Canonical Submissions

Restricted Access: A/GMs only
Augur handles item validation.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Staff of Power
This weapon is similar in its basic design to the pacification staff.
[INSERT IMAGE HERE]
  • Damage: 5d6 M.D. plus P.S. damage.
  • Magic Powers: All spells and blasts are equal to a fifth level spell.
    • 1. Heal Wounds (10 P.P.E.), same as the spell.
      2. Words of Truth (15 P.P.E.), same as the spell.
      3. Sleep (10 P.P.E.), same as the spell.
      4. Shadow Meld (10 P.P.E.), same as the spell.
      5. Call Lightning (15 P.P.E.), same as the spell.
      6. Energy Disruption (12 P.P.E.), same as the spell.
      7. Mystic Portal (60 P.P.E.), same as the spell.
      8. Negate Magic (30 P.P.E.), same as the spell.
      9. Anti-Magic Cloud (140 P.P.E.), same as the spell.
  • Rate of Fire: Two different types of magic can be activated per melee, all effects are cumulative
  • Payload: 160 P.P.E. and regenerates 20 points per hour. The staff can be instantly and completely recharged at a ley line nexus or stone pyramid.
  • Weight: 25 lbs.
  • Note: Considered a variation on rune weapons. The staff is indestructible. The housing unit with the two Zembahk has 100 M.D.C. and each Zembahk has 70 M.D.C., but the housing unit is still small enough that attackers must make a "called shot" and are still -1 to strike. If the housing unit is destroyed, the magic powers disappear. All that is left is an indestructible staff. The lobotomized Zembahks will live for 1D6 days without a housing unit.

Book Reference: P.121, World Book 2

[ooc]

Code: Select all

[b]Staff of Power[/b] 
[size=85][i]This weapon is similar in its basic design to the pacification staff. [/i][/size]
[INSERT IMAGE HERE]
[size=85][list]
[*]Damage: 5d6 M.D. plus P.S. damage.
[*]Magic Powers: All spells and blasts are equal to a fifth level spell.
[list]1. Heal Wounds (10 P.P.E.), same as the spell. 
2. Words of Truth (15 P.P.E.), same as the spell. 
3. Sleep (10 P.P.E.), same as the spell.
4. Shadow Meld (10 P.P.E.), same as the spell. 
5. Call Lightning (15 P.P.E.), same as the spell.
6. Energy Disruption (12 P.P.E.), same as the spell. 
7. Mystic Portal (60 P.P.E.), same as the spell.
8. Negate Magic (30 P.P.E.), same as the spell.
9. Anti-Magic Cloud (140 P.P.E.), same as the spell.[/list]
[*]Rate of Fire: Two different types of magic can be activated per melee, all effects are cumulative
[*]Payload: 160 P.P.E. and regenerates 20 points per hour. The staff can be instantly and completely recharged at a ley line nexus or stone pyramid.
[*]Weight: 25 lbs.
[*]Note: Considered a variation on rune weapons. The staff is indestructible. The housing unit with the two Zembahk has 100 M.D.C. and each Zembahk has 70 M.D.C., but the housing unit is still small enough that attackers must make a "called shot" and are still -1 to strike. If the housing unit is destroyed, the magic powers disappear. All that is left is an indestructible staff. The lobotomized Zembahks will live for 1D6 days without a housing unit.[/list]
Book Reference: P.121, World Book 2[/size]
[/ooc]
Cost: Generally not available on the open market, but can sell for anywhere from 10 to 60 million credits. A new containment unit can only be purchased or stolen from Atlantis and costs 750,000 credits, if it can be found at all. A rare Zembahk will cost 600,000 to a million credits .
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Staff of Eylor
A.K.A. The Slaver’s Eye Staff. This weapon is a large staff with a soccer ball sized eye floating in a transparent sphere. It communicates telepathically only with its owner
[INSERT IMAGE HERE]
  • Alignment: Evil
  • Intelligence: 3d4+2
  • Damage: 3D6 M.D. plus P.S. damage.
  • Magic Powers: Each of the following can be cast twice a day. Spell strength is equal to a 5th level wizard. To save, a character must roll a 14 or higher.
    • 1. Extinguish Fire (4 P.P.E.), same as the spell.
      2. Repel Animals (7 P.P.E.), same as the spell.
      3. Fear (5 P.P.E.), same as the spell.
      4. Chameleon (6 P.P.E.), same as the spell.
      5. Befuddle (3 P.P.E.), same as the spell.
      6. Call Lightning (15 P.P.E.), same as the spell.
      7. Energy Disruption (12 P.P.E.), same as the spell.
      8. Dispel Magic Barriers (20 P.P.E.), same as the spell.
      9. Negate Magic (30 P.P.E.), same as the spell.
      10. Tongues (12 P.P.E.), same as the spell.
      11 . Oracle (30 P.P.E.), same as the spell.
  • Rate of Fire: Two different types of magic can be activated per melee, all effects are cumulative.
  • Payload: 100 P.P.E. and regenerates 20 points per hour. The staff can be instantly and completely recharged at a ley line nexus or stone pyramid.
  • M.D.C.: Although a variation of rune magic , the staff is not indestructible . It has a total of 150 M.D.C. and is a difficult target to hit. Attackers must make a "called shot" even in hand to hand combat and are -2 to strike.
  • Special Powers: If stolen or lost, it will magically appear within 24 hours , regardless of the number of miles between the two . The eye- staff can also heal itself, restoring one M.D.C. per 24 hours.
  • Note: For every point of M.D.C. damage the staff suffers, its owner loses 10 hit points (M.D. if a mega-damage creature)!
  • Weight: 20 lbs.

