somebody’s lungs out of their body).
Rate of Fire: Once per melee.
Payload: 5 shot battery. The built-in battery requires the equivalent of twenty car batteries to recharge.
Cost: The HTG has appeared on the black markets for 2 million U.S. dollars or more.


I like the idea but it might be more entertaining if the guns only affect inanimate materials- that way think of all the fun you can have teleporting away a superheroes' gear (or uniform) and then fleeing while they stand there dumbfounded (or, hopefully, trying to cover themselves...). This would then require an Analytical Genius, Natural Genius, or Super Inventor to create devices that immunize their gear (or at the very least their costumes, to protect Secret IDs and all that).


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Unread postPosted: Fri Feb 27, 2015 3:36 pm
  

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wyrmraker wrote:
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.


While the intention of using these devices on armored individuals is clear, I did have a thought- if shot at the ground at a target's feet, would they not expand and entrap the target, similar to a Carpet of Adhesion spell? Would allow for them to still be used as anti-riot rounds by police/military against even unarmoured targets.


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Unread postPosted: Fri Feb 27, 2015 4:43 pm
  

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The Giggler’s Bag of Tricks:
All of these inventions were seized with the incarceration of the insane (though not homicidal) criminal-prankster known as The Giggler (AKA Simon DuMerais), an Analytical Genius who turned his imagination towards ways to make the world less “boring” (the word he used when asked by prison psychiatrists why he had taken to a life of crime). All are themed around various forms of toys or prank items and non are inherently lethal- he was known for being a relatively non-violent criminal who used his attack items more for self defense than in an attempt to kill- although they would still be dangerous when used against non-superhuman targets.

The Wo-Yo: This modified Yo-Yo design can be used for a number of effects- attack, entrapment, distraction, and just plain amusement. A skilled user (one who has had at least a week or two to practice with it) can use it for the attack and entrapment effects but only someone who has truly mastered the art of the Yo-Yo can fully utilize it to perform amazing tricks!

Used as an attack, the Wo-Yo can be treated as a normal object of this kind except that with its wire line and weighted end it does 3d6 damage to any target struck by it. The line has a maximum attack range of 6ft. and a skilled user can automatically bring the weighted end back after the attack (those not trained in the Yo-Yo will need to use a melee action to retrieve and re-wind the wire onto the end).

If used to entrap a target, the attacker must be within 2ft. of the intended victim and once used in this way, the Wo-Yo is lost to the attacker. When ‘whipped’ around a target, the line will hold the target with a PS of 30 and the target is held until they either work their way out of the line (1d4 minutes), break the line (30 SDC damage to snap) or use intangibility or other super powers/skills to escape the item (can be escaped in one melee round by those who are double-jointed or trained escape artists).

If used to do Yo-Yo tricks, treat as a normal Yo-yo, but a truly gifted user can possibly wow their (likely captive) audience with an Awe Factor of 10.

Not-So-Silly String: This canister of normal-looking silly string contains a special formula liquid adhesive that comes out looking like normal silly string but entraps those targeted within a glop of hardened chemical adhesive that requires a superhuman PS of 30 or higher to break out of (or can be cut through/etc.- has 40 SDC per glop). Each shot can be used to entangle a single target within 10ft. or 2 shots can be used to cover an area the size of a doorway (but this requires 3 melee actions to perform). Each can contains 10 shots and the chemical is highly flammable- takes x2 damage from flame attacks but if fire attacks are used on the stuff while a target is glopped up that target takes normal fire damage as well as having a 01-65% chance to be covered in the burning chemical and continue to take 2d6 fire damage for 1d6 melee rounds or until the flames are extinguished.

The Joy-Less Buzzer: Looking like a normal novelty joy buzzer, this item sends a powerful jolt of Direct Current into the target, causing their muscles to look up temporarily. Range is limited to touch and the effect does 2d6 damage to the target as well as requiring a 16 or less roll vs. muscle lock (PE bonuses apply to save)- those who fail are effectively nearly paralyzed and can barely move, Spd is 10% of normal, they are reduced to 1 melee attack/action and are -10 to all combat rolls (skill use is -80%) for 16 melee rounds. Those who save vs. Muscle Lock are -2 melee attacks and -3 to all combat rolls (and sore) for the same duration. Those who are resistant or immune to electrical attacks are obviously unaffected. The Joy-Less Buzzer has a micro generator with enough capacity for 3 charges and recovers one charge every 10 minutes.

