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PostSubject: Terran Equipment   Wed Sep 26, 2012 3:05 pm

Terran Equipment
Equipment is the staple of every successful race’s culture. Early men invented the wheel in order to bring them to new lands. Novacons armed themselves with alloy detectors so they could build their metallic empires. Altarians harnessed the power of crystals in order to fuel their vast planet. Without these tools, none of these races would ever be where they are today, nor will they go where they want come tomorrow. So, it’s no surprise that when it comes to exploring the reaches of outer space, travelers depend on their equipment in order to stay alive.

While Terran Equipment tends to be based off of toughness, longevity and strength, there counterparts, the Hexisans, instead focus on speed, efficiency and ingenuity. Together the two cultures have created a catalog of useful equipment that can do everything from make the user a drink to keeping them alive in the harshest environments. Because remember, it’s not who you bring, but what you bring.
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PostSubject: Re: Terran Equipment   Wed Sep 26, 2012 4:52 pm

Data Band

The data band is one part computer, one part communication device, and one part...everything else. It has a camera, voice recorder, micro-chip player, information link, music player, map program and anything else the electronic heart desires. The Data Band is a friendly, compact device that can be found on nearly anyone in the modern world. It has identification tags so that the user can display their credentials at airports, bars and check-points, and an easy money program that manages the user's capital. Common Data Bands can be found nearly anywhere. Though advanced versions and other styles are available, the "Data Band" is the most commonly found version of communication equipment.

Type: Communication Equipment
Cost: 50 capital (free w/ starting character)
Availability: 1

Cred-key:

A small plastic card that, when scanned by a cred-key receiver or data-band, can transfer capital from one user to another. Standard cred-keys contain no name of the bearer or personal identification numbers. Unlike Data Band capital accounts, Cred-Keys are open ended forms of pre-loaded money accounts. They keep no record of purchase or transfer activity, making them a necessity in the black market.

Type: Unanimous Capital Account Card
Cost: 50 capital
Availability: 1

Equipment Belt

The Equipment Belt has gone a long way from being just an item that helps hold your coin purse. They are made of resilient fibers that can help the user carry very heavy loads if needed. Current Equipment Belts have a place for weapons, clips, battery packs, communication devices, food, water, rope or any other miscellaneous items. Their pouches are typically water proof and can keep food or drink at a proper temperatures as to not allow it to go bad. Most travelers typically carry an equipment belt instead of a backpack unless they plan on going on long or extensive journeys.

Type: Travel Aid
Cost: 200 capital
Availability: 2

Under Arm Quick Draw Holster

Quick-Draw Holster: A favorite among gunslingers, the springloaded quick-draw holster is only available for nonbulky pistol weapons or melee weapons. With this holster, drawing the weapon does not count as an action, so characters may perform it in the same turn as using the weapon without penalty. In addition, when the character engages in a “quick-draw” contest, she can add 1D to her initiative. It does not provide any special initiative bonus during normal combat.

Type: Weapons Holster
Cost: 200 capital
Availability: 2

Flash Light

Modern flashlights are far more advanced than torches of the past. The strong metal, laser-tech lenses and long-lasting batteries make for a reliable piece of equipment when in the dark. Small flashlights reduces darkness modifiers by 2D in a cone-shaped area up to five meters from the user. The internal batteries can be recharged off any local current (the base includes several adapters).

Type: Light Aid
Cost: 100 capital
Availability: 1

Portable Laser/Plasma Cell Recharger

The Portable Laser/Plasma Cell Recharger comes in either Laser or Plasma form (each sold individually), and can recharge a single power cell within two minutes (20 rounds). The handheld pack is clipped to the power cell, and notifies its user when the charge is complete. The Portable Recharger can charge up to 30 power cells before it needs to recharge itself, a feat that takes 3 hours and a power source.