Book Reference: P.121, World Book 2

[ooc]

Code: Select all

[b]Staff of Eylor[/b] 
[size=85][i]A.K.A. The Slaver’s Eye Staff. This weapon is a large staff with a soccer ball sized eye floating in a transparent sphere. It communicates telepathically only with its owner [/i][/size]
[INSERT  IMAGE HERE]
[size=85][list][*]Alignment: Evil
[*]Intelligence: 3d4+2
[*]Damage: 3D6 M.D. plus P.S. damage.
[*]Magic Powers: Each of the following can be cast twice a day. Spell strength is equal to a  5th level wizard. To save, a character must roll a 14 or higher.
[list]1. Extinguish Fire (4 P.P.E.), same as the spell. 
2. Repel Animals (7 P.P.E.), same as the spell. 
3. Fear (5 P.P.E.), same as the spell.
4. Chameleon (6 P.P.E.), same as the spell.
5. Befuddle (3 P.P.E.), same as the spell.
6. Call Lightning (15 P.P.E.), same as the spell.
7. Energy Disruption (12 P.P.E.), same as the spell.
8. Dispel Magic Barriers (20 P.P.E.), same as the spell. 
9. Negate Magic (30 P.P.E.), same as the spell.
10. Tongues (12 P.P.E.), same as the spell.
11 . Oracle (30 P.P.E.), same as the spell.[/list]
[*]Rate of Fire: Two different types of magic can be activated per melee, all effects are cumulative.
[*]Payload: 100 P.P.E. and regenerates 20 points per hour. The staff can be instantly and completely recharged at a ley line nexus or stone pyramid. 
[*]M.D.C.: Although a variation of rune magic , the staff is not indestructible . It has a total of 150 M.D.C. and is a difficult target to hit. Attackers must make a "called shot" even in hand to hand combat and are -2 to strike.
[*]Special Powers: If stolen or lost, it will magically appear within 24 hours , regardless of the number of miles between the two . The eye- staff can also heal itself, restoring one M.D.C. per 24 hours.
[*]Note: For every point of M.D.C. damage the staff suffers, its owner loses 10 hit points (M.D. if a mega-damage creature)!
[*]Weight: 20 lbs. [/list]
Book Reference: P.121, World Book 2[/size]
[/ooc]
Cost: Generally not available on the open market, but can sell for anywhere from 10 to 40 million credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Staff of All Seeing
This weapon is identical in basic design to the pacification staff, the only difference is its magic powers
[INSERT IMAGE HERE]
  • Damage: 2D6 M.D. plus the character's P.S. bonus.
  • Magic Powers: All spells and blasts are equal to a fifth level spell.
    • 1 . Detect Concealment (6 P.P.E.), same as the spell.
      2. See Aura (6 P.P.E.), same as the spell.
      3. See the Invisible (4 P.P.E.), same as the spell.
      4. Eyes of Thoth (S P.P.E.), same as the spell.
      5. Eyes of the Wolf (25 P.P.E.), same as the spell.
      6. Oracle (30 P.P.E.), same as the spell.
      7. Sense Magic (4 P.P.E.), same as the spell.
      8. Sense Evil (2 P.P.E.), same as the spell.
      9. Tongues (12 P.P.E.), same as the spell.
  • Rate of Fire: Two different types of magic can be activated per melee, all effects are cumulative.
  • Payload: 80 P.P.E., which regenerates at a rate of 10 points per hour. The staff can be instantly and completely recharged at a ley line nexus or stone pyramid. The lobotomized Zembahk will live for 150 years. When it dies, a new Zembahk can be installed.
  • Note: Considered a variation on rune weapons, the staff is indestructible. The housing unit for the zombie Zembahk has 50 M.D.C. and the Zembahk has 70 M.D.C., but the housing unit is so small that attackers must make a "called shot" even in hand to hand combat and is - 3 to strike . If the housing unit is destroyed, the magic powers disappear. All that is left is an indestructible staff. The lobotomized Zembahk will live for 1D6 days without a housing unit.
  • Weight: 12 lbs.

Book Reference: p. 122, World Book 2

[ooc]

Code: Select all

[b]Staff of All Seeing[/b] 
[size=85][i]This weapon is identical in basic design to the pacification staff, the only difference is its magic powers [/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Damage: 2D6 M.D. plus the character's P.S. bonus.
[*]Magic Powers: All spells and blasts are equal to a fifth level spell.
[list]1 . Detect Concealment (6 P.P.E.), same as the spell. 
2. See Aura (6 P.P.E.), same as the spell.
3. See the Invisible (4 P.P.E.), same as the spell.
4. Eyes of Thoth (S P.P.E.), same as the spell.
5. Eyes of the Wolf (25 P.P.E.), same as the spell. 
6. Oracle (30 P.P.E.), same as the spell.
7. Sense Magic (4 P.P.E.), same as the spell.
8. Sense Evil (2 P.P.E.), same as the spell.
9. Tongues (12 P.P.E.), same as the spell.[/list]
[*]Rate of Fire: Two different types of magic can be activated per melee, all effects are cumulative.
[*]Payload: 80 P.P.E., which regenerates at a rate of 10 points per hour. The staff can be instantly and completely recharged at a ley line nexus or stone pyramid. The lobotomized Zembahk will live for 150 years. When it dies, a new Zembahk can be installed.
[*]Note: Considered a variation on rune weapons, the staff is indestructible. The housing unit for the zombie Zembahk has 50 M.D.C. and the Zembahk has 70 M.D.C., but the housing unit is so small that attackers must make a "called shot" even in hand to hand combat and is - 3 to strike . If the housing unit is destroyed, the magic powers disappear. All that is left is an indestructible staff. The lobotomized Zembahk will live for 1D6 days without a housing unit.
[*]Weight: 12 lbs.[/list]
Book Reference: p. 122, World Book 2[/size] 
[/ooc]
Cost: Generally not available on the open market, but can sell for anywhere from six to 24 million credits. A new containment unit can only be purchased or stolen from Atlantis and costs 500,000 credits, if it can be found at all. A rare Zembahk will cost 600,000 to a million credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Telepathic Holographic Imager
This living machine can turn thoughts into three dimensional images. The images are smaller than life-size and resemble a holographic projection.
[INSERT IMAGE HERE]
  • Magic Powers: Turns thoughts into three dimensional images. Excellent for depicting the images of people (villains, runaway slaves, spies, suspects), weapons, devices, and places. The holographic image is typically 65% accurate, especially when relaying technical data. How­ ever, strong familiarity with the subject will increase the level of accuracy and completeness to 85% and images from characters with total recall are 100% accurate.
  • M.D.C.: The projector is a combination of machine and living being. It has a simple plant-like intelligence and 2D4 M.D.C
  • Range: 10 ft.
  • Payload: Draws on the P.P.E. or I.S.P. of its user or ambient energy in the area.
  • Weight: 50 lbs
  • Magic Saving Throw: None.