Gas Balloons: When The Giggler comes calling with a handful of balloons, you can never be sure which are normal and which are these specially prepared balloons that, when popped, release a cloud of knock-out gas in a 10ft. area (save vs. Non-Lethal poison or be rendered unconscious for 1d10 minutes. Be careful holding them though- they have 2 SDC and any attack that pops them will release the gas inside.

Lolli-POPS!: The Giggler likes to run up to unsuspecting heroes or police unaware of his MO and hand them these items, which appear as normal lollipops until he either remote-detonates them or after 10 seconds, whichever he has set them for. The Lollipop itself is made of a special type of shaped explosive compound that does 3d6 damage to anyone holding the lollipop and has a 01-70% chance of knocking anyone under 300lbs. off their feet due to the concussion of the blast (-10% to chance per 50lbs. of weight over 300)- target knocked back 1d6 feet and loses Initiative and 2 melee attacks shaking off the blast.

The Argh-Horn: Although it appears to be a normal squeeze-bulb bike horn this item produces a powerful sonic blast that deafens and potentially harms the target. Range limited to 6ft. and if target is aware of this device’s effects and has Initiative then they can attempt to cover their ears with their hands. Otherwise, they are deafened for 1d6 melee rounds (-1 melee attack and -6 to all combat rolls) plus take 2d6 damage- double the damage/duration to those with enhanced senses of hearing. Those who cover their ears take the normal damage but are deafened for only 1 melee round. Those with sonic powers or immune to sonic effects are unaffected.


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Unread postPosted: Fri Feb 27, 2015 8:54 pm
  

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Twisted, fbdaury, twisted but fun.
I can readily see these reverse-engineered and snapped up by tricksters, crazy heros/villains, and Ludicrous Mages across the Megaverse.

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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Unread postPosted: Sat Feb 28, 2015 3:47 pm
  

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fbdaury wrote:
wyrmraker wrote:
TPR Compound
Tactical Paint Rounds were originally designed for use by law enforcement units during training. These new rounds combine the concepts of mini-grenades with a paint compound based on an a kind of expanding foam sealant.

Basically, one round will release on impact approximately one cubic foot of brilliantly pink liquid that flows outwards and hardens along the targeted area. Designed for Sharpshooting Lawmen, this round is intended to lock up a person's armor by hardening the joints, allowing a reprobate to be potentially taken alive. Bear in mind that one cubic foot will only lock up one major joint or cluster, such as one knee or elbow, an entire hand and wrist or foot and ankle. Therefore, a 3-round burst will lock up either a pelvic region or both shoulders.

When used on unarmored flesh, each round causes 1d2 SDC damage (deep, painful bruising, mostly). However, the compounds will only have a 30% chance of sufficiently attaching to flesh or soft cloth armor to bind a target. It is designed to attach itself to hard armor joint corners.

There are two versions of this round. The first is a round that can be used as a heavy pistol or light rifle round. This is designed for man-sized targets (anything from 3' tall to powered armors in the 8-9' variety). The second is a vehicle-sized weapon, firing a gyroc on the scale of a 40mm Grenade round. This weapon is capable of binding a joint on anything up to 25' tall robots. While the volume may seem too small to properly affect the area described, the initial reaction is more akin to a rapidly expanding foam sealant.

In either case, the solution will last for a full 30 minutes upon exposure to oxygen before oxidizing into dust. Alternatively, a blast of 20 SD worth of electrical damage will destabilze the TPR enough to get it to release; the person bound by the TPR is actually insulated from that damage. Any damage over that 20 is inflicted on whomever is bound.

TPR Compound can also be placed into capsules in order to temporarily stick two items together.


I originally designed this for a Rifts campaign, but I figure that it would be good for use against heavy robots and those dinks in the ridiculous amounts of armor.


