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Professional Equipment

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

CHEMICAL, SOLVAWAY (PL 6)

Solvaway is a special spray-on chemical designed to break through the restricting compound fired by tangier guns and tangier grenades. A single application of solvaway completely dissolves any hardened compound and frees the character as though the com-pound had dissolved on its own.

DISGUISE KIT, MORPHIC (PL 6)

Most people forced to work undercover for extended periods rely on the morphic disguise kit. 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 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.

FLIGHT PACK (PL 7)

The flight pack allows a character to fly at a speed of 60 feet (good maneuverability) for up to 8 hours on a single fuel cell. It consists of a set of boots and gloves attached by thin cables to a small backpack. Replacement fuel cells have a purchase DC of 8.

FUSION TORCH (PL 6)

The fusion torch 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.

GRAVITY LIFT (PL 7)

An amazing device with limitless applications, the gravity lift is a small, reflective metal plate with a single handle along the back. When the gravity lift’s metal plate is placed against an object and the trigger button is pressed, the gravity lift immediately generates an anti-gravity bubble that conforms to the object contours and causes it to gently rise from the floor. The end result is that, while the gravity lift is active, the object appears to weigh no more than one pound to anyone who grips the object by the lift’s handle. Touching the object anywhere but the gravity lift’s handle causes a disruption in the anti-gravity field, making the object seem heavy once more. A gravity lift an object up to Large in size.

INSTRUMENTS

In the 26th century, miniaturized electronics, advanced acoustics, and superior materials have dramatically changed some musical instruments, but not others. The keyboards and percussion instruments described below are a plastic sheet that can be rolled out to use. It includes touch-pads instead of keys and drums, and built-in synthesizers, equalizers, and speakers. The bulkier, to some “truer” original versions of these instruments can still be found, but are rare enough that they usu-ally add +2 to the purchase DC. Playing with the ancient form of the instrument impresses most audiences, however, and often adds an equipment bonus of +1 or even +2 to Per-from checks. Stringed and wind instruments retain their original forms but also include built-in speakers and equalizers.

Music Gauntlet (PL 7): Though some decry it as the end of “real” music, the music gauntlet is an advanced musical instrument that can synthesize the sounds of hundreds or thousands of other instruments. The user still needs to make the appropriate Perform checks to sound good playing it, but that hasn’t stopped many enthusiastic owners from turning up the volume to 11 and playing every known musical instrument in the galaxy at once.

INTELLIPICKS (PL 6)

Though not technically an actual set of lock-picks, intellipicks 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 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 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)

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, GRAVITY (PL 7)

Gravity locks are merely an advancement on a very basic concept. Essentially a gravity lock can be placed on any object that can be opened, from boxes and vehicle doors to mecha cockpits, in order to seal the object closed. The gravity lock generates an intense gravity-based attraction between the two halves of the gravity lock, making it virtually impossible to open the object without the numeric code sequence used to unto its grav-itational pull. A gravity lock has a hardness of 30, 300 hit points, and a break DC of 50. The base Disable Device DC for a grav-ity lock is 35. The DC can be improved by adding +1 to the purchase DC ===== per +5 to the Disable DC (Max 50). LOCK, MAGNETIC (PL 6)

Similar to the gravity lock, the magnetic lockis 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).

LOCK RELEASE GUN (PL 5)

This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable De-vice check necessary).

MICROTORCH (PL 6)

The microtorch, 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.

NAUSEA GUN (PL 7)

Like its wand predecessor, the nausea gun employs subsonic waves to produce sudden, overwhelming nausea in targets up to 60 feet away. The nausea gun requires a ranged touch attack to trigger the effect. Targets who fail a DC 15 Fortitude save are nauseated for 1d4+ 1 rounds.

NAUSEA WAND (PL 6)

The nausea wand employs short-range sub-sonic waves to cause a systemic reaction in the target's body, producing sudden, devastating nausea. The wielder makes a melee touch attack to trigger the effect. Targets who fail a DC 15 Fortitude save are nauseated for 1d4+ 1 rounds.

SUPERLUBE SPRAYER (PL 6)

Superlube is a virtually frictionless substance designed for use against rioting prison convicts. The superlube sprayer 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 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.1376323856.txt.gz · Last modified: 2021/12/04 00:40 (external edit)