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professional_equipment

Professional Equipment

This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.

DISGUISE KIT, MORPHIC (PL 6)

Most people forced to work undercover for extended periods rely on the morphic disguise kit equipment. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user's voice. Each component can be altered on command. The morphic disguise kit grants a +6 equipment bonus on all Disguise checks while in use.

FLASH-SEAL (PL 6)

Flash-seal equipment looks like a block of metal roughly the size of a thin brick. It attaches to any door frame. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back in-to its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.

FUSION TORCH (PL 6)

The fusion torch equipment is the Fusion Age's equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3dlO points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion.

INTELLIPICKS (PL 6)

Though not technically an actual set of lock-picks, intellipicks equipment are a cluster of several tiny machines (though not quite small enough to be called nanites) that can pick almost any lock and open almost any door. intellipicks come in a small box that, when placed on the lock to be opened, releases the miniscule robots to do their work. Once the intellipicks penetrate the lock, they move tumblers and shift bolts in an efficient and rapid manner, opening the lock in way that no human could. Intellipicks have an effective Disable Device modifier of +20 (this skill can only be used to open conventional locks). Intellipicks cannot open electronic or computerized locks, though they can open magnetic locks by generating a magnetic field of opposite polarity.

JETPACK (PL 6)

A jetpack equipment consists of a backpack and fuel cells capable of producing powered flight for up to 2 hours. A character equipped with a jet-pack can fly at a speed of 60 feet (good ma-neuverability). Replacement fuel cells have a purchase DC of 10.

JUMPER PACK (PL 5)

A jumper pack equipment is a bulky backpack that allows the wearer to fly for short distances. Less versatile (and thus less popular) than the jetpack, the jumper pack derives its name from the fact that it can carry the wearer a maximum of 250 feet before its premeasured fuel mixture runs out, forcing the wearer to land; this results in a kind of sustained jump-ing movement. A character equipped with a jumper pack can fly at a speed of 50 feet (poor maneuverability). Each jumper pack carries enough fuel for 10 jumps; replacement fuel cells have a purchase DC of 8.

LIQUID METAL EMBRITTLEMENT (LME)SPRAYER (PL 6)

liquid metal embrittlement sprayer equipment Although superficially resembling a flamethrower, this tool is used to spray a spe-cial liquid that makes metal brittle It has a range of 10 feet and can coat a 5-foot square of metal in one round. After 1 d6 minutes, the liquid reduces the hardness of the metal permanently by half (round down). The tank holds enough liquid to coat 50 square feet of surface. The liquid has no effect on any other type of substance.

LOCK, MAGNETIC (PL 6)

Similar to the gravity lock, the magnetic lock equipment is more primitive and uses magnetic fields in-stead of gravitational fields to keep an object closed. A magnetic lock has a hardness of 25, 200 hit points, and a break DC of 45.

The base Disable Device for a magnetic lock is 30. The DC can be improved by adding +1 to the purchase DC per +5 to the Disable DC (Max 50).

MICROTORCH (PL 6)

The microtorch equipment, which is no larger than a flashlight, is a handheld arc welder and cut-ting torch combination. It is commonly used by rescue services, service workers, and military engineer units. In addition to making sturdy welds, the microtorch can burn through steel. A microtorch deals 2d10 points of damage, but it must be no more than 1 inch from the surface to be cut. Obviously, a microtorch can be used as a weapon as well; the wielder must make a melee touch attack to deal damage with it.

SUPERLUBE SPRAYER (PL 6)

Superlube is a virtually frictionless substance designed for use against rioting prison convicts. The superlube sprayer equipment consists of two large, heavy tanks strapped to the user's back, with a spray nozzle attached to the end of a hose, used to spray superlube. As an attack action, the user can spray a S-foot-by-S-foot square with superlube; he can spray a 1O-foot-by-10-foot square as a full-round action. Anyone attempting to leave a square coated with superlube must make a Balance check or fall down in the same square. Characters moving at a crawl gain a +5 circumstance bonus on their Bal-ance checks.

WALLCRAWLER GEAR (PL 6)

Wallcrawler gear equipment uses thousands of tiny suction cups and variable-grip adhesives implanted in soft boots and gloves to greatly improve the wearer's ability to cling to surfaces. Using wallcrawler gear grants the wearer a +4 equipment bonus on Climb checks. Using at least the gloves in combat grants the wearer a +4 equipment bonus on grapple checks made to hold an opponent.

professional_equipment.txt · Last modified: 2021/12/04 00:39 (external edit)