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Equipment

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Emily Marneth

Captain

PostPosted: Wed Mar 11, 2015 8:50 pm


This is where I will list any special equipment, and rules for modifying equipment. If you want to know what kind of armors there are, or if you want to upgrade your blaster or lightsaber, this is the thread for you.  
PostPosted: Wed Mar 11, 2015 10:22 pm


~Armor~


Armor is a varied and many-faceted system. Some armors, like the armor worn by the Stormtroopers of the Imperial Army are manufactured from plastoid, a plastic-like material often used to produce non-lethal slug rounds and lightweight furniture. While being far from the most ideal material to manufacture armor, it was supplemented with energy and heat sinks designed to absorb the damage from a standard blaster bolt (Which, when you're a police officer, is what you're most likely going to run into; gangbangers) this material made it easy to manufacture and especially cheap, though it was far from the most superior armor in the galaxy. In this system, Stormtrooper armor, while being a fully-enclosed armor, is considered a light armor.

Light armor is classified as an armor composed of either light plastics or woven cloth, and is the least restrictive and least protective of the armor classes.

Medium armor is often manufactured with ceramic or metal plates, and, when manufactured of heavier metals, is often not a fully-enclosed system, in order to save on weight. This compromise between security and mobility makes medium armor a flexible and middle-ground road between being a tank and being a clothie.

Heavy armor is manufactured of heavy metals and is often fully-enclosed to more fully protect the wearer. Armor of this class is the most restrictive, but is also the most protective of all armors, allowing the user to soak up even heavy cannon bolts with the possibility of surviving.

A personal energy shield is a self-contained piece of equipment often made as a belt or bracer that adds additional protection to armor, or is used in lieu of armor. It has a high recharge cost, but no detriment to your strength or dexterity.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Armor protections: Armor will function on a hybridized system based on other armor systems from other systems. Armor will have both a set amount of hit points and a maximum rate of soak, meaning that the armor can protect you from so many hit points of damage for so many points before it is broken. Just like if you shoot someone wearing a bulletproof vest; they're going to have a few broken bones, but they'll be fine in the end, but if you shoot that spot again, it might punch right through the armor.

All armor will have a set number of hit points, and two set rates of damage soak, decided by the style of armor and the materials that it is constructed with, along with any customizations made by an armorsmith. The last stat that armor will be provided is a Mobility detriment, which subtracts from all rolls that use strength or dexterity. This can be overcome with the addition of highly specialized systems such as Heads-Up Displays, force drivers and special underlays or armor weaves that are usually incredibly expensive.

The two different soak rates are energy and kinetic. Energy weapons are sonic, plasma, electric, heat, or literally any other energy-based weapon. Kinetic weapons are weapons like vibroblades, slugthrowers and staves, that do physical impact damage. This distinction is made due to the different specialties of armor; some armors are made from sword-fighting and others are made for energy combat. Many armors offer some damage reduction of both physical and energy weapons, though hybridized armors like this are often less-protective than specialized armors.

Mobility detriments are the tradeoff for wearing armor. The mobility detriment of an armor is applied to both your strength and dexterity while wearing the armor.

Soak works in this manner; If you have an energy soak of 3 and are meant to take 5 energy damage, you will suffer only 2 points of energy damage, and the armor's durability will drop by 3 points. Once an armor's durability is gone, it no longer protects you from harm.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Light armor: Light armor comes in many varieties, most often specialized to enable a higher freedom-of-movement for its wearer, which makes it the favored armor of many jedi and sith fighters who require a greater level of mobility than other soldiers. It often uses underlays and armor weaves to increase the defense of the system without compromising this freedom of movement. Light armor is so light that it may be indistinguishable from a jedi or sith's normal robes, but will be much heavier than typical cloth.

