classic hoe cloaking device

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classic hoe cloaking device

#1 Postby nerovipus » Wed Jan 25, 2012 9:02 pm

Im looking at making a juncker tech cloaking device though im not sure how to go about this. Under sensors it says u can make a device to fool other visual sensors but i want to make one to fool the naked eye, not sure if its possible but i thought id ask any ways.

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#2 Postby Fuzyfeet » Thu Jan 26, 2012 9:13 am

With Junker Tech, all things are possible! :wink: I made these when Junkman Comith came out while goofing around.

Cloaking Device
This device looks like a generator, but instead of generating electricity it generates something totally different. It works on the same theory as the Cloaking suit except it absorbs light, sound in an area. This creates a 'blank spot' in the area that falls in it's area of coverage. The mind of observers will naturally fill "in the blank" area rendering it invisible. The device maybe used to cloak a spherical area no greater than 10 yards radius, but no less than one-yard radius.

Device Profile: Cloaking Device
Frame: 4
Sensor: 2d20 active ECM versus normal sight and sound, 360°, up to 10 yards
Extras: Powerjack, Data jack, adjuster switch, 100-point battery
Drain: 50/hour (-1 for each 2 yard less 10 yards)
Available Slots: 0
Total Components:
Chemical: None
Electrical: 10
Mechanical: 5
Structural: 10
Cost: $14,500

Cloaking suit
It may look like a wetsuit, but it hides a person and everything inside. This device was first thought up before the war but the cost of using a "Mad Science" device then was too costly in comparison to using a Syker. Now many people want to move about without being noticed by others but lack the abilities of the Sykers. In the early part of the 20th century psychologist and other scientist found that many optical illusions could be made by giving the mind an empty area that the mind will natural fill in to make sense to the observer. Working from this theory this device absorbs all light and sound generated by the object it's attached to. This creates a 'blank spot' where the object is. The mind of observers will naturally fill "in the blank" area rendering it invisible.

Device Profile: Cloaking Suit
Frame: 6
Sensor: 2d20 active ECM versus normal sight and sound, 360°
Extras: Powerjack, 35-point battery, room to fit items no larger than a briefcase all together
Drain: 2/hour
Available Slots: 15.85
Total Components:
Chemical: None
Electrical: 7
Mechanical: 4
Structural: 17
Cost: $12,400

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Cloaking Device

#3 Postby nerovipus » Thu Jan 26, 2012 12:31 pm

Thanks for the help I wasnt sure if u could use the sensor power to fool regular sight or sound, you help me storm a whole mess a trouble :twisted:

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#4 Postby ScooterinAB » Sat Jan 28, 2012 12:43 pm

I spent some time looking into this a few years ago. Based on how ECM works, I decided that simply having an ECM sensor wasn't good enough. The key was to have an object that the sensor could mask. For example, think of a car. An ECM device build into a car would mask the car and it's occupants. A stand alone device with ECM could only mask itself and any build in devices, making it hard to find if dropped.

I decided that the best way to do this was to either build a Shield with ECM (the ECM masks the contents of the shield), or a suit of armor with an ECM feature. The key here is how you decide the ECM works (your cdeisng principle). Both of these designs assume that the stealth tech is light being bent around an object. My preference would be a Shield device, as the shape of the shield is more consistent than armor or clothing (which I might take a Defect for, to represent that "Predator shimmer"). This could also be applied to a vehicle or even a building.
28/12/09 Scooter just bought a Deadlands book... In a Japanese Gaming store... And the clerk knew what it was. Awesome.

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#5 Postby AtomicSamuraiCyborg » Thu May 17, 2012 10:53 am

I swear, sensor is the most kitchen sink power of all, and I love it.

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