Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

The Forge [3E] DC: AquaMaria, Madelyn Spaulding, Omnifarious

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: The Forge [3E] Farscape

Postby HustlerOne » Fri Oct 28, 2011 11:32 am

Image

Scarran Soldier

PL: 5

Abilities: Str: 2/3*, Sta: 1/2*, Agl: -1, Dex: 1, Fgt: 1, Int: 0, Awe: 0, Pre: -1


Powers: Thick Hide: Protection 5 (Extras: 5 Impervious)(10),

Top Heavy: Growth 1 (Flat: Innate, Flaws: Permanent)(3)


Advantages: Close Attack 1, Equipment 4, Ranged Attack 1


Equipment: Heavy Pulse Blaster: Ranged Damage 8 (Flat: Diminished Range 1)(15),

Comm: Commlink (1)

4 equipment points for other equipment


Skills: Athletics 3 (+6), Expertise: Soldier 3 (+3), Intimidation 6 (+5),

Perception 2 (+2), Vehicles 2 (+1)


Offense: Initiative: -1, Unarmed: +2 (Damage 3), Blaster: +2 (Damage 8 )


Defense: Dodge: 1, Parry: 1, Fortitude: 7, Toughness: 9, Will: 3


Abilities: 6, Powers: 13, Advantages: 6, Skills: 8, Defense: 12 = Total: 45


Complications: Weakness: -1 to all rolls in Temperatures below 25 degrees

Celsius.

Weakness: -2 to all rolls in Temperatures below 10 degrees Celsius.

Notes: Scarrans are the typical aggressive reptilian aliens found in
most scifi. They are bigger, tougher and stronger than most humans. They do
not wear armor feeling that their natural armor is more than enough for the job.
Scarrans prefer the more powerful heavy pulse blaster rather than the faster
firing but weaker peacekeeper pulse rifle. The pulse blaster can more readily
penetrate heavier armor.

Scarrans are like the reptilian Gorn from StarTrek. Both were naturally tough
and strong. Both were also slow and relatively uncoordinated. Scarrans are also
like the Gorn in that they were not very good with technology. They had others to
build their more high tech equipment. The Scarrans can be used to represent
similar reptilian races.

Scarrans find colder environments to be uncomfortable. It may even hinder them
in lower temperatures.

A few Scarrans can project extreme heat from their body. Treat this as a limited
form of environment control specific to one person.
Last edited by HustlerOne on Sun Oct 30, 2011 11:20 am, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Farscape

Postby HustlerOne » Fri Oct 28, 2011 11:37 am

Image

Name: Predator Fighter, Strength: 12(0), Speed: 8(16), Defense: 5(11),

Toughness: 11(0), Size: Gargantuan(3), Cost: 66,


Features: None


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1)(13),

Sensor: Senses 3 (Accurate, Extended 1, radio [radar])(3)


Weapons: Small Pulse Cannons: Ranged Damage 10 (20)


Notes: The predator fighter matches the race that built them. Like
the scarrans, Predators are large and heavily armored for a farscape fighter.
It is also as slow and ungainly like their Scarran pilots. Predators
are more mass produced than their peacekeeper prowler fighter counterpart.
Last edited by HustlerOne on Tue May 29, 2012 7:06 am, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Farscape

Postby HustlerOne » Sun Oct 30, 2011 11:19 am

Image

Name: Dreadnought, Strength: 16(-4), Speed: 7(7), Defense: 0(10),

Toughness: 18(3), Size: Awesome(5), Cost: 155,


Features: Communications, Computer, Hangar, Holding Cells, Living Space,

Personnel, Power System. (7)


Powers: Communicator: Communications 5 (Radio, Extras: Area, Selective,

Flat: Subtle 1)(31),

Docking Web: Move Object 12 (Flaws: Limited Direction- Attraction)(12),

FTL Drive: Movement 2 (Space Travel 2)(4),

Sensor: Senses 6 (Accurate, Extended 4, radio [radar])(6)

Note: Movement is Flight limited to Space.