Light armor can be focused on kinetic soak or energy soak, coming standard with one point of soak that can be placed in either kinetic or energy soak:

Soak (Kinetic): 0/1
Soak (Energy): 1/0
Durability: 3
Mobility: -1

when depleted, requires 50 credits to repair

100 credits material cost
200 shop cost
5 shop time

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Medium Armor: Medium armor comes in a myriad of styles, the full-bodied suits being made of lighter materials, with the armors made of heavier materials often only protect the vital areas. Medium armor comes standard with three points of soak, which can be distributed at creation as the creator desires.

Soak (Kinetic): 0/1/2/3
Soak (Energy): 3/2/1/0
Durability: 6
Mobility: -2

when depleted, requires 100 credits to repair

300 material cost
200 shop cost
7 shop time

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Heavy Armor: Heavy armor is often a full suit of heavy materials, such as durasteel or iron alloys, and often constructed with heat and energy sinks designed to alleviate blaster and energy damage. Heavy armor comes standard with five points of soak and the highest mobility detriment of any class of armor. Heavy armor is mostly worn by frontline soldiers and is often an utterly custom job, very few heavy armors being mass-produced due to the prohibitive cost. Force drivers and special interfaces can help overcome the Mobility Detriments somewhat, but they cannot be completely removed. Heavy armor is heavy.

Soak (Kinetic): 0/1/2/3/4/5
Soak (Energy): 5/4/3/2/1/0
Durability: 9
Mobility: -3

when depleted, requires 150 credits to repair

500 material cost
500 shop cost
10 shop time

Personal Energy Shield:

Soak (Kinetic): 0/1
Soak (Energy): 1/0
Durability: 4
Mobility: 0

when depleted, requires 25 credits to recharge

100 material cost
100 shop cost
5 shop time

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Modifications: Armor is often customized to suit the individual user. While often purchased without custom work having been done, tinkering is often done as the wearer figures out what they want to get out of their armor. Modifications can modify anything from soak rates to durability to mobility detriments. These will always cost money, even if you are an accomplished armorsmith. Doing the work yourself saves you the shop fee, but the material cost is still going to need to be covered unless you quest for the supplies (supply quests will be covered in a later post).

All armor has a certain number of 'slots' for upgrade. Light armor comes with 1, medium with 2, and heavy with 3, meaning that the heavier the armor is, the more customizable it is.

Not all modifications are available for all armor types.

Cortosis weave: A weave or mesh of Cortosis installed into the armor, adding a degree of energy reduction
Bonus:
+1 energy soak
armor types: light/medium/heavy
Slot: 1

material cost: 50 credits
shop cost: 75 credits
5 shop time

Durasteel weave: A weave or mesh of durasteel installed into the armor, adding a degree of energy reduction
Bonus: +1 kinetic soak
armor types: light/medium/heavy
Slot: 1

material cost: 50 credits
shop cost: 75 credits
5 shop time

Plastoid weave: A mesh or weave of Plastoid polymers, serving to reinforce the material and resist breakage, much like the coating on windshields.
Bonus: +2 durability
armor types: light/medium/heavy
Slot: 1

material cost: 150 credits
shop cost: 150 credits
3 shop time

Cortosis coat: A coating of Cortosis applied over the entirety of the plates in an armor, providing a degree of energy resistance
Bonus: +2 energy soak
armor types: medium/heavy
Slot: 1

material cost: 200 credits
shop cost: 170 credits
7 shop time

Duracoat: A coating of durasteel on an otherwise ceramic or light alloy plate, designed to increase the effectiveness of the plate
Bonus: +2 kinetic soak
armor types: medium/heavy
Slot: 1

material cost: 200 credits
shop cost: 170 credits
5 shop time

Plastoid coat: A coating of Plastoid that serves to increase the integrity of the armor it is being installed upon.
Bonus: +5 durability
armor types: medium/heavy
Slot: 1

material cost: 400 credits
shop cost: 200 credits
5 shop time

HUD: A heads-up display built into the helmet of the armor, helping to compensate for the lack of mobility and peripheral vision incurred by wearing a helmet, also assisting in alerting the wearer to incoming danger.
Bonus: +1 mobility
armor types: medium/heavy
Slot: 1

material cost: 1000 credits
shop cost: 500 credits
10 shop time

Force Driver: A pneumatic or hydraulic system integrated into a full suit of armor in the joints that can decrease the work required to move the armor, supplementing muscle movement to ease movement for the wearer.
Bonus: +1 mobility
armor types: heavy
Slot: 1

material cost: 1400 credits
shop cost: 600 credits
10 shop time  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Tue Mar 17, 2015 4:44 am


