Canonical Submissions

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Clear and Present Danger
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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

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[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.
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Clear and Present Danger
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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

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[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
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Clear and Present Danger
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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

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[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
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Clear and Present Danger
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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

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[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.
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Clear and Present Danger
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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

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[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.
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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

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[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]
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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

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[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.
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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]

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[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.
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Clear and Present Danger
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Posts: 46
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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]

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[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.
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Clear and Present Danger
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Posts: 46
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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]

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[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.
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Sum of All Fears
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Posts: 174
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)
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The Bos
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Re: Canonical Submissions

Post by The Bos »

TW Water Well
[insert image here -- image submitted here]
TW Characteristics:
  • TW Functions: Creates fresh, drinkable water, up to 10 gallons (37.8 liters) per activation.
  • Activation Cost: 10 P.P.E. or 20 I.S.P.
  • P.P.E. Construction Cost: 220 total
  • Spell Chains Needed: Energy Bolt (5) and Create Water (15)
  • Physical Requirements: A manually operated water pump with a tripod stand, an integrated catch basin, and 6 large aquamarine crystals worth at least 2,000 credits each.
  • Duration of Charge: Immediate results.
  • M.D.C. of the TW Device: 60 M.D.C.
  • Cost: 175,000 credits. Poor to fair availability at cities of magic. Poor to no availability elsewhere, even in Dinosaur Swamp.
  • Book Reference: World Book 26 - Dinosaur Swamp, p.99

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[b]TW Water Well[/b]
[insert image here -- [url=https://www.explorersunlimited.com/eu/viewtopic.php?p=1380454#p1380454]image submitted here[/url]]
[u]TW Characteristics:[/u]
[list][*]TW Functions: Creates fresh, drinkable water, up to 10 gallons (37.8 liters) per activation.
[*]Activation Cost: 10 P.P.E. or 20 I.S.P.
[*]P.P.E. Construction Cost: 220 total
[*]Spell Chains Needed: Energy Bolt (5) and Create Water (15)
[*]Physical Requirements: A manually operated water pump with a tripod stand, an integrated catch basin, and 6 large aquamarine crystals worth at least 2,000 credits each.
[*]Duration of Charge: Immediate results.
[*]M.D.C. of the TW Device: 60 M.D.C.
[*]Cost: 175,000 credits. Poor to fair availability at cities of magic. Poor to no availability elsewhere, even in Dinosaur Swamp.
[*]Book Reference: World Book 26 - Dinosaur Swamp, p.99[/list]
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The Bos
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Posts: 184
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Re: Canonical Submissions

Post by The Bos »

Magic Optic System
[insert image here -- image submitted here]
TW Characteristics:
  • TW Functions: Gives its wearer mystic optical enhancement -- Eyes of the Wolf, See Aura, See the Invisible, and Detect Concealment (all same as their spells)
  • Device Level: Three
  • Activation Cost: 23 P.P.E. or 46 I.S.P.
  • P.P.E. Construction Cost: 460
  • Spell Chains Needed: Eyes of the Wolf (25; primary spell), See Aura (6), See the Invisible (4), Detect Concealment (6), and Energy Bolt (5)
  • Physical Requirements: Alexandrite worth 9,000 credits, tiger eye worth 3,000 credits, and a piece of amber worth 600 credits, plus a pair of goggles
  • Duration of Charge: 15 minutes
  • Construction Time: 5 days and 18 hours to build
  • Black Market Cost: 30,000 credits
  • Book Reference: Rifts Ultimate Edition, p.136
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Brute
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Location: Starkville, MS
Contact:

Re: Canonical Submissions

Post by Brute »

SC Penetrator
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 550'
  • Damage: 2D6
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 1 lb.
  • Features: Can be used as a clubbing weapon; 1D6 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 500 credits

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[b]SC Penetrator[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 550'
[*]Damage: 2D6
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 1 lb.
[*]Features: Can be used as a clubbing weapon; 1D6 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 500 credits[/color]

SC Penetrator II
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 900'
  • Damage: 3D6
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 2 lbs.
  • Features: Can be used as a clubbing weapon; 1D8 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 750 Credits

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[b]SC Penetrator II[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 900'
[*]Damage: 3D6
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 2 lbs.
[*]Features: Can be used as a clubbing weapon; 1D8 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 750 Credits[/color]
SC Penetrator III
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 1,000'
  • Damage: 4D6
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 3.75 lbs.
  • Features: Can be used as a clubbing weapon; 1D8 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 975 Credits

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[b]SC Penetrator III[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 1,000'
[*]Damage: 4D6
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 3.75 lbs.
[*]Features: Can be used as a clubbing weapon; 1D8 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 975 Credits[/color]

SC Mark II Penetrator
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 900'
  • Damage: 2D8+2
  • Rate of Fire: Standard per Archery skill
  • Payload: N/A
  • Weight: 5 lbs.
  • Features: Can be used as a clubbing weapon; 2D6 damage
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 975 Credits

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[b]SC Mark II Penetrator[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 900'
[*]Damage: 2D8+2
[*]Rate of Fire: Standard per Archery skill
[*]Payload: N/A
[*]Weight: 5 lbs.
[*]Features: Can be used as a clubbing weapon; 2D6 damage
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 975 Credits[/color]

Compound Snap-Bow
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 800'
  • Damage: 2D8
  • Rate of Fire: Standard per Archery skill
  • Payload: 1 arrow
  • Weight: 6 lbs.
  • Features: Can be loaded and locked into firing position until needed
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 169