Weapons: Large Pulse Cannons: Ranged Damage 15 (30),

Medium Pulse Cannons: Ranged Damage 12 (24),

Small Pulse Cannons: Ranged Damage 10 (20),


Notes: A scarran dreadnought is twice the size of a Peacekeeper
Command carrier. It matches the Scarran preference for heavy armor and
armaments. It also acts as a carrier for fighters. It is more a
battleship than carrier. So it might not carry as many fighters or
soldiers as a peacekeeper command carrier. It's notable weakness is it's
slow speed.

Scarran Dreadnoughts are armed with superior large pulse cannons. Giving
them equivalent or even heavier firepower than a Command Carrier. They do
not have defense screens but make it up with thicker armor. A dreadnought
does not carry many soldiers except for onboard ship defense. Dreadnoughts
are also cheaper to manufacture than Peacekeeper Command carriers.

A dreadnought carries 500 passengers and 1,200 tons of cargo.
As well as ? Predators. It is 3,400 meters long.
Last edited by HustlerOne on Tue May 29, 2012 7:07 am, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Dead Space

Postby HustlerOne » Mon Oct 31, 2011 11:22 am

Image

Slasher

PL: 4

Abilities: Str: 2, Sta: - , Agl: -1, Dex: -2, Fgt: 1, Int: -, Awe: -1, Pre: -


Powers: Reanimated Corpse: Immunity 30 (Fortitude)(30),

Slashing Arms: Extra limbs 2, Strength based Damage 3 (Flat: Reach 1)(6),


Advantages: All out Attack, Improved Critical: Slashing Arms 1,

Improved Grab, Prone Fighting


Skills: Deception 2 (+2)


Offense: Initiative: -1, Unarmed: +1 (Damage 3), Slashing Arms: +1 (Damage 5)


Defense: Dodge: -1, Parry: 2, Fortitude: -, Toughness: 5, Will: -


Abilities: -32, Powers: 36, Advantages: 4, Skills: 1, Defense: 6 = Total: 15


Complications: Weakness: Instant Death if all arms cut off.



Notes: Just in time for Halloween are the Necromorphs! The Slasher is the
first and most common necromorph you will see in the Dead Space video games.
It is a corpse brought back to life due to a recombinant virus. They are
futuristic versions of zombies. However, it is not a normal zombie of the Romero
kind.

The slasher mutates two new limbs with slashing blades. A headshot is pointless.
It has to be torn apart to effectively kill it. The best way to do this is with
strategic dismemberment. The arms must be cut off instead of the head to
decapitate it.


Image


Spitter


Add Acidic Bile: Ranged Damage 5 (Extras: Secondary Effect)(15)

Final Cost: 30


Notes: A spitter is a ranged variant of the normal slashers. They can spit a
acidic bile at their prey from a distance. Most spitters are generally female.
They should be a priority target since they can attack from a distance. Other
than the spit attack they act like regular slashers. They are one of the
playable necromorphs in the Dead Space 2 Multiplayer.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Dead Space

Postby HustlerOne » Fri Nov 04, 2011 11:07 am

Image

Lurker

PL: 2

Abilities: Str: -2*, Sta: - , Agl: -2, Dex: 2, Fgt: -1, Int: -, Awe: 1, Pre: -


Powers: Barbed Tentacles: Extra Limbs 3, Damage 2(5),

Alternate Effect: Ranged Damage 2 (1),

Reanimated Corpse: Immunity 30 (Fortitude)(30),

Sticky Tentacles: Extra Limbs 6, Movement 1 (Wall Crawling)(8),

Tiny Size: Shrinking 8 (Speed -1, Flat: Innate, Flaw: Permanent)(9)


Advantages: Improved Trip, Prone Fighting


Skills: Intimidation 0(-4)*, Stealth 0(+4)*


Offense: Initiative: -2, Unarmed: -1 (Damage -2), Barbed Tentacles: -1 (Damage 2)

Barbs: +2 (Damage 2)

Defense: Dodge: 4*, Parry: 3*, Fortitude: -, Toughness: -2, Will: -

* Includes Growth modifiers

Abilities: -30, Powers: 53, Advantages: 2, Skills: 0, Defense: 0 = Total: 25


Complications: Weakness: Instant Death if all Barbed Tentacles cut off.