Book Reference: p. 122, World Book 2

[ooc]

Code: Select all

[b]Telepathic Holographic Imager[/b] 
[size=85][i]This living machine can turn thoughts into three dimensional images. The images are smaller than life-size and resemble a holographic projection.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list] [*]Magic Powers: Turns thoughts into three dimensional images. Excellent for depicting the images of people (villains, runaway slaves, spies, suspects), weapons, devices, and places. The holographic image is typically 65% accurate, especially when relaying technical data. How­ ever, strong familiarity with the subject will increase the level of accuracy and completeness to 85% and images from characters with total recall are 100% accurate.
[*]M.D.C.: The projector is a combination of machine and living being. It has a simple plant-like intelligence and 2D4 M.D.C
[*]Range: 10 ft.
[*]Payload: Draws on the P.P.E. or I.S.P. of its user or ambient energy in the area.
[*]Weight: 50 lbs 
[*]Magic Saving Throw: None.[/list]
Book Reference: p. 122, World Book 2[/size] 
[/ooc]
Cost: Generally not available on the open market. When it is available, it can sell for anywhere from two to eight million credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Overlord Power Armor
Overlord power armor is magic environmental armor specifically created for the Kydian race (Overlords and Powerlords).
[INSERT IMAGE HERE]
  • M.D.C.: 230
  • Mobility: Excellent, -5% prowl penalty.
  • Weight: 30 lbs
  • Magic Powers: All magic is equal to fifth level power and duration. To save, opponents must roll a 13 or higher.
  • Top Red Button (and a mental command) engages any of the following:
    • 1. Fly as the Eagle (25 P.P.E.), same as the spell.
      2. Swim as the Fish (12 P.P.E.), same as the spell.
      3. Breathe Without Air (5 P.P.E.), same as the spell.
      4. Superhuman Speed (10 P.P.E.), same as the spell.
      5. Escape (8 P.P.E.), same as the spell.
  • Lower Red Button (and a mental command) engages any of the following:
    • 1. Shadow Meld (10 P.P.E.), same as the spell.
      2. Invisibility: Superior (20 P.P.E), same as the spell.
      3. Charismatic Aura (10 P.P.E.), same as the spell.
      4. Impervious to Energy (20 P.P.E.), same as the spell.
      5. Energy Field (10 P.P.E.), same as the spell.
  • White Forehead Button (and a mental command) engages any of the following:
    • 1 . See the Invisible (4 P.P.E.), same as the spell.
      2. Sense Magic (4 P.P.E.), same as the spell.
      3. Tongues (12 P.P.E.) same as the spell.
      4. Heal Wounds (self only - 10 P.P.E.), similar to the spell.
      5. Negate Poison (self only - 5 P.P.E.), same as the spell.
  • Rate of Fire: Two different types of magic can be activated every melee (15 seconds); all effects are cumulative.
  • Payload: 180 P.P.E. total (120 P.P.E. for the body armor and 60 P.P.E. for the helmet.) Both regenerate 10 P.P.E. per hour and can be completely recharged at a ley line nexus or stone pyramid.
  • Armor Repair: Splugorthian alchemist can repair M.D.C. at a cost of 150,000 credits per every 10 M.D.C. points.

Book Reference: p. 123, World Book 2

[ooc]