Type: Weapon Cell Charger
Cost: 1000 capital
Availability: 2


Hand Cuffs

Low-tech metal adjustable restraints require the key or a Moderate sleight of hand roll to remove; 18 Body Points/2 Wound levels; damage resistance total 15. Key comes with purchase of handcuffs. metal cuffs must be customized to it's type of user (Large: Ullitor, Naga--Medium: Human, Solin, Novacon, Balidar--Small: Altarian)

Type: Detaining Equipment
Cost: 100 capital
Availability: 2

Magnetic Cuffs

The Magnetic Cuffs are an improved version of the standard handcuffs. These bracers have an intensely strong magnet system built in each cuff which keeps the user from moving his/her arms to far apart. The Magnet Cuffs are much more reliable than standard cuffs, as they rely on magnetic pull rather than a single steel chain. A remote control can activate or deactivate the magnetic pull, making it effortless to keep or release the metallic clamps. Unlike regular cuffs, Magnetic cuffs adjust to all races with the click of a button (1 action).

Type: Detaining Equipment
Cost: 1500 capital
Availability: 2,F


Apollo Pack

The Prometheus “Apollo Pack” is a personal backpack that incorporates Freon chemicals into a portable pouch for use on worlds with hot or cold climates. The backpack is fitted with a cooling/heating unit, through which chemicals are pumped to help maintain the wearer's body temperature. These packs also feature a radiation shield fabric which can be unrolled from the unit's lower section to protect from harmful UV rays. This backpack is a more lightweight alternative to temperature suits which are usually worn to help tolerate punishing environments. While Apollo Packs are not as efficient as full suits, they can still help the wearer survive in harsh weather during desperate times.

Type: Travel Aid
Cost: 200 capital
Availability: 2


Ration Pack

A Ration Pack is a compact meal designed to provide basic sustenance. It is often used by ground forces or explorers. It includes a main course, one side and a sweet energy cube. Six Ration Packs can fit on a single equipment belt without issue. Each provides one day's nourishment and can be flavored to taste like the consumer’s favorite meal. Drinks do not come with the Ration Pack and must be purchased separately.

Type: Travel Aid
Cost: 50 capital
Availability: 1


Bottled Hydration Filter

The Bottled Hydration Filter is a small liquid container with an internal filter capable of decontaminating water. The time of the process depends on how tainted the water is, but generally only takes an hour or so. When it is finished, a blue glow illuminates from the clear walls that shape the canteen. After approximately one-hundred uses, the Bottled Hydration Filter must be changed out.

Type: Travel Aid
Cost: 1,000 capital
Availability: 2


Prometheus "Savior"

The “Savior” is a facial breath mask produced by Prometheus Enterprises. It can filter out poisonous gases for up to one hour or provide a ten-minute air supply from its air cylinder. The mask has two modes of operation. The first mode used filters to scrub the air of toxins, while the second mode provides for breathable air or other types of gases supplied by canisters. The modes are not as effective as a full environmental suit, respectively, but can help someone survive in desperate times. It is not a substitute for a vac-suit and can not protect the wearer from the pressures of space's atmosphere. Replacement filters and canisters are cheap and easily to change out. A Prometheus “Savior” can easily be held on an equipment belt or backpack.

Type: Travel Aid
Cost: 200 capital
Availability: 1


Mobile Quarters


The Mobile Quarters is a collapsible two-person tent. It is carried in a pack about the size of a pillow and can raise itself with the push of a button. It is covered in di-chrome and lined with thermal insulation as to make it durable against even the worse weather (heavy rain storms, blizzards, etc). The covering also helps camouflage the shelter, avoiding detection with wild animals. The Mobile Quarters has a heating surface for cooking food and water filtration system for cleaning the resident's drink. It even has a wall compartment that allows the resident to use the washroom without leaving the tent.