~Blasters~


Name: WESTAR-M5 blaster rifle
Description: A heavy blaster rifle with three firing modes and that was highly customizable with features such as pump-action missile launchers. A powerful weapon, this blaster was utilized by Advanced Recon troopers and proved highly effective in many battles.
[b[Stats:

  • can be fired for 10 rolls before being reloaded with a cartridge that costs 200 credits
  • governed by 'heavy weapon' technique
  • can be equipped with a single-shot missile launcher attachment, reloaded with a missile that costs 100 credits

Cost:
Material cost: 1500 credits
Shop cost: 1000 credits
Missile launcher:
Material cost: 500 credits
Shop cost: 500 credits

Name: Z-6 rotary blaster cannon
Description: A large, two-handed type of blaster chaingun, with six independent barrels surrounded by a cooling system that allows for an incredibly high rate of fire --up to 166 shots per second-- that can lay waste to large numbers of enemies at once, or even vehicles or battlements. The weapon is incredibly heavy (16 kg), and is only issued by special request to heavy troopers in military campaigns. Only soldiers are allowed to purchase these weapons.
Stats:

  • -2 to aim, due to the unwieldy nature of the beast.
  • can be used to attack up to [dexterity] times or individuals in a single attack, though each additional roll applies another -1 to the aiming of each attack.
  • after 10 rolls of firing, the weapon must be reloaded with a cartridge that costs 500 credits.
  • governed by 'heavy weapon' technique

Cost:
Material cost: 3000 credits
Shop cost: 2500 credits  
PostPosted: Tue Mar 17, 2015 5:32 am


~Grenades~


Name: Fragmentation Grenade
Description: A small, light grenade, weighing approximately .5 kg and charged with detonite wrapped in a metal shell. Can be set to explode on impact or after a short timer has run down. Effective against unarmored targets, and is incredibly cheap, allowing for easier access than thermal detonators and more explosive grenade weapons, though fragmentation grenades are weaker.
Stats:

  • has +5 to hit, deals kinetic damage
  • can be programmed to explode up to three rounds after placement.
  • a modification which costs 50 credits can make these devices sticky, adhering them to a target until detonation, with a DC 10 strength check required to remove

Cost:
Material cost: 50 credits
Shop cost: 100 credits

Name: EMP grenade
Description: A grenade that releases a powerful electromagnetic pulse that can disable electronic devices and droids, and electrocute organic opponents.
Stats:

  • deals -2 damage to organics, deals +2 damage to droids, has +7 to hit
  • disables all complex electronics in the area, including cybernetic implants and droids, for [unmodified attunement damage] rounds. This also disables any guidance systems in helmets.

Cost:
Material cost: 200 credits
Shop cost: 300 credits

Name: Thermal Detonator
Description: a powerful explosive device with a blast radius of twenty meters, capable of vaporizing substances that were not thermally conductive in its radius. Extremely powerful and extremely expensive, these weapons were also outlawed for any but military personnel to purchase or operate.
Stats:

  • +10 to hit, deals energy damage
  • can be set to detonate up to five rounds after activation, and adheres to any metal surface until it explodes, requiring a DC 15 strength check to remove.

Cost:
Material cost: 1500 credits
Shop cost: 1000 credits  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Tue Mar 17, 2015 6:27 am


~Melee Weapons~


Name: Vibroknife
Description: A knife that is incredibly sharp and lightsaber-resistant.
Stats Deals kinetic damage, governed by the unarmed combat skill
Cost:
Material cost: 100 credits
Shop cost: 200 credits  
PostPosted: Wed Apr 08, 2015 7:58 pm


~Lightsabers~


Lightsabers. An elegant weapon for a more civilized age. Below we will discuss the various costs and processes involved in the creation of such a device.