Code: Select all

b]Overlord Power Armor[/b] 
[size=85][i]Overlord power armor is magic environmental armor specifically created for the Kydian race (Overlords and Powerlords).[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]M.D.C.: 230 
[*]Mobility: Excellent, -5% prowl penalty.
[*]Weight: 30 lbs
[*]Magic Powers: All magic is equal to fifth level power and duration. To save, opponents must roll a 13 or higher.
[*] Top Red Button (and a mental command) engages any of the following:
[list]1. Fly as the Eagle (25 P.P.E.), same as the spell.
2. Swim as the Fish (12 P.P.E.), same as the spell. 
3. Breathe Without Air (5 P.P.E.), same as the spell. 
4. Superhuman Speed (10 P.P.E.), same as the spell. 
5. Escape (8 P.P.E.), same as the spell.[/list]
[*]Lower Red Button (and a mental command) engages any of the following:
[list]1. Shadow Meld (10 P.P.E.), same as the spell.
2. Invisibility: Superior (20 P.P.E), same as the spell. 
3. Charismatic Aura (10 P.P.E.), same as the spell.
4. Impervious to Energy (20 P.P.E.), same as the spell. 
5. Energy Field (10 P.P.E.), same as the spell.[/list]
[*]White Forehead Button (and a mental command) engages any of the following:
[list]1 . See the Invisible (4 P.P.E.), same as the spell.
2. Sense Magic (4 P.P.E.), same as the spell.
3. Tongues (12 P.P.E.) same as the spell.
4. Heal Wounds (self only - 10 P.P.E.), similar to the spell. 
5. Negate Poison (self only - 5 P.P.E.), same as the spell.[/list]
[*]Rate of Fire: Two different types of magic can be activated every melee (15 seconds); all effects are cumulative.
[*]Payload: 180 P.P.E. total (120 P.P.E. for the body armor and 60 P.P.E. for the helmet.) Both regenerate 10 P.P.E. per hour and can be completely recharged at a ley line nexus or stone pyramid.
[*]Armor Repair: Splugorthian alchemist can repair M.D.C. at a cost of 150,000 credits per every 10 M.D.C. points.[/list]
Book Reference: p. 123, World Book 2[/size]
[/ooc]
Cost: Generally not available on the open market. Suits modified by the Splugorth for different life forms are sometimes given away as a reward or sold as part of a special arrangement. Sell for anywhere from three to nine million credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

The Eyes of Eylor
Living bio-wizard component.
[INSERT IMAGE HERE]
  • Alignment: Not generally applicable , however, the eyes can be programmed to be a particular alignment when used in bio-wizardry; typically evil or anarchist.
  • Appearance: Look like giant human eyes.
  • Average Lifespan: Unknown; estimated 50,000 years, may be effectively eternal.
  • Attributes: Not applicable. Show an amazing degree of memory and total recall, but function like a blank computer that is able to hold and use knowledge in a programmed way but NEVER really think or act on their own - perfect for bio-technology.
  • Weight: Approximately 21bs for small eyes to 350 Ibs for the largest; have a lot of mass.
  • M.D.C.: 40 for baseball size eyes, 60 for basketball size eyes, 100 for those twice the size of a basketball and 120 M.D.C. for eyes as big as a 50 gallon drum.
  • All eyes can regenerate 1D4x10M.D.C. per minute and can instantly create an armor of Ithan force field around them (this field is sometimes expanded to include a larger bio-wizard body or area and therefore weakens the protection of the eyes themselves, as is the case of the Splugorth Slave Barge). They may also be encased in an M.D.C. containment mechanism/housing.
  • Optics:
    • 1 . Perfect 20/20 vision and sees a wider color spectrum.
      2. Nightvision 600 feet
      3. Telescopic vision (6000 feet)
      4. Magnification to the 300th power.
      5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Modifiers: Impervious to horror factor, gases, poisons, and drugs. + 3 to save vs magic and psionic attacks.
  • Magic and P.P.E.: 150 P.P.E. for small eyes, 250 for medium and 400 for the large eyes . The magic powers of small to medium eyes are the equivalent of an 8th level mage, large eyes can be the equal of an 8th or 12th level wizard.
  • Small and medium sized eyes can be programmed to perform as many as eleven (11) different spells as often as two times each. Large eyes can be programmed to perform as many as twenty (20) spells as often as three times each. The eyes can be programmed with any magic spells (not warlock magic) from levels one through eight.
  • Psionic Powers: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
  • Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment.

Book Reference: p. 123 , World Book 2

[ooc]

Code: Select all

[b]The Eyes of Eylor[/b] 
[size=85][i]Living bio-wizard component.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Alignment: Not generally applicable , however, the eyes can be programmed to be a particular alignment when used in bio-wizardry; typically evil or anarchist.
[*]Appearance: Look like giant human eyes.
[*]Average Lifespan: Unknown; estimated 50,000 years, may be effectively eternal.
[*]Attributes: Not applicable. Show an amazing degree of memory and total recall, but function like a blank computer that is able to hold and use knowledge in a programmed way but NEVER really think or act on their own - perfect for bio-technology.
[*]Weight: Approximately 21bs for small eyes to 350 Ibs for the largest; have a lot of mass.
[*]M.D.C.: 40 for baseball size eyes, 60 for basketball size eyes, 100 for those twice the size of a basketball and 120 M.D.C. for eyes as big as a 50 gallon drum.
[*]All eyes can regenerate 1D4x10M.D.C. per minute and can instantly create an armor of Ithan force field around them (this field is sometimes expanded to include a larger bio-wizard body or area and therefore weakens the protection of the eyes themselves, as is the case of the Splugorth Slave Barge). They may also be encased in an M.D.C. containment mechanism/housing.
[*]Optics: 
[list]1 . Perfect 20/20 vision and sees a wider color spectrum. 
2. Nightvision 600 feet 
3. Telescopic vision (6000 feet)
4. Magnification to the 300th power.
5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Modifiers: Impervious to horror factor, gases, poisons, and drugs. + 3 to save vs magic and psionic attacks.
[*]Magic and P.P.E.: 150 P.P.E. for small eyes, 250 for medium and 400 for the large eyes . The magic powers of small to medium eyes are the equivalent of an 8th level mage, large eyes can be the equal of an 8th or 12th level wizard.
[*]Small and medium sized eyes can be programmed to perform as many as eleven (11) different spells as often as two times each. Large eyes can be programmed to perform as many as twenty (20) spells as often as three times each. The eyes can be programmed with any magic spells (not warlock magic) from levels one through eight.
[*]Psionic Powers: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
[*]Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment.[/list]
Book Reference: p. 123 , World Book 2[/size]
[/ooc]
Cost: Generally not for sale.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Floating Eyes — Observation Spheres/Sensor Probes
These observation spheres resemble glass orbs with a metal top and bottom.
[INSERT IMAGE HERE]
  • Horror Factor: 14
  • M.D.C.:Sphere is 50 to 100, the eye itself has 60 M.D.C.
  • Optics:
    • 1 . Perfect 20/20 vision and sees a wider color spectrum.
      2. Nightvision 600 feet
      3. Telescopic vision (6000 feet)
      4. Magnification to the 300th power.
      5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Other Abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph (Spd 50) and can attain a height of 400 feet.
  • Magic Program: Typically programmed with the following spells: Blinding flash , globe of daylight, and chameleon (on self only) . The eye can cast each spell twice per 24 hour period. 250 P.P.E.
  • Combat: Magic or may have a mini-blaster built into the lower cap.
    Optional Jolt Gun, Mini-Blaster
    • Damage: 2d6 S.D.C., 4d6 S.D.C. or 1d4 M.D. per blast (double damage and range on a ley line).
    • Rate of Fire: Four blasts per melee.
    • Payload: Unlimited