Type: Wilderness Protection System
Cost: 4,000 capital
Availability: 2

The Mono-Guard


The Mono-Guard is a device used for perimeter security. It is made of hundreds of monofilament strips that can be erected to a height of two meters and encircling area of three meters. The Mono-Guard can be set-up from its shoe box sized protective casing within ten minutes. The Mono-Guard is very hard to detect and inflicts significant damage if ran into. A pair of Mono-gloves comes standard with each set in order for the user to manipulate the wire as needed.

Type: Personal security system
Cost: 3,200 capital
Availability: 3, F

Prometheus Mercury Suit

The Prometheus “Mercury” Suit, sometimes known as an “Enviro-Suit” is a transportable suit that protects the users against hostile environments including radiation, chemicals, pressure, temperature and vacuum. It is not a formidable source of armor, ineffective against direct attacks such as plasma bolts, and can not be worn with armors underneath/over it. Through the years, Mercury Suits have been used by professional scouts, space explorers and emergency crews. It’s equipped on starships incase of the loss of atmospheric pressure. The suit is made of a very isolating, thin metal fiber that  encases the wearer with a protective shell. It can be donned in seconds due to its active-assist technology (erecting, opening and adjusting to the wearer with a flick of a button). Otherwise, it can be transported by a backpack, but takes up most of the space. The suit covers—and protects—all of the wearer's body and has a removable helmet. The Mercury suit is also designed to protect the wearer from hostile gaseous or liquid environments. It is the most commonly used piece of equipment for extreme pressures, temperatures and poisons.  It includes an environmental system of small heaters and coolers that keep the wearer comfortable in all situations. If the suit endures puncturing, tearing or slashing, it is no longer effective. The Prometheus Suit can keep the wearer safe for a day before it needs to be recharged.

Type: Personal space
suit
Cost: 2,200 capital
Availability: 2, F

T.A.F. Vulture


The T.A.F. Vulture is a model of jetpack produced by the Terran Allied Forces during the Great War. Many famous explorers still use this type of jetpack today. The jetpack includes  a targeting computer and  flight gyros. The fuel tank holds enough fuel for 20 five-second blasts. Each five second blast moves the wearer up to 100 meters. A user of standard height and weight could reach a top speed of 145 kilometers per hour with a maximum range of two kilometers. Directional thrusters featured gyro-stabilizers to apply counterthrust for maneuvering and landing. Fuel canisters, the size of a handheld fire extinguisher, can be brought along in backpacks in order to keep the Vulture powered, but take nearly a minute to replace.

Hull 2D
Armor --
Maneuverability 3D+1

(Type: Personal rocket pack
Skill: Rocket pack operation
Cost: 400 capital
Availability: 2, R

T.A.F. Medkit


The T.A.F. Medkit is an advanced medpac manufactured by the Terran Allied Forces. It utilizes a number of advanced synthetic biomedical chemicals. The treatments in the medpac are so powerful that they can only be used once per day although other medpacs may be used complimentary. The T.A.F. Medkit, is unlike most medpacs because it allows the user to administer treatment to all Terran and Hexisan races. It has a multitude of sedatives, synthetic patches and antitoxins to keep even the most injured alive until further treatment can be administered.

+1D to Medicine Skill Checks
Type: Portable medical device
Cost: 500 capital
Availability: 3

Prometheus "Diplomat"

Prometheus “Diplomat” is an expensive translation device that allows real-time translation of speech. It facilitates a program that allows anyone to converse with other species without delay. Cheaper versions are also available, pre-programmed with common phrases, but only the “Diplomat” has over seven hundred languages (including planetary, ethnic and slang) . It is designed to adapt to a user’s accent and is 99.9% accurate, even when speaking to computers who only speak in mathematic equations. The hand held device can be attached to equipment belts or arm bands, and also has wireless capabilities to translate via computer screens.