Cost: 875 Credits

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[b]Compound Snap-Bow[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 800'
[*]Damage: 2D8
[*]Rate of Fire: Standard per Archery skill
[*]Payload: 1 arrow
[*]Weight: 6 lbs.
[*]Features: Can be loaded and locked into firing position until needed
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 169[/list][/size]

[color=#008000]Cost: 875 Credits[/color]
Livian Crossbow
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 700'
  • Damage: 3D6; 6D6 if firing 2 bolts
  • Rate of Fire: Standard per the archery skill
  • Payload: 2 arrows
  • Weight: 6.6 lbs.
  • Features: Capable of loading and locking two bolts, which can be fired individually or together. Can be loaded and locked into firing position until needed
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 170


Cost: 1,000 credits

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[b]Livian Crossbow[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 700'
[*]Damage: 3D6; 6D6 if firing 2 bolts
[*]Rate of Fire: Standard per the archery skill
[*]Payload: 2 arrows
[*]Weight: 6.6 lbs.
[*]Features: Capable of loading and locking two bolts, which can be fired individually or together. Can be loaded and locked into firing position until needed
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 170[/list][/size]

[color=#008000]Cost: 1,000 credits[/color]
SAR Crossbow
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 850'
  • Damage: 3D6; 6D6 if firing 2 bolts
  • Rate of Fire: Standard per Archery skill
  • Payload: 14 bolts
  • Weight: 8 lbs.
  • Features: Can rapid-fire two bolts, one after the other; auto reloads from a foreward-mounted clip of 14 bolts
  • Modifiers: W.P. Archery
  • Book Reference: AU, p. 170


Cost: 1,000 Credits

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[b]SAR Crossbow[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 850'
[*]Damage: 3D6; 6D6 if firing 2 bolts
[*]Rate of Fire: Standard per Archery skill
[*]Payload: 14 bolts
[*]Weight: 8 lbs.
[*]Features: Can rapid-fire two bolts, one after the other; auto reloads from a foreward-mounted clip of 14 bolts
[*]Modifiers: W.P. Archery
[*]Book Reference: AU, p. 170[/list][/size]

[color=#008000]Cost: 1,000 Credits[/color]
Bracelet Gun
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 60'
  • Damage: Per model type:
    • 4D6 Armor-piercing Bullets
    • 4D6 Laser
    • 5D6 ion
  • Rate of Fire: 1 APM
  • Payload: per Model type: 2 bullets or 4 laser or ion blasts
  • Weight: 1 lb.
  • Features: Comes in three varieties: bullet firing, laser, or ion
  • Modifiers: -2 Strike; W.P. Hangun or W.P. Energy Pistol
  • Book Reference: AU, p. 166


Cost: 1,000 credits for the bullet model; 200 Credits for either energy model

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[b]Bracelet Gun[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 60'
[*]Damage: Per model type:
[list]4D6 Armor-piercing Bullets
[*]4D6 Laser
[*]5D6 ion[/list]
[*]Rate of Fire: 1 APM
[*]Payload: per Model type: 2 bullets or 4 laser or ion blasts
[*]Weight: 1 lb.
[*]Features: Comes in three varieties: bullet firing, laser, or ion
[*]Modifiers: -2 Strike; W.P. Hangun or W.P. Energy Pistol
[*]Book Reference: AU, p. 166[/list][/size]

[color=#008000]Cost: 1,000 credits for the bullet model; 200 Credits for either energy model[/color]
High-Tech Flamethrower
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
  • Range: 85' thin stream; 200' thick stream
  • Damage: 1D6X10 thin stream; 2D4X10 thick stream; full melee burst (6 thick blasts or 12 thin) does double damage & ignite combustibles
  • Rate of Fire: 1 APM
  • Payload: 40 shots (thick streams cost double)
  • Weight: 40 lbs.
  • Features: Thin stream strikes intended target only. Thick stream strikes target and 1d4 others whoa re nearby; continuous stream is similar to spray from machine gun (use machine gun rules to determine number of targets hit, but do not use damage multipliers)
  • Modifiers: W.P. Flame Throwers
  • Book Reference: AU, p. 171


Cost: 1,900 Credits

Code: Select all

[b]High-Tech Flamethrower[/b]
[insert image here: 100 pixels in height, 150 for heavy weapons, 50 or less for small/thin weapons, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][list][*]Range: 85' thin stream; 200' thick stream
[*]Damage: 1D6X10 thin stream; 2D4X10 thick stream; full melee burst (6 thick blasts or 12 thin) does double damage & ignite combustibles
[*]Rate of Fire: 1 APM
[*]Payload: 40 shots (thick streams cost double)
[*]Weight: 40 lbs.
[*]Features: Thin stream strikes intended target only.  Thick stream strikes target and 1d4 others whoa re nearby; continuous stream is similar to spray from machine gun (use machine gun rules to determine number of targets hit, but do not use damage multipliers)
[*]Modifiers: W.P. Flame Throwers
[*]Book Reference: AU, p. 171[/list][/size]

[color=#008000]Cost: 1,900 Credits[/color]

Submitted by Lee
Brute
OOC Comments
Normal Form
AR: 0
HP: 45/45
SDC: 186/186

Monstrous Form
AR: 13
HP: 40/40
SDC: 846/846

Motion detector, 20’ radius range
Predator’s hearing (+2 Initiative, 8X Normal)

Omega Suit v3.1.7
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15

Weight: 6 lbs
Modifiers:
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)

Features:
  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system
  • Wrist mounted computer - allows real-time tracking of Omega agents in the field
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