Book Reference: p. 124, World Book 2

[ooc]

Code: Select all

[b]Eylor Floating Eyes — Observation Spheres/Sensor Probes[/b] 
[size=85][i]These observation spheres resemble glass orbs with a metal top and bottom.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Horror Factor: 14
[*]M.D.C.:Sphere is 50 to 100, the eye itself has 60 M.D.C.
[*]Optics: 
[list]1 . Perfect 20/20 vision and sees a wider color spectrum. 
2. Nightvision 600 feet 
3. Telescopic vision (6000 feet)
4. Magnification to the 300th power.
5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Other Abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph (Spd 50) and can attain a height of 400 feet.
[*]Magic Program: Typically programmed with the following spells: Blinding flash , globe of daylight, and chameleon (on self only) . The eye can cast each spell twice per 24 hour period. 250 P.P.E.
[*]Combat: Magic or may have a mini-blaster built into the lower cap.
[b]Optional Jolt Gun, Mini-Blaster[/b]
[list][*]Damage: 2d6 S.D.C., 4d6 S.D.C. or 1d4 M.D. per blast (double damage and range on a ley line).
[*]Rate of Fire: Four blasts per melee.
[*]Payload: Unlimited[/list][/list]
Book Reference: p. 124, World Book 2[/size]
[/ooc]
Cost: N/A
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Seeker-Hunter Eye
This device is very similar to the observation ball in both appearance and abilities. It is typically used to guard a particular area or to seek and destroy the enemy.
[INSERT IMAGE HERE]
  • Alignment: Evil, typically aberrant.
  • Horror Factor: 14
  • M.D.C.: Sphere is 200, the eye itself is 120
  • Optics:
    • 1 . Perfect 20/20 vision and sees a wider color spectrum.
      2. Nightvision 600 feet
      3. Telescopic vision (6000 feet)
      4. Magnification to the 300th power.
      5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Other abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m).
  • Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
  • Magic Program: Typically programmed with the following 18 spells: Blinding flash, globe of daylight, globe of silence, chameleon (on self only), eyes of the wolf, see the invisible, see aura, locate, turn dead, constrain being, fuel flame, paralysis: lesser, telekinesis, fire bolt, fire ball, call lightning, wisps of confusion, and magic net. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
  • Combat: A total of five melee attacks; three magic attacks per melee plus two additional melee actions/attacks. Tends to rely on magic but may also have a laser and/or plasma blaster built into the lower cap. A butt with its body does 1D4 M.D., a high speed ram does 2D6 M.D.

    Optional Laser (a combination of light spells and laser optics):
    • Primary Purpose: Defense.
    • Mega-Damage: Two settings: 2D6 M.D. or 3D6 per blast. Range: 2000 feet (610 m)
    • Rate of Fire: Up to four blasts per melee.
    • Payload: Effectively unlimited

    Optional Plasma Blaster (A combination of fire magic and blaster):
    • Primary Purpose: Assault.
    • Mega-Damage: 5D6 M.D. per blast.
    • Range: 2000 feet (610 m)
    • Rate of Fire: Up to four blasts per melee.
    • Payload: Effectively unlimited.

Book Reference: p.124, World Book 2

[ooc]

Code: Select all

[b]Eylor Seeker-Hunter Eye[/b] 
[size=85][i] This device is very similar to the observation ball in both appearance and abilities. It is typically used to guard a particular area or to seek and destroy the enemy.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Alignment: Evil, typically aberrant.
[*]Horror Factor: 14
[*]M.D.C.: Sphere is 200, the eye itself is 120
[*]Optics: 
[list]1 . Perfect 20/20 vision and sees a wider color spectrum. 
2. Nightvision 600 feet 
3. Telescopic vision (6000 feet)
4. Magnification to the 300th power.
5 . Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
6. Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Other abilities: Prowl 70%, track (humanoids) 70%, speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m).
[*]Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
[*]Magic Program: Typically programmed with the following 18 spells: Blinding flash, globe of daylight, globe of silence, chameleon (on self only), eyes of the wolf, see the invisible, see aura, locate, turn dead, constrain being, fuel flame, paralysis: lesser, telekinesis, fire bolt, fire ball, call lightning, wisps of confusion, and magic net. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
[*]Combat: A total of five melee attacks; three magic attacks per melee plus two additional melee actions/attacks. Tends to rely on magic but may also have a laser and/or plasma blaster built into the lower cap. A butt with its body does 1D4 M.D., a high speed ram does 2D6 M.D.