While the intention of using these devices on armored individuals is clear, I did have a thought- if shot at the ground at a target's feet, would they not expand and entrap the target, similar to a Carpet of Adhesion spell? Would allow for them to still be used as anti-riot rounds by police/military against even unarmoured targets.

It could be used for that, sure. It actually hearken's to the round's original creation as an alchemical version of Carpet of Adhesion and Mystic Net.


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Unread postPosted: Mon Jan 09, 2017 3:46 am
  

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I hope nobody minds this very late addition. I don’t think I’ve seen these in HU, but I could be wrong.


Nano Multi-Tool

Basically a Spacer’s Tool for HU. A nanite/nanotech version of the traditional multi-tool, one compact unit can provide any basic hand tool a mechanic would need. Other special features are a laser range finder, laser torch (1d4, 1d6, 2d6), small vibroblade, and high intensity flashlight. Battery good for hundreds of tool changes, 20 hours of flashlight, 20 turns of the laser torch, or 30 turns of the vibroblade. $300,000

Universal Skeleton Key

Made of similar nanites to those found in the Multi-Tool, this oversized fob works as a universal skeleton key in any mechanical key style lock. Basically, metal nanites reform the key to fit any lock. Any straight mechanical lock is unlocked in one action. More complicated locks such as car keys with RF chips take 1d4x10 seconds. If the original car key with a RF chip can be provided (say lifted from a pocket) the Universal Skeleton Key can copy the original in 10 seconds. 10 patterns can be stored this way.
$300,000

Taser Rounds

Modified pistol round (9mm or larger) containing a miniaturized contact taser inside the round. Range and capacity are the same as the base pistol. Follows the pretty much the same rules as the Handheld Stunner and Stun Pistol/Blaster on page 215 of the GM Guide, with the addition of one hit provides -8, multiple hits provide a -10. You can play with needing a specially modified pistol to fire the Taser Round, or allow them to be fired from an unmodified weapon.

I meant these to be a Hardware Character build, so I wasn’t so worried about cost. Say $100 a bullet and $1,000 to modify a pistol if you go that route?


Edit: Raised the price on the first two items significantly. If a character is a Hardware Genius using nanites I would drop the price to half, or even less.

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Last edited by RockJock on Mon Jan 09, 2017 9:47 pm, edited 1 time in total.

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Unread postPosted: Mon Jan 09, 2017 4:45 pm
  

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RockJock wrote:
I hope nobody minds this very late addition. I don’t think I’ve seen these in HU, but I could be wrong.


Nano Multi-Tool

Basically a Spacer’s Tool for HU. A nanite/nanotech version of the traditional multi-tool, one compact unit can provide any basic hand tool a mechanic would need. Other special features are a laser range finder, laser torch (1d4, 1d6, 2d6), small vibroblade, and high intensity flashlight. Battery good for hundreds of tool changes, 20 hours of flashlight, 20 turns of the laser torch, or 30 turns of the vibroblade. $30,000

Universal Skeleton Key

Made of similar nanites to those found in the Multi-Tool, this oversized fob works as a universal skeleton key in any mechanical key style lock. Basically, metal nanites reform the key to fit any lock. Any straight mechanical lock is unlocked in one action. More complicated locks such as car keys with RF chips take 1d4x10 seconds. If the original car key with a RF chip can be provided (say lifted from a pocket) the Universal Skelton Key can copy the original in 10 seconds. 10 patterns can be stored this way.
$30,000

Taser Rounds

Modified pistol round (9mm or larger) containing a miniaturized contact taser inside the round. Range and capacity are the same as the base pistol. Follows the pretty much the same rules as the Handheld Stunner and Stun Pistol/Blaster on page 215 of the GM Guide, with the addition of one hit provides -8, multiple hits provide a -10. You can play with needing a specially modified pistol to fire the Taser Round, or allow them to be fired from an unmodified weapon.

I meant these to be a Hardware Character build, so I wasn’t so worried about cost. Say $100 a bullet and $1,000 to modify a pistol if you go that route?
The prices seem a little low for nanobots.

