Expansion on Weapons, unique devices/items, and Potions

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Rukellian
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Expansion on Weapons, unique devices/items, and Potions

#1 Post by Rukellian »

Grenades

Anti- Arcane (Rare): This grenade is specially designed to disrupt magical powers and abilities. Any character with the Magic power that is in the same sector - or an adjacent sector - as the detonated grenade must roll d% on the Master Table using Rank Value 40 (the grenade's effective Nullification (Magic) Rank Value).

Black = The grenade fails to disrupt the affected character's Magic power.
Red = The affected character's Magic power works at half its effectiveness (round up).
Blue-Yellow = The Magic power is disrupted and will not work this turn.

Frag (Uncommon): 20 damage to all targets in the affected sector; 10 damage to all targets in adjacent sectors. Reduce the Rank Value of affected targets' Body Armor by 10.

Incendiary (Uncommon): This grenade explodes in a burst of fire (this grenade mimics the Elemental Generation (Fire) power at Rank Value 30, for purposes of control and absorption power use). All targets in the affected sector suffer 30 damage; targets in adjacent sectors suffer 15 damage. The Body Armor power and devices granting the power, unless designed to resist fire, do not work against this attack.

Lightning (Rare): This grenade explodes in a burst of electricity (this grenade mimics the
Energy Generation (Electricity) power at Rank Value 30, for purposes of control and absorption power use). All targets in the affected sector suffer 30 damage; targets in adjacent sectors suffer 15 damage. The Body Armor power and devices granting the power, unless designed to resist electrical attacks, do not work against this attack.

Paralytic (Rare): All characters in the sector in which this grenade detonates must roll d% on
the Master Table using their Fortitude Rank Value to resist.

Black = The target is paralyzed - knocked down and unconscious - for 5 turns.
Red-Yellow = The target is unaffected.

Scream (Rare): All targets within 6 sectors of a detonated Scream grenade must Roll d% on the Master Table using their Awareness Rank Value and compare the result to the following table:

Black = The target is paralyzed - knocked down and unconscious - for 1d10/2(round down, minimum of 1) rounds.
Red = The target is dazed and must spend the next 5 turns recovering (the character may take no actions those turns).
Blue = The target is stunned for the next round and suffers a -20 penalty on d% rolls.
Yellow = The target manages to avoid the effects of the grenade.

Stench Gas (Rare): All targets in the targeted sector, and adjacent sectors, must Roll d% on the Master Table using their Fortitude Rank Value and compare the result to the following table:

Black = The target is paralyzed - knocked down and unconscious - for 1d10/2 (round down, minimum of 1) rounds.
Red = The target is nauseous and must spend the next 5 turns recovering (the character may take no actions those turns).
Blue = The target is queasy for the next round and suffers a -20 penalty on d% rolls.
Yellow = The target manages to avoid the effects of the grenade.

Thrown Grenade Range

1-2 = Same Sector Only
3-5 = Same Sector Only
6-9 = 1 Sector
10-19 = 2 Sectors
20-29 = 3 Sectors
30-39 = 4 Sectors
40-49 = 5 Sectors
50-74 = 6 Sectors
75-99 = 7 Sectors
100-149 = 8 Sectors
150-999 = 9 Sectors
1000+ = 10 Sectors

Special Devices

Shrouded Relay Communicator, Foreign Military Prototype

Availability: Uncommon
Attack Type: N/A
Manufacturer: Widow's Weave Ltd.
Designer: Rebecca Cognoscenti
First Appearance: Spider's Nest Quarterly #19
Current Whereabouts: Unknown

The Shrouded Relay is an external
communicator worn on the head. A superscience
device that grants its wearer limited telepathic
and psychic powers, the Shrouded Relay is
especially valuable to those who find themselves
going up against opponents known to possess
Mind Control abilities. The device fits snugly,
held in place with a micro-fiber that wraps
around the wearers head and secures to a brace
worn beneath the user's armor or clothing.

A fairly uncommon device, hundreds of
Shrouded Relays have been manufactured and
sold to the world's heroes, villains, and foreign
militaries. Each Shrouded Relay must be
properly tuned to work with other Relays;
failure to do so prevents the user from
communicating telepathically with others of his
team.

