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.