Type: Portable technical device
Cost: 650 capital
Availability: 3

Prometheus All-In-One Tool Kit


The Prometheus All-In-One Tool Kit is a hand held kit, about the size of a shoe box, that has nearly thirty different tools for repairing mechanic, cybernetic and electronic equipment. It is light weight and durable, making it very popular with pilots, droid repairmen and computer technicians. Explorers also favor the Prometheus All-In-One Tool Kit compared to others because it not only fixes damaged gear, but helps with emergency situations. Emergency exits can be created with the mini-welder, assessment programs can bring abandon buildings back in operation and data-pads can help hotwire ditched vehicles.

+1D to most all Repair Skill Checks
Type: Portable Equipment device
Cost: 650 capital
Availability: 2

Prometheus Tyro

The Prometheus Tyro is an aquatic suit customized for marine exploration. It is made of a tear resistant synthetic fiber that helps keep the user at their natural temperature even in the depths of the deepest oceans. While there are hundreds of different aquatic suits on the market, the Tyro is the only one that allows its user maximum movement plus 72 hours worth of filtered air. That’s because of the Tyro is equipped with the OPRIS microbe generator, a power source that replicates Rasari technology by attaining energy from microorganisms within the water’s currents. The OPRIS collects bacteria from the CO2, compressing them through its amplifying generator to create a stable power source.

The Tyro is also revered for its new age SQUID aqua jet, an attached apparatus that uses minimal energy in order to generate a powerful stream of water through the user’s upper posterior (using the operate jet pack skill). This spurt of concentrated water allows the wearer to swim through water or hop on aquatic surfaces at their full movement (10 in most cases). The Tyro also has ultravision lenses for deeper ends of oceans and a pressure tool that keeps users from being crushed by violent weight of the deep-sea. These pooled traits make the Tyro the most valued aquatic suit within the Milky Way.

Type: Aquatic Survival Gear
Cost: 2,500 capital
Availability: 2
Skill: Exoskeleton Operation
Bonus: +3D Maneuverability


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PostSubject: Training Tools   Fri Mar 01, 2013 6:16 pm

TRAINING EQUIPMENT
2525 AD not only has the most advanced equipment for trained explorers, but explorers in training as well. While most pieces of Terran Training Equipment are easily downloadable or can be found most any general purpose stores, some of the more advanced training gear is hard to come by and very expensive.
------------------------------------------------------------- ------------------------------------------------------------------------------------------------

Education Software

Education Software is a wide term that covers any interactive computer program which educates its subscriber. It demands no real physical activity, only mental focus in order to help teach the user how to do or improve on a particular cerebral skill. These programs can either be purchased via software disks or downloaded from a host network, and saved on any computer.

Education Software ranges in prices depending on its quality. While basic Education Software is easy to come about, some of the more complex programs (Advanced Surgery for Doctors), can be both expensive and hard to come by. Education software covers the following skills...

  • KNOWLEDGE: Aliens, Astrography, Bureaucracy, Business, Cultures, Intimidation, Languages, Scholar, Security Regulations, Survival, Tactics


  • MECHANICAL: Comm, Navigation, Sensors


  • PERCEPTION: Bargain, Command, Con, Gambling, Investigation, Know-How, Persuasion


Type: Training Equipment

Cost per individual skill program: Beginner (Skill can be improved from 1D-4D): 200 capital---IE: "How to speak Ullitor for beginners", "How to get people to like you" Availability: 1

Moderate (Skill can be improved from 4D+1-8D): 1,000 capital --IE: "Advanced Business Management", "Commanding your military unit for Generals" Availability: 2

Difficult (Skill can be improved from 8D+1-12D) 5,000 capital--IE: "Cybernetic Intensive Surgery for Nero-Surgeons", "Understanding the Psychology of Professional Liars for Government Agency Directors"
Availability: 3, R *You must be a professional or in academic university courses typically to be sold these programs

------------------------------------------------------------- ------------------------------------------------------------------------------------------------
"Dodge Ball", A-4 Training Drone

The A-4 Training Drone, aka "Dodge Ball", is a floating drone equipped with harmless laser projectors that hone in on nearby targets, firing at them with beams of light. The ball fires at anyone wearing a special wrist band (comes with 4 bracelets per purchase), and its difficulty setting can be altered to appropriately. The Dodge Ball is sold in four different types, Beginner, Moderate, Difficult, and Ultimate. Each helps users become more custom to dodging energy weapons, requiring only minimal space for practice.