[b]Optional Laser (a combination of light spells and laser optics):[/b]
[list][*] Primary Purpose: Defense.
[*]Mega-Damage: Two settings: 2D6 M.D. or 3D6 per blast. Range: 2000 feet (610 m)
[*]Rate of Fire: Up to four blasts per melee.
[*]Payload: Effectively unlimited[/list]
[b]Optional Plasma Blaster (A combination of fire magic and blaster):[/b]
[list][*] Primary Purpose: Assault.
[*]Mega-Damage: 5D6 M.D. per blast. 
[*]Range: 2000 feet (610 m)
[*]Rate of Fire: Up to four blasts per melee. 
[*]Payload: Effectively unlimited.[/list][/list]
Book Reference: p.124, World Book 2[/size]
[/ooc]
Cost: N/A
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Slave Barge
AKA Slaver’s Barge.
[INSERT IMAGE HERE]
  • M.D.C. by Location:
    • Slave Barge Main Body: 500
    • Transmutation Slime Containment chamber: 250
    • Barge Shields (4): 100 each
    • Barge Eyes (5): 50 each
    • Decorative Plate Shields: 100 each
    • Note: The barge and its five eyes die if the Slaver connected to it is slain. The additional observation eyes fly back to Atlantis and the eye-staff must find a new master within 72 hours or it too will die.

    Statistical Data:
    • Maximum Speed:53 mph (77 Spd)
    • Flying: Hover up to 500 feet.
    • Crew: 1 Pilot, 4 Passengers

    The Magic, Weapons & Special Abilities of the Barge:
    • 1. Force Field (Armor of Ithan): Engages instantly and automatically when attacked or threatened by any means, physical, energy, magic, psionic, etc. (no, there is no chance to blast before the force field is in place). Provides maximum protection and mobility; can fight using tentacles.
      2. Optic &Sensory Capabilities from the Eylor Eyes:
      • Perfect 20/20 vision and sees a wider color spectrum.
      • Nightvision 600 feet
      • Telescopic vision (6000 feet)
      • Magnification to the 300th power.
      • Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
      • Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.

      3. Psionic Powers: The barge bestows its pilot with the powers of mind block and telepathy.
      4. Magic Program: Programmed with blinding flash, globe of daylight, and chameleon (on barge and its occupants). Each spell can be cast twice per 24 hour period. Total P.P.E.: 1250.
      5. Other Abilities: It moves silently, equal to a prowl skill of 64%. The Slaver can submerge himself up to the chin in the transmutation slime filled containment unit. The slime chamber is also a healing unit that restores 1D6 x 10 hit point for every 10 minutes of submersion; utilized by the Slaver and his warrior slaves. The barge can also function perfectly underwater and in space.

    Weapon Systems:
    • Barge Blasters (2): Located in the lower front and rear of the barge is a gun that resembles a pistol on a mechanical arm.
      • Damage: 4d6 S.D.C. per blast (6d6 on ley line)
      • Range: 2000 feet.
      • Rate of Fire: Four blasts per melee.
      • Payload: Unlimited
  • Book Reference: p.124 , World Book 2

[ooc]

Code: Select all

[b]Eylor Slave Barge[/b] 
[size=85][i]AKA Slaver’s Barge.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][b][u]M.D.C. by Location:[/b][/u]
[list] [*]Slave Barge Main Body: 500
[*]Transmutation Slime Containment chamber: 250
[*]Barge Shields (4): 100 each
[*]Barge Eyes (5): 50 each
[*]Decorative Plate Shields: 100 each
[*]Note: The barge and its five eyes die if the Slaver connected to it is slain. The additional observation eyes fly back to Atlantis and the eye-staff must find a new master within 72 hours or it too will die.[/list]
[b][u]Statistical Data:[/u][/b]
[list][*]Maximum Speed:53 mph (77 Spd)
[*]Flying: Hover up to 500 feet.
[*]Crew: 1 Pilot, 4 Passengers[/list]
[u][b]The Magic, Weapons & Special Abilities of the Barge:[/u][/b]
[list]1. Force Field (Armor of Ithan): Engages instantly and automatically when attacked or threatened by any means, physical, energy, magic, psionic, etc. (no, there is no chance to blast before the force field is in place). Provides maximum protection and mobility; can fight using tentacles.
2. Optic &Sensory Capabilities from the Eylor Eyes:
[list][*]Perfect 20/20 vision and sees a wider color spectrum. 
[*]Nightvision 600 feet 
[*]Telescopic vision (6000 feet)
[*]Magnification to the 300th power.
[*]Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
[*]Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
3. Psionic Powers: The barge bestows its pilot with the powers of mind block and telepathy.
4. Magic Program: Programmed with blinding flash, globe of daylight, and chameleon (on barge and its occupants). Each spell can be cast twice per 24 hour period. Total P.P.E.: 1250.
5. Other Abilities: It moves silently, equal to a prowl skill of 64%. The Slaver can submerge himself up to the chin in the transmutation slime filled containment unit. The slime chamber is also a healing unit that restores 1D6 x 10 hit point for every 10 minutes of submersion; utilized by the Slaver and his warrior slaves. The barge can also function perfectly underwater and in space.[/list]
[b][u]Weapon Systems:[/b][/u]
[list][*]Barge Blasters (2): Located in the lower front and rear of the barge is a gun that resembles a pistol on a mechanical arm.
[list][*]Damage: 4d6 S.D.C. per blast (6d6 on ley line)
[*]Range: 2000 feet.
[*]Rate of Fire: Four blasts per melee.
[*]Payload: Unlimited[/list][/list]
[*]Book Reference: p.124 , World Book 2[/list][/size]
[/ooc]
Cost: Unavailable for sale. 50 Million Credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Symbiotic Weapon Modification
This is a magical bio-wizard modification that can be made to any type of weapon, including rune weapons.
[INSERT IMAGE HERE]
  • Modifiers:
    • Psychic Link to Owner
      • Range: 40 miles.
    • Psionics: At will, without limitation.
      • Telepostation: Lesser
      • Levitate
      • Shadow Meld
    • M.D.C.: +1d6 M.D.C.
    • Payload: Unlimited for energy weapons.
    • Symbiotic: Cannot be used by anyone but its owner. Can link with a new intelligent creature after owners death. It cannot act without an owner.