A lightsaber requires four components: A crystal, an emitter matrix, a focusing lens, and a chassis.

Constructing a lightsaber requires 1 point in weaponcraft. 5 posts of meditation must be spent attuning each crystal to your own force energies, and a telekinesis check of DC 15 must be met to correctly assemble the components.

Note: if you are using a lightsaber that is not yours, you incur a -4 penalty to all checks made with that lightsaber. It is not yours, it is not attuned to you, and no amount of playing with it will fix this. If you disassemble the lightsaber (requires weaponcraft 3) and meditate to attune the crystals (5 posts for each of the crystals) to you, then reassemble the lightsaber, then it will be yours, and there will be no detriment.)

When creating a lightsaber, one must consider the type of the lightsaber. Standard, shoto, guard shoto, and curved lightsabers all cost the same, as well as the old Sith Resurgence style double-bladed lightsaber which only has one emitter and crystal set-up. The downside to this double-bladed lightsaber is that if it gets destroyed, you have no weapon.

Dual sabers will, of course, be built separately. That goes without saying. They will each need all of the components of a single saber, but if one of them is broken, the other continues to function. A double-bladed lightsaber that is built out of two lightsabers joined together can be constructed normally, and if one gets destroyed, the other will continue to function. There is no cost for joining two sabers together in this manner, though the addition of a joining pommel on each lightsaber would allow you, as a full round action, to separate the sabers into a set of dual sabers should you have the mind to.

Crystals

The most important part of a lightsaber is the crystal, which can be thought of as the heart of the saber. There are an incredible number of things that can be used as the focusing crystal of a lightsaber, and they all affect the weapon in unique and sometimes beneficial ways, most often simply affecting the color of the blade. Most Jedi trained in our universe get their first lightsaber crystal from the caves of Ilum, a barren, frozen world that houses large caverns full of crystals accessible to the Jedi.


Name: Kathracite, relacite, danite
Description: A very common type of crystal found in both the caves of Ilum and in the Adega system, these crystals are the lowest quality of the Adegan and Ilum crystals, and are usually reserved for use in training lightsabers. Lightsabers using this crystal can be sensed by Force users easily, +1 to anyone trying to sense you.
Stats: -2 attack -2 defense
Cost: 250 credits blue or green

Name: Mephite
Description: A common form of crystal found in both the caves of Ilum and in the Adega system (though they are much rarer in Adega), these produce a blade that is stable and dependable, in either blue, green, or very rarely, yellow. Lightsabers using this crystal can be sensed by Force users easily, +3 to anyone trying to sense you.
Stats: ±0 offense/defense
Cost: 500 credits blue or green

Name: Pontite
Description: The highest quality of Adegan crystal, this type of crystal is only found in the Adega system (Not Ilum), and is almost impossible to find there. It produces a blade that powerfully resonates with the Force, cooling both skin and tempers. Lightsabers using this crystal can be sensed by Force users easily, +5 to anyone trying to sense you.
Stats: +1 offense/+1 defense, +25% to light side points during alignment checks
Cost: 1000 credits blue or green

Name: Meditation Crystal
Description: A type of crystal found in the caves of Tython, meditation crystals assist the force user in maintaining their connection to the force, and comes in blue, green, or yellow
Stats: +2 attunement gain when recovering attunement, +2 to meditation checks
Cost: 600 credits

Name: Healing Crystal
Description: A crystal found in many parts of the galaxy, a healing crystal can come in any color, and allows the user to more easily focus the Force to heal an injury.
Stats: +2 to healing rolls, +1 to recovering stamina or health posts
Cost: 600 credits

Name: Flawless Crystal
Description: Not a particular type of crystal, but instead a modifier for existing crystals, a flawless crystal will produce a blade with a medium-sized core and a crisp appearance. The crystals occur naturally, but are rare, and most crystals can be flawless.
Stats: +1 damage
Cost: +25% to cost of crystal