Type: Training Equipment
Cost:
  • Beginner (Dodge can be improved from 1D-4D): 500 capital
    Moderate (Dodge can be improved from 4D+1-8D): 1,000 capital
    Difficult (Dodge can be improved from 8D+1-12D): 2,000 capital
    Ultimate (Dodge can be improved from 1D-12D): 5,000 capital

Availability: 2


------------------------------------------------------------- ------------------------------------------------------------------------------------------------
The Hermes Personal Trainer

Prometheus Enterprises has done it again. In an effort to maximize efficiency with staying fit and beautiful, the corporation's developers engineered the Hermes Personal Trainer. This human sized suit can adjust to its wearer's body type (Large Creatures or oddly shaped such as Ullitors & Naga sold seperately), allowing for maximum comfort. Once inside, the virtual reality lenses activate according to the fitness selection so that the person in training can sprint through a forested park, lift weights on a mountain peek, or swim in a tropical ocean. The Hermes Personal Trainer can also create obstacle courses, climbable mountain walls, or virtual opponents for sparring. It keeps track of bio-monitors, adjusting its work load to properly aid in athletic advancement. After workouts, the Hermes Personal Trainer has a self-cleaning system which uses antibacterial solvents and a self dry system to purify the suit for its next user (takes 30 minutes to complete.

The Hermes Personal Trainer can help users advance in acrobatics, brawling, flying/O-G, melee combat, running, climb/jump, lift, stamina, and swim skills from 1D-8D. It can also aid in heightening one's natural physical attributes (Agility, Strength) by giving them a +1D bonus for any "Attribute Improvement" checks (see Improving Attributes p. 52, D6 Space ).

Type: Training Equipment
Cost: 25,000 capital
Availability: 3
------------------------------------------------------- ----------------------------------------------------------- --------------------------------------
H.O.V. KNIGHT'S SQUIRE

The H.O.V. Knight's Squire is a three piece system originally designed to assist Empyrean Legion trainees in improving their targeting skills. The equipment uses a sensor rigged bodysuit/digital-rifle to both supply the user with virtual reality environments and monitor progress. The third piece, a targeting drone, is linked to the suit and equipped with detectors that analyze the shooter's accuracy. The drone can be programmed to digitally appear as anything the subscriber may want to fight, from enemy pirates to monstrous aliens. It also takes in the room or area that the user is actually training in, adding it to the trainee's sites, as to help them avoid injury from spacial blindness.

The H.O.V. Knight's Squire can help a single user improve in Energy Weapons or Firearms as if they had a trainer. It can act as an instructor from 1D-8D, before being unable to assist. While the suit was originally developed by the House of Veneration, these suits can be found nearly on any military training facility, as it is the top virtual troop instructor in the Milky Way galaxy.

Type: Training Equipment
Cost: 5,000 capital
Availability: 2
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PostSubject: Re: Terran Equipment   Fri Aug 23, 2013 11:08 am

Plasma Torch

The Plasma Torch is a handheld tool used to cut through tough material or seal heat condusive metals. The Plasma Torch works on a small plasma battery and is good for quick dismantling or repair jobs. It can slice through nearly any hull or armor.  Plasma Torches come with a rechargable adaptor for the plasma battery which takes 24 hours to replenish. It can not be used as a weapon due to the steadiness needed to operate the device.