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Unread postPosted: Mon Jan 09, 2017 9:45 pm
  

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I was going on the basis of what it costs the Hardware Expert to build them. I was basing on the pricing of the laser mini tool being 15k. I just relooked and the e-clip was 15k, so I will raise the nanites accordingly.

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Unread postPosted: Wed Feb 21, 2018 7:51 pm
  

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Ok, this is a device invented by a Natural Genius, not a hardware character. He had, among other things, a strong focus/skill in psychology…

The Autohypnotizer: A biofeedback enabled autohypnosis system, this was developed to enable a natural genius to pre-program himself to enable instantaneous (no APM used) combat trances (normally this takes 1 melee round). It can be used to enable instant drop into other trance states as well, but combat trance was the initial (and key) objective. It works like this: 1) The user programs in the mental trigger phrase and image he wants to use (This is what he has to bring to mind to trigger the trance. For example he could chose the phrase chocolate chip cookies, and the image of a purple elephant.) 2) He uses the autohypnotizer’s VR system and biofeedback sensors into a hypnotic state, 3) The user then brings himself to the trance state he wants to trigger, in the process burning 2 rounds off the duration of the trance state, as 4) the device programs him with his chosen trigger. 5) He then drops out of both the trance state and the hypnosis, able to trigger it’s recurrence by simply envisioning the combined trigger phrase and image.

Effects: Allows the user to assume a pre-programmed trance state instantaneously (no attacks per melee used). Establishing such a pre-programmed trance state costs 1) 2 melee rounds off the normal duration limit of the trance, and 2) One of the user’s uses of said trance state each day.

Market Cost: Not for sale
Cost to construct : $4000 (computer hardware has gotten really cheap - you can get a vr headset (Occulus Rift) for under $600...)


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Unread postPosted: Mon Jun 04, 2018 11:05 am
  

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So I wonder when the official Hardware Unlimited being played at the open house. Will any of the ideas in this post make it into a rifter or the book itself. Will a release date finally be announced for Hardware Unlimited?


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Unread postPosted: Mon Jun 04, 2018 11:40 am
  

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Biomechanical computers........anyone else looked into a hardware character focused on building biomechanical computers, exoskeletons, robots and power armour? I liked the muscle suit posted was hoping stuff like that would be Hardware Unlimited.


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Unread postPosted: Tue Oct 15, 2019 10:38 am
  

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IS it O.K for Hardware Unlimited not only have Tech but also Magic items and Weapons?


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Unread postPosted: Tue Oct 15, 2019 11:04 am
  

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I'd rather it all be gadgets and stuff, not magic. Myself

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Unread postPosted: Tue Oct 15, 2019 12:40 pm
  

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zerombr wrote:
I'd rather it all be gadgets and stuff, not magic. Myself

Agreed. I would want it to cover all the tech classes (Robots, Bionics, even special weapons of characters like the secret agent) and not just Hardware but magic needs to be separate.

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Unread postPosted: Mon Dec 16, 2019 3:25 am
  

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Posts: 36
Hardware genius type Medical Genius. This character is able to create medical gadgets in addition to being a medical doctor (gets all the skills in the medical program, chemistry, chemistry analytical, electrical engineering, computer operation and programming, field surgeon) Gadgets include serum dispensers, nano-kits for repairing stabilizing and maybe medical nano-grenades (Toss one out and everything in 10 feet gets a dose) Makes implants, bionics, cyborg conversions.
Looking several times I can't find a power armor building table. I end up having to take stuff in the robot section and say it is smaller than that or works differently than that. I have to make a guess as to where the SDC in a power armor should be instead of giant robot vehicle levels. the weapons and such are also set up for giant-sized robot vehicles.
Robot vehicles and AI robots are built under the same system and it feels clunky. they need to be separated and expanded as often I am trying to find the things I need to build something similar to another palladium systems PA and just can't by the tables and listings in the book. I would love this book because the hardware stuff really is too big for the small section in the main book it got.
A specifically giant robot vehicle hardware variant, alternatively mechanical genius should have a variation option for them since it misses the piloting and combat skills required piloting robot vehicles, specifically RCE variations and robot combat basic. The robot combat elite should be a universal variation similar to the universal variations of the other hardware characters (such as the universal weapons skills of the weapons genius) same bonuses no matter what they design their robot vehicle to do.