Name: Compressed Energy Crystal
Description: Not a particular type of crystal, but instead a modifier for existing crystals, a compressed energy crystal will produce a blade with a thinner core and a pulsating appearance. The crystals occur naturally, but are rare, and most crystals can be compressed.
Stats: +1 damage
Cost: +25% to cost of crystal

Name: Unstable Energy Crystal
Description: Due to a structural or resonant irregularity, the crystal is slighty... Off. This is a modifier for existing types of crystal, and most crystals can be unstable. An unstable crystal creates a blade that swirls and sparkles
Stats: +1 damage
Cost: +25% to cost of crystal

Emitter Matrices

The emitter matrix is the part of the lightsaber that produces the light that will be focused into the blade of the weapon. Emitter matrices come in many varieties, but mostly are upgradable to allow the insertion of more lightsaber crystals.


Name: Standard Emitter Matrix
Description: A standard model emitter matrix, this will focus energy from a battery into a single crystal and produce a lightsaber blade.
Stats: allows for insertion of one lightsaber crystal.
Cost: 200 credits

Name: Double Emitter Matrix
Description: An advanced model emitter matrix, this will focus energy from a battery through up to two crystals to produce a lightsaber blade.
Stats: allows for insertion of two lightsaber crystals.
Cost: 750 credits

Name: Triple Emitter Matrix
Description: An advanced model emitter matrix, this will focus energy from a battery through up to three crystals to produce a lightsaber blade.
Stats: allows for insertion of three lightsaber crystals.
Cost: 1500 credits

Focusing Lenses

A focusing lens is a component of the lightsaber that shapes and focuses the energy passed through the crystal from the emitter matrix. Only one lens is allowed per lightsaber


Name: Glass Lens
Description: A standard, glass focusing lens, this is not the optimal lens for a lightsaber, and is commonly used in training lightsabers
Stats: -1 offense/defense
Cost: 100 credits

Name: Beam Gem Lens
Description: Produced from beam gems, commonly used in optical computing, a beam gem lens produces a focused blade.
Stats: ± 0
Cost: 200 credits

Name: Vibration Lens
Description: A lens in this style allows the lightsaber blade to vibrate at a high rate of speed, producing a more deadly, if less stable, blade.
Stats: +1 damage, -1/-1 offense/defense
Cost: 400 credits

Name: Mephite Lens
Description: A crystal lens constructed from refining and reshaping a mephite crystal, this lens produces a much more powerful blade, but is incredibly difficult to make.
Stats: +1 damage
Cost: 1500 credits, or produced from a mephite crystal with 2 weaponcraft and a 500 shop cost

Name: Pontite Lens
Description: A crystal lens constructed from an incredibly rare pontite crystal, a pontite lens carried much the same abilities as a pontite focusing crystal, cooling both skin and tempers.
Stats: +1/1 offense/defense, +25% to light side during alignment checks
Cost: 2000 credits, or produced from a pontite crystal with 3 weaponcraft and a 1000 shop cost

Chassis

The chassis is the body of the lightsaber, and is typically constructed from metal.


Name: Standard Chassis
Description: A standard, metal grip customized by the creator to suit their style.
Stats: ±0
Cost: 100 credits

Name: Attachment Pommel
Description: A pommel set on the end of the lightsaber that is designed to join to another pommel, transforming a set of dual sabers into a single double-bladed lightsaber. An attachment pommel must be welded or otherwise joined onto each hilt of such a weapon.
Stats: ±0
Cost: 100 credits

Name: Phrik Chassis
Description: A chassis produced using a lightsaber-resistant material known as phrik. A hilt produced with phrik will be much more difficulto to destroy.
Stats: +3 difficulty to destroy lightsaber
Cost: 1000 credits  


Emily Marneth

Captain

Reply
Star Wars in progress (Emily Marneth)

 
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