Inspired Junking

All discussions about the Wasted West and Way Out West settings. If system specific, please note in the subject line, [SW], [Classic], or [d20].

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Snap_Dragon
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#101 Postby Snap_Dragon » Wed Nov 26, 2008 12:20 am

ack I forgot to include it.

I also had ideas about including a microwave for easy disposal but I like the super strength better. I might also try a version with deepfreeze for harrowed or particularly troublesome inmates.
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Shimwee
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#102 Postby Shimwee » Thu Nov 27, 2008 8:41 am

little question.

Would it be possible to use the biomechanics power from the Iron Oasis book to create some sort of power armor. If I build the limbs bigger with enough deadspace to fit myself in (i'm a scrawny char, so I can shrink that down a bit :cool:)

And would it technically mean, that as soon as I have the suit on, the durability of the device would have to give in before I get any wounds right?

my other powers are shield, which I also think about putting on.
reactor (maybe a small one to power the thing) (btw would a miniaturized reactor work or would it just produce less power?)
healing... maybe I can make it like the power armor you can find in fallout 3 that has some healing ability :idea:

although too much would make it too bulky :)

First i'd like to know if it would be a valid way to build power-armor. but not persay the bulky kind

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#103 Postby ScooterinAB » Thu Nov 27, 2008 10:56 am

For power armor, you'd need things like Armor, Locomotion, and Super Strength, as well as the stat powers (I don't remember the names right now). Biomechanics is for replacement limbs.

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#104 Postby Fuzyfeet » Thu Nov 27, 2008 3:40 pm

Building Power Armor is a tricky job. The powers Super Strength and Reflexes are based on the Device and not an operator. This means everyone operating the device would have the same strength. This seems more realistic (hydraulics have set weight loads etc) but that is not how we see Power Armor in games. Check out the The Accumulated Rulings, way back when, Shane, Hopler and Goff answered the massive amount of questions we through at them, and Allan saved them all (at least most).

ScooterinAB wrote:For power armor, you'd need things like Armor, Locomotion, and Super Strength,


I'm pretty sure you wouldn't need Locomotion if the operator is doing the walking.[/quote]

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#105 Postby ScooterinAB » Thu Nov 27, 2008 10:00 pm

Fuzyfeet wrote:I'm pretty sure you wouldn't need Locomotion if the operator is doing the walking.


I mean in terms of that superhuman, faster than a speeding bullet type of power armor. Augmented speed, lift a car. That sort of thing.

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#106 Postby Fuzyfeet » Fri Nov 28, 2008 12:10 am

Ah, that's interesting. I hadn't thought of that.

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#107 Postby Shimwee » Sat Nov 29, 2008 5:34 am

another question,

I was figuring out the armor power... and I came with the following theory.

If I make a full body armor, that would be a size 6, and fitting a person in it, would take up half the space.
and since it takes up 10% per armor level for the power, you could easily make a lvl 5 armor for a person in the same frame as that person is.

So technically, if I were to make a size 5 suit for a person of size 6, I could still fit in the dead space he needs + 2 lvl's armor for 17,2 slots. If i'm not mistaken?

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#108 Postby Fuzyfeet » Sat Nov 29, 2008 7:38 am

The problem with that is that something with a Frame size 5 is suppose to be the size of a small refrigerator. That aside, I can see this being like a normal suit of armor as apposed to power armor. In fact a plate-mail or chain mail style suit would probably work like this.

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#109 Postby Shimwee » Sun Nov 30, 2008 7:15 am

well, technically, is it not very possible to put a body in a fridge? :P if you cram it a bit I'm sure it will fit, so if I were to create a very slim-fitting armor, I could do with a small size?

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#110 Postby Fuzyfeet » Sun Nov 30, 2008 9:47 am

If you take the interpretation that a Frames size is more the bulk of an object than a height/weight, then yes. A Cello case (Frame size 4) is the height of a man, but unless you cut a person up, it wouldn't fit. On the flip side, a min-frig if pounded out flat and the inside plastic used could be wrapped around a person.

Now this is never the argument to use, but the rules could be worked that way. More important than the rules (IMO) is that the concept be fitting. As I said, I can see a suit of armor being made that way. A Frame size 6 suit being light power armor while size 5 a suit of chain-mail or plate-mail.