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Unread postPosted: Mon Dec 16, 2019 3:31 am
  

D-Bee

Joined: Fri Oct 27, 2017 9:57 am
Posts: 36
Reworking of AI to give options for an AI variant that would be more like other living beings being able to learn skills normally (Think something like Lt Cmdr Data from Star Trek TNG or the Doctor from Voyager. the idea is their mechanical minds are similar enough to ours that making new skills programs pre-programmed takes way more time than it would take them to learn the function (Basic Highschool level automatic) Borrow a little bit from the bionics category to give them stuff like augmented vision or hearing.


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Unread postPosted: Mon Dec 16, 2019 4:59 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
gaby wrote:
IS it O.K for Hardware Unlimited not only have Tech but also Magic items and Weapons?
No. There are other areas of the forums for magic items.

_________________
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http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Mon Dec 16, 2019 5:03 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
ryokoryu wrote:
Hardware genius type Medical Genius. This character is able to create medical gadgets in addition to being a medical doctor (gets all the skills in the medical program, chemistry, chemistry analytical, electrical engineering, computer operation and programming, field surgeon) Gadgets include serum dispensers, nano-kits for repairing stabilizing and maybe medical nano-grenades (Toss one out and everything in 10 feet gets a dose) Makes implants, bionics, cyborg conversions.
Looking several times I can't find a power armor building table. I end up having to take stuff in the robot section and say it is smaller than that or works differently than that. I have to make a guess as to where the SDC in a power armor should be instead of giant robot vehicle levels. the weapons and such are also set up for giant-sized robot vehicles.
Robot vehicles and AI robots are built under the same system and it feels clunky. they need to be separated and expanded as often I am trying to find the things I need to build something similar to another palladium systems PA and just can't by the tables and listings in the book. I would love this book because the hardware stuff really is too big for the small section in the main book it got.
A specifically giant robot vehicle hardware variant, alternatively mechanical genius should have a variation option for them since it misses the piloting and combat skills required piloting robot vehicles, specifically RCE variations and robot combat basic. The robot combat elite should be a universal variation similar to the universal variations of the other hardware characters (such as the universal weapons skills of the weapons genius) same bonuses no matter what they design their robot vehicle to do.

This has already been done in more detail:
https://wiki.thedeificnmi.com/index.php ... cal_Genius

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Mon Dec 16, 2019 6:39 pm
  

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Adventurer

Joined: Thu Apr 20, 2006 1:46 pm
Posts: 567
Location: "The Guides to the Megaverse(tm)" Podcast
Comment: Rifter Contributer 79, 81,82,83,84
I thiiink that's actually in the Hardware book, so my guess is the author posted those. Interesting. I've got a char sheet from the hardware unlimited game I played at the open house, I must compare

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Author of "Setting the Stage" - Rifter 79, "Hitting the Streets" - Rifter 81, "Hitting the Gym" - Rifter 82
"Saving the World", and "On the Hunt" - Rifter 83
and lastly, my baby, my long term project... The Dark City of Cascade - Rifter 84.


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Unread postPosted: Mon Dec 16, 2019 11:36 pm
  

D-Bee

Joined: Fri Oct 27, 2017 9:57 am
Posts: 36
Stone Gargoyle wrote:
ryokoryu wrote:
Hardware genius type Medical Genius. This character is able to create medical gadgets in addition to being a medical doctor (gets all the skills in the medical program, chemistry, chemistry analytical, electrical engineering, computer operation and programming, field surgeon) Gadgets include serum dispensers, nano-kits for repairing stabilizing and maybe medical nano-grenades (Toss one out and everything in 10 feet gets a dose) Makes implants, bionics, cyborg conversions.
Looking several times I can't find a power armor building table. I end up having to take stuff in the robot section and say it is smaller than that or works differently than that. I have to make a guess as to where the SDC in a power armor should be instead of giant robot vehicle levels. the weapons and such are also set up for giant-sized robot vehicles.
Robot vehicles and AI robots are built under the same system and it feels clunky. they need to be separated and expanded as often I am trying to find the things I need to build something similar to another palladium systems PA and just can't by the tables and listings in the book. I would love this book because the hardware stuff really is too big for the small section in the main book it got.
A specifically giant robot vehicle hardware variant, alternatively mechanical genius should have a variation option for them since it misses the piloting and combat skills required piloting robot vehicles, specifically RCE variations and robot combat basic. The robot combat elite should be a universal variation similar to the universal variations of the other hardware characters (such as the universal weapons skills of the weapons genius) same bonuses no matter what they design their robot vehicle to do.

