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Conversion - Unknown Regions
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Thu May 13, 2010 12:58 pm    Post subject: Reply with quote

Give it a Fire Rate as well, to account for the kick this thing must have. Maybe a 2 rating.
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cheshire
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Joined: 04 Jan 2004
Posts: 4847

PostPosted: Thu May 13, 2010 4:21 pm    Post subject: Reply with quote

Quote:

Targeting Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,000
Availability: 2, F
Range: 3-30/100/300
Damage: 4D
Game Notes: When a character aims for a full round, the damage of this blaster increases by an additional +1D. Targeting blaster rifles can be easily disassembled for carrying and storage. Disassembling or reassembling the rifle requires an entire round during which no other actions can be taken.
Source: The Unknown Regions (page 39)


This was an interesting one. Military grade hardware with civilian availability.
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cheshire
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Joined: 04 Jan 2004
Posts: 4847

PostPosted: Fri May 14, 2010 5:34 pm    Post subject: Reply with quote

Here's the next round of conversions. I think the last one will probably need the most work.

Quote:

Antidote Synthesizer
Type: Portable antidote manufacturing device
Cost: 2,500
Availability: 2
Game Notes: Antidote synthesizers may be used when more advanced medical attention is not available. When given a sample of a toxin, the antidote synthesizer will analyze the sample and produce 3 doses of an antidote within 1D rounds. The antidotes adds a +2 to any first aid roll made to treat the venom or poison.
Source: The Unknown Regions (page 40)
Quote:

Climbing Harness
Type: mountaineering safety device
Cost: 45
Availability: 1
Game Notes: When properly using a climbing harness and synthrope, a character will fall only when failing a climbing/jumping roll by 10 or more.
Source: The Unknown Regions (page 40)
Quote:

Emergency Vacuum Seal
Model: Galvronos Givin Interchanges, Limited EVS BBS-
909
Type: Emergency vacuum seal
Cost: 750 (up to 50 centimeters in diameter); 1,000 (51-100 centimeters in diameter)
Availability: 3
Game Notes: Normal application requires a Moderate Strength total (to fight the pull of the atmosphere rushing out into space) and a Moderate Dexterity total (to reach and hit the controls while the character is fighting not to get pulled out into space). Seals come in different sizes ranging from 10 centimeters to 1 meter in diameter.
Source: Galladinium’s Fantastic Technology (page 66), The Unknown Regions (page 40)
Quote:

Fire Paste
Type: Fire starting fuel
Cost: 15
Availability: 1
Game Notes: Fire paste is highly flammable, igniting with a single spark and burning for 2D minutes. The paste will ignite on any surface including ice and on wet wood. If applied to a living creature and ignited, a single portion of fire paste delivers 2D damage when ignited. A standard tube contains five portions.
Source: The Unknown Regions (page 40)
Quote:

Fire Rod
Type: Fire starting fuel
Cost: 25
Availability: 1
Game Notes: A fire rod is a plastic tube containing two separate chambers. When the chambers are broken, the chemicals contained within them mix and begin a chemical reaction which will immediately combust, burning for 3D minutes Adding additional fuel, such as wood, will allow the fire to burn longer.
Source: The Unknown Regions (page 40)
Quote:

Fire Rod
Type: Fire starting fuel
Cost: 25
Availability: 1
Game Notes: A fire rod is a plastic tube containing two separate chambers. When the chambers are broken, the chemicals contained within them mix and begin a chemical reaction which will immediately combust, burning for 3D minutes Adding additional fuel, such as wood, will allow the fire to burn longer.
Source: The Unknown Regions (page 40)
Quote:

Hypoinjector Wristband
Type: Drug injection device
Cost: 350
Availability: 2
Game Notes: A hypoinjector wristband helps a character from succumbing to the effects of poisons or other harmful chemicals. The wristband contains a small monitoring device which scans for the presence of harmful chemicals, and stores up to 8 doses of vaccines, antidotes, or other medications. Once the presence of a harmful chemical or pathogen is detected, the hypoinjector automatically administers the necessary medication (if it is already pre-loaded into the wristband). The character then receives a +1D to all Strength rolls to resist the effects of the chemical or pathogen. The power cells must be replaced after 5 days of continuous use. Replacing the vials of medications or antidotes requires 1 round for a single vial, or 4 rounds for the entire set.
Source: The Unknown Regions (page 40-41)