You could even stretch the concept and say that the torso is about half the body, so if you wanted to just make a breast plate it would be size 4. With AV 3 it would still have 6.8 slots left (32 for 1/2 the person and 16.2 for AV 3) or .8 slots if the AV was 4. Lets say the head need around 1/3 the slots of the body, then you can make a helmet with a Frame size of 3 with a max AV of 3. Drop the AV to 2 and you could add something like night vision (21 slots to fit the head, 6 for the AV and 2 for the passive Enhanced senses of infrared).

This gives me so many ideas...

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#111 Postby ScooterinAB » Sun Nov 30, 2008 3:10 pm

Here are some devices that I whipped up last night. The descriptions are spares, though they are pretty simply devices anyways.

Device Profile: Commlink
Small sized radio.

Frame: 1
Commo: Sound, 250 Yard Range, 3 Channels, Small Speaker
Sensor: Passive, Basic Hearing, 2d6 Rating
Extras: Oversized Tech Spirit (3 Drain)
Drain: 0 (Original 3/hour)
Available Slots: 0

Components: 0 C, 3 E, 2 M, 3 S
TN: 9 (Commo), 5 (Sensor)


Device Profile: Comm Centre
Desktop sized radio terminal. Keyboard for typing messages, 2 Datajacks for transmitting simply data, Powerjack for external power supply.

Frame: 3
Commo: Sound, 5 Mile Range, 10 Channels, Stereo, Keyboard
Sensor: Passive, Basic Hearing, 4d6 Rating
Extras: 2 Datajacks, 1 Powerjack
Drain: 4/hour
Available Slots: 2.25

Components: 0 C, 12 E, 6 M, 7S
TN: 8 (Commo), 6 (Sensor)


Device Profile: Comm Tower
Radio tower for relaying communications. Small microphone at base of tower (phone booth). AV 2.

Frame: 9
Armor: AV 2
Commo: Sound, 50 Channels, 100 Mile Range
Sensor: Passive, Basic Hearing, 4d6 Rating
Extras: Spirit Fetter
Drain: 5/Hour
Available Slots: 197.25

Components: 7 C, 47 E, 24 M, 38 S
TN: 8 (Armor), 14 (Commo), 6 (Sensor), 11 (Spirit Fetter)


Device Profile: El Dorado Belt
Light force field which hides the wearer from sight.

Frame: 3
Sensor: Active, Basic Sight, 4d8 Rating, ECM, 500 yards, 360 degree
Shield: Dome, Size 6 Shield
Extras: Powerjack, Spirit Fetter
Drain: 3/round (Shield), 3.5/hour (Sensor)
Available Slots: 1.75

Components: 0 C, 4 E, 3 M, 9 S
TN: 8 (Sensor), 6 (Shield), 11 (Spirit Fetter)


Device Profile: F-Ray
Large flashlight-like object. Objects illuminated by the beam are reflected in Hyperspecrum (look up Hypersprectal on Wikipedia).

Frame: 2
Sensor: Active, Energy (Hyperspectral Vision), 2d8 Rating, 100 Yard Range
Extras: 32 point Spirit Battery
Drain: 8/hour
Available Slots: 0

Components: 0 C, 3 E, 2 M, 5 S
TN: 7


Device Profile: Holo-scan
Disc shaped object. Projects a holo-image of the sonar scan

Frame: 2
Commo: Video, Direct Link, Small Holographic
Sensor: Active, Enhanced (Sonar Vision), 2d6 Rating, 360 degree scan
Extras: Powerjack
Drain: 7.5/hour
Available Slots: 6

TN: 5 (Commo), 7 (Sensor)


Device Profile: Nightstalker Light Armor
Light armor with ECM basic sight generator. Also shoulder mounted pistol turret controlled by trackball mouse. Built in powerpack.

Frame: 6
Armor: AV 2
Commo: Video, Direct Link, Trackball, Small Monitor
Locomotion: Pistol Turret (Shoulder),
Sensor (Turret): Passive, Enhanced (Thermographic Vision), 2d6
Sensor (ECM): Active, Basic Vision, 2d8 Rating, ECM, 100 Yard Range, 360 degree
Extras: 217 point Powerpack, Powerjack
Drain: 3.5/hour (Turret & Sensor), 2.5/hour (ECM)
Available Slots: .01

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#112 Postby Shimwee » Sun Nov 30, 2008 5:43 pm

This gives me so many ideas...


thinking 'outside' of the box/frame will do that :lol:

PS: Also I think the example of the Armor power kinda implies this is legal, 'cause if you would follow the methodology they use to create the armor, a human could fit in a size 5, and have some space left after installing some armor.