Notes: Disturbingly enough, the necromorph virus affects infants as well. Lurkers
are the support unit of the necromorphs. By themselves they are not much of a threat.
They can however provide a deadly distraction for other more dangerous necromorphs.
Lurkers are more well rounded since they can attack from all ranges.

Three Barbed Tentacles grow out of the lurker. These provide for its main offense. The
barbs can be used for melee combat or be launched as projectiles. Numerous sticky
tentacles also grow from the lurkers chest. These provide mobility by walking on the
ground and even climbing walls!

As with all necromorphs, the limbs must be cut off to kill it. For the lurker you must
cut off all three Barbed Tentacles. The lurker is one of the playable necromorphs in
multiplayer.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Dead Space

Postby HustlerOne » Fri Nov 04, 2011 11:09 am

Image

Infector

PL: 4

Abilities: Str: -2*, Sta: - , Agl: 2, Dex: 0, Fgt: 0, Int: -, Awe: 1, Pre: -


Powers: Proboscis: Damage 2, Affliction 8 (Resisted by Fortitude, Dazed,

Compelled, Transformed, Ex: Progressive)(18),

Reanimated Corpse: Immunity 30 (Fortitude)(30),

Small Size: Shrinking 4 (Flat: Innate, Flaw: Permanent)(5),

Talons: Damage 1(1),

Wings: Flight 1 (Flaws: Wings)(1)


Advantages: Improved Critical: Proboscis 1


Skills: Intimidation 0(-2)*, Stealth 0(+4)*


Offense: Initiative: +2, Unarmed: 0 (Damage -2), Proboscis: 0 (Damage 2)

Talons: 0 (Damage 1)

Defense: Dodge: 4*, Parry: 2*, Fortitude: -, Toughness: 0, Will: -

* Includes Growth modifiers

Abilities: -26, Powers: 55, Advantages: 1, Skills: 0, Defense: 0 = Total: 30


Complications: Weakness: Instant Death if Proboscis cut off.



Notes: The infector is one of the most dangerous necromorphs you will
encounter. The infector is not dangerous in combat since it is actually quite
pathetic in battle. What makes the infector truly dangerous is that it is the
source of the necromorph contagion. It is the vector that transmits the necromorph
virus. It can transform any corpse(including dead animals!) into a newly formed
necromorph.

The infector can be dangerous since it has the ability to fly. It uses its talons
to strike at ground enemies to weaken them first. Then it will finish you off by
enveloping you to use its Proboscis spike on your head. It will kill you and at
the same time make you join the ranks of the necromorph horde.

A infector seems to be made up of a human torso. All former organs were removed
to enable flight. You must cut off the proboscis to effectively kill a infector.
One infector was able to infect a entire ship in a matter of hours! It is
important to kill this necromorph first if players wish to stop the spread of a
infection.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Dead Space

Postby HustlerOne » Mon Nov 07, 2011 12:31 pm

Image

Brute

PL: 7

Abilities: Str: 8*, Sta: - , Agl: 2, Dex: -1, Fgt: 4, Int: -, Awe: -1, Pre: -


Powers: Armored Spiked Exoskeleton: Strength based Damage 2,

Protection 6 (Extras: 10 Impervious)(18),

Explosive Organic Bomb: Ranged Damage 5 (Extras: Burst 5, Flaws: Limited - Can only

be used when two limbs are cut off first)(10)

Large Size: Growth 4 (Flat: Innate, Flaws: Permanent)(9),

Reanimated Corpse: Immunity 30 (Fortitude)(30),

Running Charge: Speed 1 (Flaws: Limited to charging only)(1)