Telepathy: An advanced science device, the
Shrouded Relay enables its wearer to
communicate telepathically with anyone else
wearing a Shrouded Relay; the wearer gains
Telepathy at Rank Value 50 but does not gain
the ability to read minds. A character who
possesses Telepathy who uses this device gains a
+10 Rank Value bonus to his innate Telepathy.

Trait Increase: The wearer gains Trait
Increase (Willpower) for as long as this device is
worn. A character who possesses Trait Increase
(Willpower) who uses this device gains a +25
Rank Value bonus to his Willpower.

Tuned: The device must be tuned. This
requires a toolkit, the proper skill (Science,
Engineering, Communications, etc.), and ten
minutes for each Shrouded Relay in the set.

Mind Shield: The Shrouded Relay grants the
wearer Mind Shield at Rank Value 30 for as long
as the device is worn.

Psychic Scars: Each time the wearer uses the
Shrouded Relay's Telepathy power the character
must make a Willpower test on the Master
Table; on a result of Black the character suffers
permanent Willpower damage and loses 1 point
from his Willpower's Rank Value.

Voltaic-Concussion Fist

Experimental Weapon, Military Prototype
Availability: Rare
Attack Type: Bashing

Manufacturer: Breyfogle and Grant Research
Designer: Classified

First Appearance: Smashing Sheer Comics #213
Current Whereabouts: Unknown (last seen in Major Patriot #76)

Built in the last days of the twentieth century,
the Voltaic-Concussion Fist was originally
conceived as an anti-powers weapon with
enough strength to provide a talented normal
with the ability to engage one-on-one with a
powered villain. Built for the United States
government's anti-powers agency, StopGAP, the
Fist was used in a few test missions but was
deemed too expensive for regular service and,
eventually, the project was shelved.

Less than a dozen Voltaic-Concussion Fist
prototypes were manufactured before the project
was closed down. While most of the devices
remain locked away in a secure government
facility, at least three are known to have found
their way onto the blackmarket. Where these
three Fists are today is unknown.

Energy Generation: The Voltaic-Concussion
Fist grants the wearer Energy Generation
(Electrical) at Rank Value 40. If worn by a
character that possesses Elemental/Energy
Control of the matching elemental or energy
type, the Voltaic-Concussion Fist grants a +10
Rank Value bonus to the character's innate
power for as long as the device is worn.

Amplified: The Voltaic-Concussion Fist
grants the wearer Amplified Energy Control
(Electrical) at Rank Value 30 for as long as the
device is worn.

Draining: The Voltaic-Concussion Fist is a
powered device that must be attached to a
specialized backpack. The backpack carries
enough power for 20 uses before it must be
recharged. Recharging the device requires an
advanced energy supply (found in most special
labs but not in your garage) and 3d10+5 turns. A
power belt may be used in place of the
backpack; the belt provides enough power for
10 uses and requires 2d10+5 turns to recharge. A
user may wear both the belt and backpack
though the Fist can only be connected to one of
the two power sources at a time; switching
between power sources requires 1 turn.

Potions

Single-use arcane items, potions are brewed
by witches, sorcerers, and others who practice
the magical arts. In a standard 4C campaign,
potions are rare or unique items (DM's decision)
and are not commonly seen during an
adventure. In low-magic superhero campaigns it
is very likely that an entire adventure can be
structured around a single potion (the teammates
of a wounded hero, for example, must locate a
magical healing potion in order to save their
friend).

Drinking a potion requires 1 turn and the
potion's effect automatically takes place (or
starts, for potions with a duration) the next turn.
Characters with the Fast Attack power can
sacrifice one attack each turn to drink one
potion. Drinking a second potion before the first
one has expired negates the granted effects of
both potions.