Book Reference: p. 125, World Book 2

[ooc]

Code: Select all

[b]Symbiotic Weapon Modification[/b] 
[size=85][i] This is a magical bio-wizard modification that can be made to any type of weapon, including rune weapons.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][b][u]Modifiers:[/b][/u]
[list][*]Psychic Link to Owner
[list][*]Range: 40 miles. [/list]
[*]Psionics: At will, without limitation.
[list][*]Teleportation: Lesser
[*]Levitate
[*]Shadow Meld[/list]
[*]M.D.C.: +1d6 M.D.C.
[*]Payload: Unlimited for energy weapons.
[*]Symbiotic: Cannot be used by anyone but its owner. Can link with a new intelligent creature after owners death. It cannot act without an owner.[/list][/list]
Book Reference: p. 125, World Book 2[/size]
[/ooc]
Cost: 100+ million. Very rare to unavailible.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Eylor Helm of Omnipotence
This is a large helmet that contains a basketball sized eye of Eylor in the center and three baseball sized eyes on each side..
[INSERT IMAGE HERE]
  • Alignment: Evil, typically aberrant.
  • Horror Factor: 16
  • M.D.C.:
    • Helmet is 200
    • Large Eye is 120.
  • Optics:
    • Perfect 20/20 vision and sees a wider color spectrum.
    • Nightvision 600 feet
    • Telescopic vision (6000 feet)
    • Magnification to the 300th power.
    • Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
    • Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.
  • Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
  • Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment. +50 M.D.C. to wearer.
  • Magic Program: 30 spells (draws power from the many eyes); 8th level spell strength and a total of 1150 P.P.E.: Eyes of the wolf, see the invisible, see aura, detect concealment, oracle, breathe without air, invulnerability, teleport: lesser, time slip, escape, shadow meld, fly as the eagle, negate magic, dispel magic barrier, metamorphosis: human, mask of deceit, heal wounds, cure illness, exorcism, constrain being, turn dead, animate and control dead, domination, life drain, fire ball, call lightning, wisps of confusion, minor curse, sickness, and spoil. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
  • Rate of Fire: Attacks per melee are equal to the wearer's normal hand to hand skills plus three magic attacks per melee.

Book Reference: p. 125, World Book 2

[ooc]

Code: Select all

[b]Eylor Helm of Omnipotence[/b] 
[size=85][i] This is a large helmet that contains a basketball sized eye of Eylor in the center and three baseball sized eyes on each side..[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Alignment: Evil, typically aberrant.
[*]Horror Factor: 16
[*]M.D.C.: 
[list][*]Helmet is 200
[*]Large Eye is 120.[/list]
[*]Optics:
[list][*]Perfect 20/20 vision and sees a wider color spectrum. 
[*]Nightvision 600 feet 
[*]Telescopic vision (6000 feet)
[*]Magnification to the 300th power.
[*]Polarized vision and can tell direction by looking at the position of the sun's rays (88%).
[*]Psionic Sensory Perception: see aura, see the invisible, sense magic, and see P.P.E. energy, without requiring an additional source of I.S.P. or P.P.E.[/list]
[*]Psionics: 1D6x10+40 I.S.P. Equivalent to a minor psionic . Abilities are limited to empathy, telepathy (mainly a receiver and serves as a mental link when used in bio-wizardry), see aura, see the invisible, sense evil, sense magic, and total recall.
[*]Other Abilities: Prowl 70%, track (humanoids) 70%. Maximum speed flying or floating is 35 mph/56 km (Spd 50) and can attain a height of 400 feet (122 m). Also functions perfectly underwater, in space and in any environment. +50 M.D.C. to wearer.
[*]Magic Program: 30 spells (draws power from the many eyes); 8th level spell strength and a total of 1150 P.P.E.: Eyes of the wolf, see the invisible, see aura, detect concealment, oracle, breathe without air, invulnerability, teleport: lesser, time slip, escape, shadow meld, fly as the eagle, negate magic, dispel magic barrier, metamorphosis: human, mask of deceit, heal wounds, cure illness, exorcism, constrain being, turn dead, animate and control dead, domination, life drain, fire ball, call lightning, wisps of confusion, minor curse, sickness, and spoil. The eye can cast each spell three times within a 24 hour period and possesses 400 P.P.E.
[*]Rate of Fire: Attacks per melee are equal to the wearer's normal hand to hand skills plus three magic attacks per melee.[/list]
Book Reference: p. 125, World Book 2[/size]
[/ooc]
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

K-5000 Rail Gun
description.
[INSERT IMAGE HERE]
  • Range: 4000 feet.
  • Damage: Single shot: 1D4 M.D., Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 13 round bursts.
  • Payload: 390 round belt or 90 round clip
  • Weight:
    • Gun: 80 lbs.
    • Power Pack: 30 lbs.
    • Ammo Belt: 25 lbs.
  • Features: Telescopic sight, night-vision scope, laser targeting system (+1 strike).