Vestigial Arms: Extra Limbs 2(2)


Advantages: -


Skills: Intimidation 0(+2)*, Stealth 0(-4)*


Offense: Initiative: +2, Unarmed: +4 (Damage 8 ), Spikes: +4 (Damage 10)

Bombs: -1 (Damage 5)

Defense: Dodge: 2*, Parry: 4*, Fortitude: -, Toughness: 10**, Will: -


* Includes Growth modifiers

** 10 Impervious

Abilities: -14, Powers: 70, Advantages: 0, Skills: 0, Defense: 4 = Total: 60


Complications: Weakness: Armor does not provided protection for backside.



Notes: The Brute is one of the toughest and most powerful of the regular
necromorphs. It is in many ways a mini boss for players. A brute's armor is
impervious to nearly all forms of small arms fire. A brute's massive strength is
enough to break down a steel door! It even has explosive organic grenades for
use against distant opponents!

It is the size of a gorrilla. It's movements are also similiar to a gorrilla as
well. It can be surprisingly fast when running towards you. Thankfully you can use
this move against itself. The Brute leaves his vulnerable unprotected back exposed
after charging.

The organic bombs are only used by the Brute if two of his limbs have been chopped
off. The brute has two vestigial limbs to act as backup legs. Creepily enough a
Brute is made up of more than one dead human body.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate SG-1

Postby HustlerOne » Fri Nov 11, 2011 11:56 am

Image

Name: F-302 Fighter-Interceptor, Strength: 10(2), Speed: 12(24), Defense: 6(10),

Toughness: 11(2), Size: Huge(2), Cost: 139, Features: Navigation System

Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1)(13),

Hyperspace Window Generator: Movement 1 (Space Travel 1)(2),

Scanner: Senses 3 (Accurate, Extended 1, radio [radar])(3)

Weapons: Long Range Air to Air Missiles: Ranged Damage 12 (Extras: Burst 10,

Flat: Homing 6)(40),

Railguns: Ranged Damage 10 (Extra: Multiattack, Flat: Penetrating 10)(40),


Optional: Nuclear Missile: Ranged Damage 15 (Extra: Burst 15)(45)


Notes: The F-302 was reversed engineered from captured Goa'uld Death Gliders. It is
the earth's first viable weapon against the Goa'uld's Space Fleet. The F-302 was
built from the ground up. Unlike it's predecessor the X-301 which was a modified
Death Glider.

It is unique for the stargate universe in that it is the smallest spacecraft to be
able to enter hyperspace. It was originally meant for interstellar travel.
Unfortunately, the huge power requirements restrict it to hopping into hyperspace
for only short periods of time. This results in the F-302 only being able to travel
within the solar system.

The F-302 is an advancement of the Death gliders in several ways. It is much sturdier
looking and better armed. It's long range missiles and railguns give it superior
firepower at the cost of longevity. A F-302 can take on up to three Death Gliders until
it runs out of Ammo!

The F-302 can also be equipped with other weapons and equipment. It can have grappling
cables (Treat as a snare effect) to tow ships and asteroids. For antiship missions it
can have a Missile with a tactical Nuke.
Last edited by HustlerOne on Tue May 29, 2012 7:08 am, edited 3 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate SG-1

Postby HustlerOne » Fri Nov 11, 2011 3:07 pm

Goa'uld Devices

Notes: The following devices are reserved exclusively for the Goa'uld System Lords.
They are used to convince more primitive people that the Goa'uld are Gods. In
reality they use advanced technology that look like magic.


Image

Healing Device: Healing 5 (Flaw: Requires Naquedah in Blood)(3), Easily Removable -2


Notes: A healing device is a handheld device that uses some kind of light to heal injuries.
It can also heal diseases and poison. It does not however revive the dead.