Dodging: For the 3 turns after drinking this
potion, whenever dodging, the character
replaces the dodging results table with the
following:

Black = Anyone attacking you this turn suffers a -Row Step penalty to the appropriate Trait.
Red = Anyone attacking you this turn suffers a -4 Row Step penalty to the appropriate Trait.
Blue = Anyone attacking you this turn suffers a -8 Row Step penalty to the appropriate Trait.
Yellow = Anyone attacking you this turn automatically fails.

Healing: A healing potion restores 25
Damage points turn after it is administered to a
wounded individual. A healing potion cannot
increase a character's Damage points beyond his
starting value.

Invisibility: Drinking an invisibility potion
grants a character the Invisibility power 1d10 for turns.

Strength: Strength potions, once swallowed,
increase a character's Brawn Rank Value by
2d10+10 (roll as soon as the potion is used) for
3 turns.

More Potions

So you need a "Potion of Intellect" but there
isn't one listed. No problem, you're a smart
player. Just grab the "Potion of Strength,"
change the name and affected Primary Trait, and
you're done. One "Potion of Intellect" ready for
action.

You can even use this trick for potions based
on powers!

Lesser and Greater Potions

Any potion with a set turn duration is also
available in lesser and greater versions. A
"lesser" potion remains in effect for 2 turns while
a "greater" potion remains in effect for 4 turns.

For example, a Lesser Potion of Fortitude
increases the affected character 's Fortitude
Trait Rank Value by 2d10+10 for 2 turns.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Rukellian
Rider of Rohan
Rider of Rohan
Posts: 5193
Joined: Sat May 25, 2013 11:13 pm
Location: US East Coast

Re: Expansion on Weapons, unique devices/items, and Potions

#2 Post by Rukellian »

Any suggested additions to this page will have to be run by me first before anything new is posted, but with that said, I am very open to realistic modifications to the items above, custom weapons produced through the powers table and any magical trinkets that the characters may have or stumble across.

If you wish to add a submission to this sub thread, make sure it is in proper format, including important information about its usage, any associated Rank Values and table rolls, special conditions and ect.

Thank you.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

User avatar
Rukellian
Rider of Rohan
Rider of Rohan
Posts: 5193
Joined: Sat May 25, 2013 11:13 pm
Location: US East Coast

Re: Expansion on Weapons, unique devices/items, and Potions

#3 Post by Rukellian »

Hot Streak's Pyro Pack

Experimental Weapon, Military Prototype

Availability: Unique
Attack Type: Ranged
Manufacturer: Symbiosis Laboratories
Designer: Classified

First Appearance: Rebirth of Power
Current Whereabouts: In the possession of Hot Streak

Built for the supervillian Hot Streak, the Pyro Pack is high-tech backpack with an ichnorite core energy converter. Using the radiation emitted from this core, it is channeled through a series of tubes that are wired into a pair of gauntlets, serving as a fuel sorce for the villians power of flame control. With a built in lighter in each gauntlet, each glove can serve as a potent flamethrower, extending as far as 325 feet, almost an exact 99 meters of ichnorite fueled flame. The burns produced from such a flame are also heavily chemical in nature, producing prolonged ichnorite poisoning in its surviving victims.

The Pyro Pack is still in its experimental stages, however, as the ichnorite core is still slightly unstable, and the slightest damage to the inner energy core could cause a lethal explosion of heavy radiation and fire, much like juggling a thermo-nuclear bomb, then dropping it accidently. There is currently only one Pyro Pack in existence.

Fire Generation: The Pyro Pack grants the wearer Fire Generation at Rank Value 30. If worn by a character that possesses Elemental/Energy Control of the matching elemental or energy type, the Pyro Pack grants a +10 Rank Value bonus to the character's innate power for as long as the device is worn.

Fueled: The Pyro Pack is a device used to fuel connected gauntlets with radiated gas fuel. The pack carries enough ichnorite power for 20 uses before the energy core must be replaced with a new one. The replacing of said energy core can only be done in an engineering bay or maintenance lab with the proper equipment installed, for safe extraction of core and installment of new one. The replacement of a core will take a full day of uninterrupted attention for it is a delicate procedure, the core very volatile.
flamethrower gauntlets.png
flamethrower gauntlets.png (54.73 KiB) Viewed 970 times
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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