Availability: 2 Cost: 5,000 capital Skill Needed: None, compliments Repair Skills Benefit: +1D to repair checks involving the welding of metal or 6D damage to metals for the sake of cutting through material (can not properly be used as a weapon) Battery Life: 120 rounds (10 minutes)



Plasma Drill

The Plasma Drill is a large tool used to carve through thick items such as trees, concrete, and metal. It uses concentrated disruptive heat along the blade to cut into hard surfaces. Terran rescuers tend to keep Plasma Drills with them at all time for quick escapes or to help clear someone from a vehicle wreck. The drill must be held steadily and in a focused manner for it to work, and is not a viable method of weaponry. The Plasma Drill works off of a plasma cell that can be recharged with its adaptor, but doing so takes 24 hours.

Availability: 2R Cost: 10,000 capital Skill Needed: None, compliments appropriate repair skill checks Benefit: 8D damage to metals for the sake of cutting through material (can not properly be used as a weapon) Battery Life: 240 Rounds (20 minutes)
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PostSubject: Re: Terran Equipment   Sat Nov 16, 2013 12:36 am

SHIP ENTERTAINMENT
Long journey to a far away planet? No problem. There's plenty of ways to keep a passenger entertained while making their long trek through interstellar travel. From hologram entertainment to robots, companies have invented different methods in order to keep travelers from losing their minds.

Cryogenic Chambers

The Cryogenic Chamber is a great way to make months feel like an overnight sleep. Users can easily set themselves up in these user friendly storage areas or through the assistance of a friend. The Cryogenic Chamber induces the user into a coma before freezing the host in a biologically friendly freeze chemical, nearly stopping all vitals while keeping the body preserved. The chamber can be set to wake up the user at a certain time or event, as well as manually by an outside source. Some side effects include freeze-sickness which lasts from one to five hours and slight stiffness in limbs.

Availability: 2 Cost: 5,000 capital  Skill Needed: None Advantage: User may take extended travel breaks without having to make travel sanity checks    Drawback: Stamina Check DC 15 to not be violently ill from freeze-sickness

MAGNA Hologram Interactive Software Council

As electronic entertainment begins to get more advanced, AI's are more  capable of interacting with hosts in order to create entertaining experience for their user. While most electronic games or videos can help keep their audience amused, MAGNA Hologram Interactive Software Councils immerses their viewers in interactive games or stories that can be more real then life itself. Users are surrounded by holographic sceneries (adjustable area perimeters included), convincing characters who make decisions based on player choices, and adjustable personal plot. Many parents are careful to set timers for their children, as MAGNA Hologram Interactive Software can be extremely addictive.

Availability: 3 Cost: 10,000 capital  Skill Needed: Computer Interface/Repair to play Advantage: +1D to travel sanity checks for 1-4 users per MAGNA council

Bar-Bots

Bar-Bots are the latest craze for space travelers. Though they've been part of culinary and nightlife labor for sometime, programers have begun to load Bar-Bots with distinct personalities, entertaining stories, and comical anecdotes- making Bar-Bots more than perfect ways to get a drink. Bar-Bots come in many different shapes and sizes, from basic models who tell a story or two to complex versions that can keep you amused for hours.

Basic Model- Availability: 2 Cost: 5,000 capital Advantage: +1 to travel sanity checks if used daily

High Tech Model- Availability: 3 Cost: 10,000 capital Advantages: +2 to travel sanity checks if used daily

State of the Art Model- Availability 5 Cost: 20,000 capital Advantages: +1D to travel sanity checks if used daily and can be used for basic ship repairs, maintenance, or diagnostics
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PostSubject: Re: Terran Equipment   Sat Jan 18, 2014 12:03 am

STIMULANTS & COMBAT DRUGS

Stimulants and Combat Drugs are very much so a part of the modern 2525 A.D. world. The hustlers and pharmaceutical companies alike sell these powerful medicines to corporate wage slaves, soldiers and religious enthusiasts for a variety of reasons. Most of these drugs technically  need a license for purchase, though many unsavory types of every system have made them readily available to the public. What follows is only a sample of stimulants and drugs, though many more exotic types are in existence.