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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Fri May 14, 2010 6:10 pm    Post subject: Reply with quote

They look good to me. I'd just put Stamina instead of Strength in the last item.
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cheshire
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PostPosted: Fri May 14, 2010 7:53 pm    Post subject: Reply with quote

Didn't most of the toxins in RoE have a STR roll to resist? Or is this one of those things where the official texts are divided what you use to resist what?
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Fri May 14, 2010 8:16 pm    Post subject: Reply with quote

I think it's divided, but I think Stamina is a good way to go (otherwise, when would you ever use that skill?)
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Mythiis
Ensign
Ensign


Joined: 20 Apr 2010
Posts: 27
Location: Albany, NY

PostPosted: Sat May 15, 2010 12:16 am    Post subject: Reply with quote

You'll correct me if I'm wrong.

Wouldn't Stam be used for like holding breath underwater?
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sat May 15, 2010 6:39 am    Post subject: Reply with quote

I guess it could, and also to keep running for a long time and things like that. But I doubt those rolls are a very common occurance...
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cheshire
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PostPosted: Sat May 15, 2010 6:55 am    Post subject: Reply with quote

Okay, I've been pouring through books, characters, weapons, and it's just all over the place in terms of the mechanics necessary to resist poison. Some poisons require STR, some require stamina. Why not just write in the mechanic that you get a +1D to either STR or stamina, whichever is required by the type of poison.

That way you're covered either way. We can let the existing game mechanics determine which you'll need.

I can understand the need for better use of stamina, but at the same time, just saying "stamina" without further explanation of mechanics leaves people in the dark when the type of poison they're using requires a STR. We would find ourselves in the position of trying to invent new mechanics in order to help them determine what to do.
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Mythiis
Ensign
Ensign


Joined: 20 Apr 2010
Posts: 27
Location: Albany, NY

PostPosted: Sun May 16, 2010 6:38 am    Post subject: Reply with quote

Gry Sarth wrote:
I guess it could, and also to keep running for a long time and things like that. But I doubt those rolls are a very common occurance...


thats true.
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cheshire
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Joined: 04 Jan 2004
Posts: 4847

PostPosted: Mon May 17, 2010 9:22 am    Post subject: Reply with quote

Quote:

Microlab
Type: Automatic analysis portable laboratory
Cost: 1,800
Availability: 2
Game Notes: A microlab is a portable analysis unit. Using the microlab and reading its results requires a Moderate Knowledge roll (or relevant sciences skill).
Source: The Unknown Regions (page 41)

Personal Multitool
Type: multipurpose tool
Cost: 100
Availability: 1
Game Notes: Multitools vary, but a standard multitool carries 5-cm vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These tools are stored within the 6-cm handle and each fold out on a hinge. The multitool may grant a +1 to +1D bonus to various tasks as determined by the gamemaster. The vibroblade can be used as an impromptu weapon, dealing Str+1D damage.
Source: The Unknown Regions (page 41)


I know that the multitool is pretty general. But, hey... it's a multitool... Also, the hydrospanner has a similar mechanic, and so I borrowed that.
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cheshire
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PostPosted: Mon May 17, 2010 5:16 pm    Post subject: Reply with quote

Quote:

Personal Translator
Type: portable translating unit
Cost: 2,000
Availability: 2
Game Notes: The translator unit is small enough that it can be worn around the neck or carried in a pocket. The translator can be programmed with the language of the owner as well as three other languages, and carries a languages skill of 3D. The translator can translate only spoken language, and does not interpret body language or sign language.
Source: The Unknown Regions (page 41)

Plastent
Type: temporary shelter unit
Cost: 300
Availability: 1
Game Notes: A plastent portable tent can be set up in minutes, stands two meters tall, and can accommodate 4 humanoids. In addition to providing shelter, the plastent can have small pieces of equipment, such as a sensor array, mounted onto it.
Source: The Unknown Regions (page 41)