Image

Karakesh Hand Device: (Feature: Remote Control, Flaw: Requires Naquedah in Blood)(10), Removable -3

Base Effect: Gravitic Attack - Move Object 10 (Extras: Damaging, Flaws:

Limited Direction - Push only),

Alternate Effects: Energy Shield - Sustained Protection 2 (Ex: 10 Impervious, Flaw:

Limited - Does not work against slow moving attacks),

Pain - Affliction 5 (Resisted by Fortitude, Fatigue, Exhausted, Incapacitated) linked

to Mental Communication 1 (Flat: Subtle 1)


Notes: A Karakesh is a gauntlet or glove that has a variety of functions. A gravitic
attack can push and possibly even kill by pushing a target meters away. It serves as a
form of defense by projecting a energy shield around the wearer. This energy shield is
limited and allows slow moving objects through. So a melee attack or a thrown object can
pierce through. A arrow and a dart can also get through as well.

Finally it can be used to torture someone. A energy is sent through to a subjects head
to inflict pain. A neural link is established allowing for communication. It can also
serve as a remote to call down transport rings and ships.

Image

Sarcophagus: Healing 10 (Extras: Resurrection)(24), Removable -6


Notes: A sarcophagus is a coffin like device that can revive recently dead people back to
life! It is able to heal the most grievous of wounds except for serious brain damage.
It does not grant true immortality. It only prolongs life by a considerable amount to
possibly thousands of years!
Last edited by HustlerOne on Sun Nov 13, 2011 11:59 am, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate SG-1

Postby HustlerOne » Fri Nov 11, 2011 3:11 pm

Goa'uld Equipment

Notes: Goa'uld technology is largely stolen from other civilizations.
Some are reversed engineered enough that the Goa'uld can give them
out to the rank and file Jaffa. Goa'uld equipment is geared towards
intimidation.


Image

Zat'nik'tel: Affliction 3 (Resisted by Fortitude, Vulnerable, Defenseless,

Incapacitated, Extras: Cumulative, Progressive, Ranged)(15ep),


Notes: The Zat'nik'tel (or Zat for short) is the Goa'uld backup sidearm.
Similar in some ways to a pistol except that it fires a electrical blast.
It has the advantage of knocking out its target on the first shot. The
second shot usually results in a fatality.


Image

Tok'kal Shock grenade: Affliction 4 (Resisted by Fortitude, Dazed, Stunned,

Asleep, Extras: Burst Area)(8ep),


Notes: The Tok'kal is the Goa'uld version of a flash bang grenade. It
releases a blinding light of energy that knocks out targets in a small area.


Image

Rod of Anguish/Pain Stick: Affliction 5 (Resisted by Fortitude, Fatigued, Exhausted,

Incapacitated)(5ep),


Notes: The painstick is a stick that can inflict excruciating pain to a victim.
It is used by the Goa'uld for punishment and interrogation. At higher settings it
can cause death.


Image

Staff Cannon: Ranged Damage 10 (Feature 1: Detachable)(21)


Notes: The Staff Cannon is a heavy weapon utilized by both the Death Gliders and Jaffa
infantry. It can be mounted on a Tripod or a Death Glider. Teal'c above salvaged his from
a crashed Death Glider. The Staff Cannon is used for assault operations or static defense.
Last edited by HustlerOne on Sun Nov 13, 2011 12:00 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate SG-1: Goa'uld Devices and Equipment

Postby HustlerOne » Fri Nov 11, 2011 3:27 pm

I just wanted to finish my Stargate SG-1 builds. I'm currently working on my Stargate Atlantis builds.
I may even build some builds from Stargate Universe. Though I have mixed feelings about Stargate Universe.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate SG-1

Postby Kara » Fri Nov 11, 2011 5:29 pm

Awesome equipment! Will have to steal some for a campaign some time. Even if it's not really a Stargate game, just some gadgeteer with a big love of the totally made-up - it's not based on a true story at all TV show 'Wormhole Xtreme'.

HustlerOne wrote:Goa'uld equipment is obviously geared
towards warfare.