Book Reference: p. 137, World Book 2

[ooc]

Code: Select all

[b]K-5000 Rail Gun[/b] 
[size=85][i]description.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Range: 4000 feet.
[*]Damage: Single shot: 1D4 M.D., Burst: 6D6 M.D.
[*]Rate of Fire: Single shots or 13 round bursts.
[*]Payload: 390 round belt or 90 round clip
[*]Weight:
[list][*]Gun: 80 lbs.
[*]Power Pack: 30 lbs.
[*]Ammo Belt: 25 lbs.[/list]
[*]Features: Telescopic sight, night-vision scope, laser targeting system (+1 strike).[/list]
Book Reference: p. 137, World Book 2[/size]
[/ooc]
Cost: 155,000 credits. Fair availability.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

K-E4 Plasma Ejector
description.
[INSERT IMAGE HERE]
  • Range: 2000 feet.
  • Damage: 6d6 M.D.
  • Rate of Fire: Single shots only.
  • Payload: 20 shots, or 30 with a LE-clip
  • Weight: 12 lbs.
  • Features: Telescopic Sight.

Book Reference: p. 137, World Book 2

[ooc]

Code: Select all

[b]K-E4 Plasma Ejector[/b] 
[size=85][i]description.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]Range: 2000 feet.
[*]Damage: 6d6 M.D.
[*]Rate of Fire: Single shots only.
[*]Payload: 20 shots, or 30 with a LE-clip
[*]Weight: 12 lbs.
[*]Features: Telescopic Sight.[/list]
Book Reference: p. 137, World Book 2[/size]
[/ooc]
Cost: 60,000 credits. Good Availability.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Kittani Explorer Armor
Full Composite Body Armor.
[INSERT IMAGE HERE]
  • M.D.C.: 85
  • Weight: 15 lbs.
  • Modifiers: -15% prowl.

Book Reference: p. 138, World Book 2

[ooc]

Code: Select all

[b]Kittani Explorer Armor[/b] 
[size=85][i]Full Composite Body Armor.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list][*]M.D.C.: 85
[*]Weight: 15 lbs.
[*]Modifiers: -15% prowl.[/list]
Book Reference: p. 138, World Book 2[/size]
[/ooc]
Cost: 75,000 credits.
User avatar
Clear and Present Danger
Assistant Game Master
Posts: 30
Joined: Sat May 02, 2020 8:56 am
Location: Merctown

Re: Canonical Submissions

Post by Clear and Present Danger »

Centaur Body Armor
Heavy padding, Kevlar, and plate composite armor for Centaurs or horses.
[INSERT IMAGE HERE]
  • M.D.C.: 130
  • Weight: 100 lbs.
  • Modifiers: Fair mobility: -15% prowl, -10% speed.

Book Reference: p. 138, World Book 2

[ooc]

Code: Select all

[b]Centaur Body Armor[/b] 
[size=85][i]Heavy padding, Kevlar, and plate composite armor for Centaurs or horses.[/i][/size]
[INSERT IMAGE HERE]
[size=85][list] [*]M.D.C.: 130
[*]Weight: 100 lbs. 
[*]Modifiers: Fair mobility: -15% prowl, -10% speed.[/list]
Book Reference: p. 138, World Book 2[/size]
[/ooc]
Cost: 125,000 credits.
User avatar
Sum of All Fears
Game Master
Posts: 138
Joined: Mon Apr 27, 2020 2:24 pm

Re: Canonical Submissions

Post by Sum of All Fears »

Scorpion Light Fighter SF-69
Image
M.D.C. by Location:
  • Nose GR Cannon - 40
  • Wings/Missile Launchers (2) - 150 each
  • * Auxiliary Engine - 150
  • Reinforced Pilot ' s Compartment/Escape Pod - 110
  • ** Main Body - 550
    • ** If all the M.D.C. of the main body is depleted, the vehicle
      is destroyed. The pilot ' s only hope is to eject (the reinforced
      pilot ' s compartment becomes an escape pod with 48 hours '
      worth of oxygen).
    • * If the auxiliary engine is destroyed, the ship’s top speed is
      reduced to Mach 8.

Statistical Data:
Maximum Speed: In space: Mach 18 / In an atmosphere Mach 3
Range: Effectively unlimited; limited only by the pilot's endurance and oxygen supply (life support will last 12 days)
Modifiers:
  • +2 on initiative
  • +1 to strike
  • +4 to dodge
  • +10% on dog-fighting and special maneuvers

Crew: One
Class: Light Aerospace Fighter
Dimensions:
  • Height: 10 feet
  • Width: 31 feet
  • Length: 34 feet
  • Weight: 6 tons

Cargo: Small utility closet with room for a small sidearm, dry rations
for 12 days, and a water dispenser
Power System: Antimatter, average energy life of 25 years
Weapon Systems:
GR Cannon
  • Range: 16 miles in space; 8 miles in atmosphere
  • Damage: 4d6x10 MD burst
  • Rate of Fire: 20 round burst only
  • Payload: 10,000 rounds

Mini-Missile Launchers (2)
  • Range: 2 Miles
  • Damage: Varies with missile type
  • Rate of Fire: One at a time or volleys of 2, 4 or 8
  • Payload: 32

Cruise Missiles (2) (SF-69B Only)
  • Range: 1,000 miles
  • Damage: Nuclear warhead inflicts 2D6x100 M.D.; antimatter warhead does 4D6x 100 M.D.
  • Rate of Fire: One or volley of Two
  • Payload: 2

Book Reference: p. 157-158, DB2


Cost: 30 Million credits

Submitted by: Kyle
M.A.R.S. GM / Atlantis GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC); Hellhound (VR PC)
Post Reply

Return to “Item Validation”