This has already been done in more detail:
https://wiki.thedeificnmi.com/index.php ... cal_Genius

Needs a bionics variant, eugenics is not what I had in mind. In addition, genetics is less hardware more belonging biology, not so much making medical gadgets. I think it would deserve a new classification, still in the genius category but hardware is more devices. This is why medical nanobots and the bionics. anyway what about the idea for a more mech oriented variant of mechanical genius with a robot combat elite ability thing.


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Unread postPosted: Tue Dec 17, 2019 5:35 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
ryokoryu wrote:
Needs a bionics variant, eugenics is not what I had in mind.

You mean something like this: https://wiki.thedeificnmi.com/index.php ... ics_Genius
ryokoryu wrote:
In addition, genetics is less hardware more belonging biology, not so much making medical gadgets. I think it would deserve a new classification, still in the genius category but hardware is more devices. This is why medical nanobots and the bionics. anyway what about the idea for a more mech oriented variant of mechanical genius with a robot combat elite ability thing.
Perhaps this: https://wiki.thedeificnmi.com/index.php ... ics_Genius
Or this: https://wiki.thedeificnmi.com/index.php ... :_CyberDoc

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Mon Jan 13, 2020 11:08 pm
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2498
Location: SDF-1, Macross Island
So, just thinking about armored vehicles and came up with a few random tidbits:
Heavy weapons:
Spoiler:
From various sources:
TISSUE DAMAGE RATINGS
1. Barely Adequate 1D6
2. Fair 1D8
3. Good 2D6
4. Very Good 3D6
5. Excellent 4D6
6. Very Excellent 5D6
7. Superior 6D6
8. Light Machinegun 1d4x10
9. Heavy Machinegun 5D10 + 6 (56) or 1d6 x 10 (60)
10. Heavier Calibre Machinegun 6D10 + 6 (66) or 1d6 x 10 + 10 (70)

14.5mm HMG does 1d8 x10 per ball round and 3D8 x 10 for a 20 rnd burst per Robotech 2E Macross pg. 134
20mm cannon (frag. 2d6 x 10 or 6d6 x 10 HE) per Compendium of Modern Weapons
20mm gun: Frag. 2D6 X 10, HE 6D6 X 10 or HEAT ID4 X 100 per Compendium of Modern Weapons
20mm Hispano AP: 6D6 x 10, HE: ID4 x 100 per Compendium of Modern Weapons
25mm gun: Frag. 2D6 X 10, HE 6D6 X 10 or HEAT ID6 X 100 per Compendium of Modern Weapons

PENETRATION VALUES (other than tissue)
1. Poor: Deflects off bone.
2. Fair: Deflects off bone.
3. Adequate: May lodge in bone.
4. Good: May break bone.
5. Very Good: Shatters bone, wood; goes through cinder block.
6. Excellent'. Shatters bone, wood; goes through >/2 inch armor plate steel.
7. .50 Calibre: Goes through brick, thin metal.
8. 14.5mm
9. 20mm
10. 25mm

AP rounds add a +1 or a +2 to PV (and reduces tissue damage by 1)
DU increases PV by 50% (PV 7 becomes 10, a PV of 9 becomes 14)
HE rounds double damage on 3d6 or less, and adds 3d6 to larger rounds. Increases PV by +3