Actually, I think there was an episode (it had a lot of rebel Jaffa dealing with the SGC for some Tau'ri weapons) in which Sam gives a demonstration of the effectiveness of a P90 compared with a staff weapon. The staff blasts with a massive flashy waste of energy and leaves a black mark but not much difference, while her P90 on automatic cuts the log nearly in half, then on semi-automatic she snipers the rope that hold the log. O'Neill points out that the Goa'uld staff is a weapon of slavery, meant to intimidate primitives and cow peasants. The Human's P90, on the other hand, is a weapon of war. It kills people.
User avatar
Kara
Groupie
Groupie
 
Posts: 87
Joined: Mon Nov 15, 2010 9:56 am

Re: The Forge [3E]: Stargate SG-1

Postby HustlerOne » Sun Nov 13, 2011 12:11 pm

Kara wrote:Awesome equipment! Will have to steal some for a campaign some time. Even if it's not really a Stargate game, just some gadgeteer with a big love of the totally made-up - it's not based on a true story at all TV show 'Wormhole Xtreme'.

HustlerOne wrote:Goa'uld equipment is obviously geared
towards warfare.


Actually, I think there was an episode (it had a lot of rebel Jaffa dealing with the SGC for some Tau'ri weapons) in which Sam gives a demonstration of the effectiveness of a P90 compared with a staff weapon. The staff blasts with a massive flashy waste of energy and leaves a black mark but not much difference, while her P90 on automatic cuts the log nearly in half, then on semi-automatic she snipers the rope that hold the log. O'Neill points out that the Goa'uld staff is a weapon of slavery, meant to intimidate primitives and cow peasants. The Human's P90, on the other hand, is a weapon of war. It kills people.


Oh yeah. I remember those episodes now. So I changed my quote above about Goa'ld equipment a little.
I especially found it funny that they turned Teal'c into a robot in Wormhole Extreme! :lol:

Also the KaraKesh device has the remote feature. I mistakenly put it in as a quirk. So I fixed that.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate Atlantis

Postby HustlerOne » Mon Nov 14, 2011 1:42 pm

Ancient Devices

Notes: The Ancients were the oldest and most technologically advanced race in the Stargate Universe.
Their devices were mostly defensive in nature. Most required a Ancient Technology Activation gene to operate a ancient device. This was so their technology would not fall into the wrong hands. The Stargate Atlantis expedition found a way around this by inserting the ATA gene into someone without it through gene therapy.

Image

Life Signs Detector: Feature 1 (Requires ATA gene), Senses 4 (Accurate, Ranged Detect Life 2, Radius[radar]1)(3), Easily Removable -2,


Notes: The life signs detector is a handheld scanner. It is capable of detecting nearby lifesigns. It cannot detect hibernating creatures. It can also detect energy signatures with a powerstunt. It requires the user to have a ATA gene.


Image

Personal Shield Emitter: Feature 1 (Requires ATA gene), Immunity 80(Toughness, Flaws: Limited),
Movement 1 (SafeFall), Quirk 1 (Requires practice to be able to touch, drink, and eat)(65), Removable -17


Notes: The personal shield emitter makes the wearer invincible to all Toughness Saves! It emits a energy shield around the wearer. It even protects the wearer from falls thanks to a built in inertial dampener. A wearer is not immune to suffocation such as drowning in water. The wearer still needs to breathe.

Another huge drawback is that the wearer might not be able to touch, eat, or drink. It cuts the wearer completely off from all physical contact. It will eventually run out of power. It is unknown how it can be recharged.
Last edited by HustlerOne on Sat Mar 31, 2012 11:11 am, edited 2 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]: Stargate

Postby HustlerOne » Wed Nov 16, 2011 12:27 pm

I'm going to move the Anti-replicator gun from Ancient devices to my upcoming Tauri devices section. The Arg was built and fielded by Stargate Command. So it seemed more appropriate that earth has it.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Maikan, Storm Vermin and 20 guests