Swords & Wizardry Light - Forum

Tuesday, February 9, 2016

Some New Gear for StarSlinger

Hey guys, it's +James Spahn  again. Wanted to throw out some more StarSlinger stuff your way. So here's some cybernetics, weapons, armor and equipment. Hope you like it.


Cybernetics
Palm Shuffler: This enhancement can be installed into a cybernetic hand. A small chamber inside the cybernetic hand stores a single deck of cards which can be shuffled and dispensed at the character's mental command. These can be (and often are) modified to shuffle the cards in a fashion that ensures that specific cards are dealt to specific players. Because of this, the gamblers who use them are regarded with particular distrust. They do not count against a character's normal limit on cybernetic enhancements.

Dead Eye: This large, bulky modification to the a cybernetic eye is obvious to anyone who sees it, typically appearing as a single goggle-like cover over one of the character's eyes. It is typically colored red, though others are possible. Characters with this modification have a +1 to all ranged “to-hit” rolls.

Lasso Launcher: A coiled cable of highly flexible steel mesh is installed into a character who already has both a cybernetic arm and cybernetic hand. At the character's command, a length of this cord can spring forth already knotted in a lasso. If the character declares they are using a lasso before initiative is rolled during combat, they receive a +1 bonus to initiative.

Knuckleduster: These are little more than retactable metal studs installed into the knuckles of a cybernetic hand. The character must already have a cybernetic hand to make use of knuckledusters. They grant a +1 bonus to all unarmed melee damage and do not count against a character's normal limit on cybernetic enhancements.

Internal Holster: A portion of the character's cybernetic leg is hollowed out, allowing for a retractable holster to be installed. This holster can hold pistols and other one-handed weapons. Some characters even store daggers or other small melee weapons in them. The character must already have at least one cybernetic leg to receive this modification. These are often used to conceal weapons, but do not count against a character's normal limit on cybernetic enhancements.

Hand Laser: Similar to a Lasso Launcher, this modification for a cybernetic hand allows the character to fire a laser beam from their index finger if this is installed. This does the same damage as a laser pistol. Larger versions of this can be installed, doing damage as a laser rifle, though these larger modifications are obvious. Hand lasers require an energy cell, and large hand lasers consume energy cells twice as fast as normal and are capable of only ten shots before the cell must be replaced.

Teetotaler's Filter: Characters with cybernetic modification cannot get drunk, no matter how much alcohol they consume. They also receive +1 to all saving throws made to resist poisons.

Counter's Computer: This small chip is installed at the base of the character's neck, easily concealed by a human's hair. It allows the character to count cards without error as well as perform basic mathematical equations instantly.

Weapons
Buckstar: Similar to Star Swords, these are heavy handles (often of ivory) that cause a short broad bladed blade of laser energy to spring to life. They do not do as much damage a Star Sword, but are still quite deadly. Any character capable of wielding a Star Sword can use a Buckstar.

Electro-Lasso: Favored by those who herd cattle and atomic bovines, these long cords of flexible metal mesh can be used to restrain and subdue creatures large and small. Once a target has been roped (see below), the attacker can activate a small power cell which causes target to suffer the listed damage.  Robots suffer double damage from the charge of an electro-lasso.




Plasma Shotgun: These double-barreled monstrosities are short ranged and brutal. Their long barrels are often sawed down to make the weapon more concealable at the expense of a shortened range. They fire a massive blast of white-hot plasma that does extraordinary damage, but are only capable of two shots before requiring a new power cell.

Boomer's Rang: These appear to be truncated boomerangs, but when thrown two small laser beams (similar to the full length blades of a Star Sword) spring to life, making this a deadly weapon. After being thrown the attacker must roll a d20 and score equal to or under his Dexterity ability score. If successful, the weapon returns to the attacker's hand whether or not the attack misses.

Armor
Atomic Duster: Made from the hide of atomic bovines, these dusters can be worn over light or medium armor and provide some minor additional protection. These long, bovine leather coats are often dyed black or brown for style. Any character who is able to wear light armor can wear an Atomic Duster. It can be combined with the benefits of light armor, medium armor or shields, but not with heavy armor.

Equipment
Peacemaker Pack: This special cylindrical energy cell can only be used in laser pistols and laser rifles. These laser weapons require special modification to even accept the Peacemaker Packs, which costs 25% of the weapon's purchase price. Peacemaker Packs draw enormous amounts of energy to fire deadly, but short ranged blasts. They are expended after six shots and any weapon using a Peacemaker Pack has its range reduced by one-half. However, the weapon receives a +2 bonus to damage.

Melee Weapon Damage Cost Weight
Buckstar 1d6+2 75 credits 2 lbs
Eletro-Lasso 1d6 50 credits 3 lbs

Ranged Weapons
Damage
Rate of Fire
Ammo Capacity
Range
Cost
Weight
Boomer's Rang
1d6+2
1
40 feet
35 credits
2 lbs
Plasma Shotgun
3d6
1
2
30 feet
175 credits
10 lbs

Armor
AC [AAC]
Cost
Weight
Atomic Duster
-1 [+1]
15 credits
10 lbs

Equipment
Weight
Cost
Peacemaker Pack
0.5 lbs
20 credits

Head 'em Up

When a character attacks with a regular lasso or electro-lasso they can attempt to disable a target. If the attack roll is successful, the target must make a saving throw. If the saving throw is failed, the target is unable to move or attack for one round. Each following round, the attacker can choose to maintain their grip and the target may make a new saving throw to slip free. Attempting to break free is extraordinarily difficult, requiring the defender to roll a d20 and add their Strength ability score modifier. If this is successful, they have broken the lasso. The defender is free and the lasso is destroyed. 

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