That would make the suit about:

Frame 5
Slots (86 - 64 (human deadspace)) = 22

Power: Armor
AV 2 = 17.2 slots.

Raises on the roll would best be used to lower the weight as it would weigh in at a good 34 pounds.

ScooterinAB
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#113 Postby ScooterinAB » Sun Nov 30, 2008 8:21 pm

You can infact create a size 5 suit of armor for a size 6 people. The idea is that it is taking up size 5 worth of bulk. Think of a shirt. A shirt can be folked up into a small bundle, but will cover my torso. Same thing, onyl with more armor.

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#114 Postby Sheriff Axly » Thu Dec 18, 2008 4:48 pm

I'd like to see some of the cool junk weapons from Fallout 3 statted up.

My favorite one is the "rail gun." It's a rifle-shaped and -sized gun that uses steam power to shoot rail spikes. Yeah, no shortage of those in the Wasted (or Weird) West. :)
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Snap_Dragon
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#115 Postby Snap_Dragon » Sat Dec 27, 2008 7:42 pm

I'll do that when I have the time to sit down and stat them
"If this were a perfect world I wouldn't know what a rat tasted like"

-Lazlo Huber

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#116 Postby Snap_Dragon » Sat Jan 10, 2009 2:57 am

got a little update here, more when I have time

Power Fist

Streight from fallout 3: The power fist is an armored gauntlet with special hydrolic pistons meant to turn your fists into battering rams.

Frame 2(15.79/16)

Weaponsmith[b]
Framesize 2 Weapon
Extra Damage:
Extra Speed:
Damage: 3d6 +STR
Slots: 6.4
Drain: 2/gr per round

[b]Super Strength

Note that Super Strength increases the strength of the hand not the glove
Minor Flaw: maxes out strength at 4d12+4
six die type increses and three extra dice
Slots: 1.89
Drain: 4/gr per round

Extras
Deadspace for Hand 3.5 slots
Powerjack 2 slots
16/gr Spirit Battery 4 slots
"If this were a perfect world I wouldn't know what a rat tasted like"

-Lazlo Huber

Shimwee
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#117 Postby Shimwee » Tue Jan 13, 2009 5:24 pm

Minor Flaw: maxes out strength at 4d12+4


How is this a flaw? :P I don't think max str is a bad thing for a weapon :P

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#118 Postby ScooterinAB » Wed Jan 14, 2009 7:39 pm

I think he means that no matter how strong you are, the strength can only increase to 4d12+4. Like a Samson system. You can only be so strong.

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#119 Postby Snap_Dragon » Tue Feb 24, 2009 8:58 pm

Hi everyone

It's been awhile since my last post, reason being I just moved. Now that I have all that behind me I should be able to do a few more updates.

The Fat Man
Junkers with a more violent streak have always have a bit of power envy for the mighty Nuke of the doomsayers. Till a few of them figured that they could mimic the effects of the mighty power using arcane technology, by pumping a load of arcane energy into a powerful explosive the Fat Man creates a massive exposition the equal of any doomsayer. Its unknown if the mushroom cloud which forms after the blast is a quirk of the reckoning or the gun spirit inside the bomb wishing to emulate it's bigger cousins.

The Fat Man uses artillery: fat man to shoot.

Frame 5(85.3/86)

Ammo
Mini-nuke
-no propellant
-Warhead
Damage: 4d20
Burst Radius: 10
Major Flaw: The explosion lets loose a ton of g-rays into the area, anyone who spends a length of time determined by the game master in the vicinity of a Fat Man crater must make a GM determined vigor roll to avoid gaining a mutation. This efect persists for a few days until the radiation clears

size: 10.8

Gunsmith
-Rail launcher
Ammo Size: 10.8
Speed: 4
ROF: 1
Range: 25
Ammo: 1

Slots: 78.3
Drain: 11/gr per shot

Extras
56/gr spirit battery 7 slots
"If this were a perfect world I wouldn't know what a rat tasted like"

-Lazlo Huber

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TRASH

#120 Postby Shawn » Thu Feb 26, 2009 9:50 am

This is Tank's junking program. Check it out. It's hosted at http://p2the3.org/downloads.shtml
Plimba-te pe la ferma, cara fructe cu remorca, fereste zapada si joaca jocuri tractoare de cele mai noi.


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