I put 14.5mm, 20mm and 25mm on there to show that with AP rounds, DU or HE rounds they will all be at or above Penetration Value of 10. This is important because now we have the rule that the highest AR in the game is 20. Going by what the PV and AR's are in the Compendium of Modern Weapons and is kinda described in other SDC Megaversal books, the general rule is that 1 PV is roughly equal to 2 AR. So a PV of 10 bypasses all AR, which maxes out at 20. This is one of the hallmarks of Megadamage. Therefore, it is my contention that some types of .50 caliber ammo, most types of 14.5mm ammo and everything except inert training ammo for 20mm+ is capable of MDC by bypassing any AR the target has... and 20mm up does MDC via doing over 100 damage per single round. The 14.5mm does 1d8x10 damage for a ball round...adding 3d6 to it for having HE would make it possibly to up to 98 damage per round, and that seems close enough to 100 points of damage for a single round (adding 2 damage for the Incendiary effect that is normally found in HE rounds for it to be HEI, and there are quite a few of those, check Wikipedia for 14.5mm ammo types).

Therefore it is my assertion that 12.7mm/.50 cal ammo with APHEI ammo such as the Mk 169, Mod 2 and the Mk 211 Mod 0 (the famous Raufoss) be considered Mega Damage weapons doing 1 point of MD per round.

Using a HEAP will increase the PV by 5 (and push it past 10 and thus able to damage MD structures) such as a Raufoss, with a PV of 12 and damage of 1d6 x 10 + 10 + 3d6 = 88 damage or 1 MD point per.


Armored vehicles:
Spoiler:
S.D.C. of the average tank:
Main body: 800 to 1200 points,
Main gun: 200,
treads: 75 each pair,
large wheels: 40 each wheel.

S.D.C. of the average light/medium armored vehicle: 400 to 700 points.
S.D.C. of the average combat helicopter: 300 to 400 points.
S.D.C. of the typical mid-sized sedan (for comparative purposes): 200 to 300 points.
Typical Weight of a Main Battle Tank: 30 to 56 tons.

If so, that would put the SDC for the main body somewhere between 800 SDC/30 tons (26.7 SDC/ton) and 1200 SDC/56 tons (21.2 SDC/ton). That is ridiculously low unless we consider tanks and other vehicles to have an AR of 19 to 20 (which seems legit since you have to go through the tank armor to get to the goodies, as opposed to other vehicles where there are weak spots that might have a chance of letting in a bullet.

Vehicle Type // Base SDC
Light Motorcycle 75
Heavy Motorcycle 100
Compact car 250
Sports car 300
Jeep 400
2 door sedan 350
4 door sedan 400
Luxury car 450
Station wagon 450
Mini-vans 400
Full size van 450
Utility van 500
Small truck 350
Pick up truck 450
4 wheel drive truck 500
Passenger bus 500
½ ton truck 600
10 wheeler 800
16 wheeler 1000

WW I tank 400 AR 16
WW II tank 600 AR 17
Light Tank 700 AR 17
Cold War Tank 800 AR 18
Modern- Tank 1000 AR 18
T-72 1100 AR 18
Modern Tank 1200 AR 19

APC Cold War- 500
APC 525
BMD IFV (light) 600 8 tons
IFV (med) 800
Bradley IFV (heavy) 950 25 tons

Scout car 400
Armored car 500
Armored car 560
BRDM 2 725

V-shaped hull mines do ½ damage
ERA Explosive damage is 1/2
CIWS/APS 90% (for 1st generation systems) to 95% (for second generation systems) skill to intercept missiles, eventually to defeat long rods and lasers

Add on Light Armor AR 14 SD 350
Add on Medium Armor AR +1 or 16 SD 700
Add on Heavy Armor AR +2 or 18 SD 1,400

Light turret armor AR 10 300 SD
Medium turret armor AR 12 350 SD
Heavy turret armor AR 14 400 SD

This would allow a modern main battle tank to have a base AR of 19 and SDC of 1200, put additional heavy armor on for +2 AR and 1400 more SDC, a V hull, ERA and a second generation active protection systems for missiles (which is all that is currently available IRL). This would give it 2600 SDC, immunity to all damage under 100 SDC, half damage from explosives, half damage from mines, and a 95% chance of destroying incoming missiles and rockets before they hit.

Does that sound acceptable?

-STS

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