Portable Beacon
Type: Broad range landing beacon
Cost: 1,500
Availability: 2
Game Notes: Broadcasts a signal easily detectable by sensors within 10,000 km. The beacon comes with a spike that may be driven into the ground, or a tripod which can be set on a flat surface. The signal can be altered to emit a distress call with a Moderate communications roll.
Source: The Unknown Regions (page 41)

Repulsor Boots
Type: Repulsorlift outfitted footgear
Cost: 200
Availability: 2
Game Notes: When activated, a pair of repulsorboots allow a character to hover just above the ground and move with a horizontal speed of 5 meters per round. When used in mountaineering, they provide a +3D to all climbing/jumping rolls.
Source: The Unknown Regions (page 41)

Repulsor Hitch
Type: Repulsorlift lifting device
Cost: 100
Availability: 1
Game Notes: A repulsor hitch may be attached to a heavy load, making it easier to transport. The repulsor can lift items up to 200kg. Anything over 200kg is not affected by the hitch.
Source: The Unknown Regions (page 41)


There's only one more page of equipment to go. Sure you don't want me to tackle something more, Gry?
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cheshire
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PostPosted: Mon May 17, 2010 9:29 pm    Post subject: Reply with quote

Here's the last batch of equipment. Nothing terribly exciting.

Quote:

Riding Saddle
Type: Beast riding accessory
Cost: 125
Availability: 1
Game Notes: A riding saddle is a support for the comfort of the rider of an animal for which the saddle is specifically designed. The cost of most saddles is included with the purchase of a domesticated animal intended to be ridden.
Source: The Unknown Regions (page 41)

War Saddle
Type: Beast riding accessory
Cost: 250
Availability: 1
Game Notes: The use of a war saddle is to provide a sturdier platform for riding a creature. War saddles provide a +2 to beast riding rolls. They also allow a rider to direct an animal with his or her knees and stay in the saddle.
Source: The Unknown Regions (page 42)

Shipsuit
Model: Ayelic/Krongbing Textiles Shipsuit
Type: General purpose shipsuit
Cost: 200
Availability: 1
Game Notes: Multi-pocketed coverall, fireproof and electrically nonconductive.
Source: Gundark’s Fantastic Technology (page 76), Pirates & Privateers (page 47), The Unknown Regions (page 42)

Signal Wand
Type: Tightbeam and broadband transmission device
Cost: 300
Availability: 2
Game Notes: The wand is a .25 meter long stick capable of orbital-range broadband comlink communications. However, it can also transmit a tight-beam communication beyond an orbital gravity well. With sufficient power, the signal wand can reach interstellar distances, however, given the precise focus of a tightbeam transmission, the character must know exactly where to direct the signal wand. The wand also features an external red light for transmission of simple visual codes.
Source: The Unknown Regions (page 42)

Sonar Mapper
Type: Echolocation mapping scanner
Cost: 400
Availability: 1
Game Notes: Though not as accurate as a typical scanner, a sonar mapper is not uncommonly used as a backup device. By using echolocation, it is able to create a map using frequent pulses that are detected by a specialized sensor system. The pulses are only accurate for an area of up to 100 meters. The mapper also carries with it up to 12 hours of stored readings, making for an easy backup map if a character becomes lost.
Source: The Unknown Regions (page 42)
Subsonic Field Emitter
Type: Field pest repellent
Cost: 120
Availability: 1
Game Notes: This device is primarily for the comfort of a character not wishing to be disturbed by vermin or insects while outdoors. The emitter broadcasts a pulse attuned to the nervous system of extremely small nonsentient creatures. Insects and other such pests are unable to come within six meters of the emitter.
Source: The Unknown Regions (page 42)

Water Extractor
Type: Water collection and purification device
Cost: 400
Availability: 2
Game Notes: A water extractor is essentially a canteen with a water-condensing and purifying cone at the orifice. The condensers will collect water from the air and purify it, providing drinkable water to a character. Atmospheres on various planets provide different results, though a character on Tatooine will collect enough water to sustain a human being for a full day within 16 hours.
Source: The Unknown Regions (page 42)

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cheshire
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Joined: 04 Jan 2004
Posts: 4847

PostPosted: Tue May 18, 2010 7:56 am    Post subject: Reply with quote

finis
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Tue May 18, 2010 8:22 am    Post subject: Reply with quote

Good job. If you're feeling like it you could tackle creatures now.
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