Pica'
Pica', also known as Juice, Buzz and Rush, is a pseudomethamphetamine/steroid found on Phaya 2 that stimulates muscles of the user, causing large amounts of adrenaline and oxygen to enter the bloodstream. Characters using this drug are very jumpy, hyper and ego-driven. Crashing usually includes exhaustion.
Origin: Phaya 2 & 3
Effects: Immediate, Enhanced STRENGTH (Roll 1D6, 1-2: +1 STR, 3-4: +2 STR, 5-6: +1D STR
Duration: 4D6 Rounds (roll ties into drawback)
Cost: 150 capital
Availability: 2X
Drawbacks: At the end of the drug's effects, the character must make a Stamina check vs the result of the previous duration check. If successful, the character is considered stunned (and takes a -1D to all remaining actions this round and the next round). If unsuccessful, the character is considered fatigued and suffers -1D for all actions until the character rests (can not be medically healed). See stamina p. 93

Cope
Cope (also known as Slow-blood, Steam) was designed for users seeking a quick, no-frills high. The active chemicals in the drug are theobromine and cathinone. Users experience mild euphoric state that has been compared to eating large amounts of chocolate or the feeling after sex. All pain sensors are dulled while pleasure chemicals are amplified.

Origin: Earth
Effects: Immediate, Character can ignore wound penalties based on roll (Roll 1D6, 1-2: ignore penalties for Stun, 3-4: ignore penalties for stun and wounded, 5-6: ignore penalties for stunned, wounded, and severely wounded
Duration: 10 rounds
Cost: 150 capital
Availability: 2X
Drawbacks: At the end of the drug's effects, the character must make a difficult stamina check of DC 20. If successful, the character is considered fatigued and suffers -1D for all actions until the character rests (can not be medically healed). See stamina p. 93. If the character fails, they immediately fall unconscious and can not wake for at least ten minutes (120 rounds), and they wake ONLY after succeeding in a stamina check DC 20. This drug can not be mixed with any hyper-stimulants such as Pica' or Rabbit.

Rabbit
Rabbit (aka Mr. Hyde, Blood of Kali) is synthetic methamphetamine which stimulates the nervous system. The drug was initially created by T.A.F. doctors as field drugs for combatants. It is described by users as being able to slow down time by just a few seconds while keeping the user on their toes. In small doses, it can alert exhausted users and/or make them more psychoactive. Side effects include nausea and vomiting, while in extreme cases lead to heart attack or aneurisms.

Origin: Earth
Effects: Immediate, Enhanced AGILITY (Roll 1D6, 1-2: +1 AGI, 3-4: +2 AGI, 5-6: +1D AGI
Duration: 4D6 Rounds (roll ties into drawback)
Cost: 150 capital
Availability: 2X
Drawbacks: At the end of the drug's effects, the character must make a Stamina check vs the result of the previous duration check. If successful, the character is considered stunned (and takes a -1D to all remaining actions this round and the next round). If unsuccessful, the character is considered fatigued and suffers -1D for all actions until the character rests (can not be medically healed). See stamina p. 93
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PostSubject: Re: Terran Equipment   Fri Oct 17, 2014 10:27 am

Hacker's Pad
The Hacker's Deck is a universal access device that links to one's databand. Though different variations exist according to different models, all Hacker's Pads have software that allows the user to attempt to bypass computer firewalls, encrypted coding and other security mechanisms. Hacker Pads come at different costs depending on the bonus.

Level 1 Hacker Pad- Cost: 5,000 capital Availability: 2R Bonus: +1 to all Computer Interface/Repair Checks
Level 2 Hacker Pad- Cost: 7,000 capital Bonus: Availability: 2R +2 to all Computer Interface/Repair Checks
Level 3 Hacker Pad- Cost: 10,000 capital Availability: 2X Bonus: +1D to all Computer Interface/Repair Checks

Level X Hacker Pad- Cost: 50,000 capital Bonus: Availability: 4X  +2D to all Computer Interface/Repair Checks
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