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[RFC][GURPS-ish] Gadgets and gizmos Fen might have
[RFC][GURPS-ish] Gadgets and gizmos Fen might have
#1
I've been twiddling on and off with bits and pieces of equipment using the GURPS rules, mainly to build things I can use in fics. But I figured other people may like to have a look-see and offer comment. This isn't my complete list, but given that I'm constantly fiddling anyway I figured I'd show some of the possibly useful objects.

Please note I've tried to make all prices and LC levels equivilent to 'Danelaw, but I'm probably off in a few things.


Patrol Watch (TL8^)

As described at http://www.fenspace.net/index.php5?titl ... trol_Watch
$1000, 1/8 lb, B1 month, LC2.

Tac Glasses

A set of stylish electronic glasses (easily mistaken for designer sunglasses), these are armoured video glasses with DR 5 for the eyes and granting Protected Sense (Vision). They have a built in HUD and micro-radio with a 1m range. In the arms are a set of micro-video cameras which have x2 magnification (Telescopic Vision 2) and Night Vision 5. This can be upgraded with Infravision for $100, Ultravision for $120, and Hyperspectral Vision for $200.
A set with attached ear buds is $20 extra. A set which grant the Protected Sense (Hearing) advantage are $30.
Military versions have DR 25, the micro-radio has better encryption and burst capability, the cameras have Infravision, and grant Protected Sense (Hearing) through the attached ear buds. They are $150 extra.
Patrol Watch compatible versions are an additional $300, being military versions with the additions of Parabolic Hearing 2, and Discriminatory Hearing with the Profiling enhancement.
$200, neg., A1 week, LC2

Tricorder

The archetypal Trekkie tool, this ultra-tech hand held scanner has a 2km range, has a capacity of 500 Tb, is space-proof, waterproof, can survive 10 atmospheres of pressure, and lasts 24 hours on a charge.
Its main problem is its sheer versatility, making it complicated to operate. Sure you could go from checking the structural integrity of a Hull to decoding unknown signals to seeing if a catgirl has a cholesterol problem to looking for buried treasure, but can you remember how? There can be HOURLY updates to the software at times as well. It is still so mind-bogglingly useful that it should be near ubiquitous except for one thing; its other main issue is its cost, which keeps it from being the Trekkies major export. Most Fen save up for one like a new PC anyway, choosing between the dozens of suppliers.
This is good-quality equipment for all science skills.
$2000, 1 lb, C24 hr, LC3

There are three variants of the Tricorder. All qualify as Fine-quality equipment for their areas.
Engineering Tricorder – Specially optimised for engineering work, it is less complicated to use and comes with a database of common engineering problems. This makes it more efficient.
$2500, 1 lb, C36 hr, LC3
Science Tricorder – Specially optimised for science work, and has the same benefits as the Engineering Tricorder.
$2500, 1 lb, C36 hr, LC3
Medical Tricorder – This variant is larger to include the housing for the specialist medical sensor pod, and has an expert system installed to search its comprehensive medical database. It grants First AidTL8^-12 or a bonus of +2 to skill above the quality bonus. Because of this it is more expensive, heavier, and less efficient than the others.
$3500, 1.25 lb, C20 hr, LC3

Sonic Screwdriver

Just like the Tricorder is the all-purpose sensor of choice to the Fen, the Sonic Screwdriver is the all-purpose tool. And like the Tricorder, it is complicated to operate and pricey. Also, new versions come out every couple of months as the Timelords and Supers squeeze more functionality into it. This and its lack of a user interface beyond a few dials and buttons (all workable one-handed) means only gadgeteers and mads tend to have them. It gives a +1 bonus where the GM thinks it would be useful.
$2000, 1/8 lb, B1 week, LC2

Fen edition Multi-tool

One of the first Fen gadgets to be licenced in the 'Danelaw by Leatherman, this is a general purpose tool with a selection of blades, files, a flat bit holder, needle nose pliers, wire cutters/strippers, and screwdrivers. All made out of a 'waved alloy of enhanced strength, non-corrosive and non-conductive, and child-safe (the blades don't hurt people). It comes with bits for the six most common driver heads (outside the versions included in the tool itself).
$50, 0.5lbs, LC4

Universal Adaptor

-A 'waved roll of Duct Tape that merges connections. Somewhat a mass-produced item, most Gadgeteers 'wave their own. A normal roll is 60m.
$10, 0.75 lb, LC2

Smartgun System

A mounted firearm accessory, this is quickly becoming a must have for Fen who need their guns when they do business. While smartgun systems have been around for years, it wasn't until post-SerenityCon when a surge of personnel was available that they became widely used due to OGJ standardisation. At their very basic they include all the following in one package:
HUD Link (Ultra-Tech p.149)
Multispectral Laser Sight with dazzle setting (Laser Penlight, Ultra-Tech p.113) (Ultra-Tech p.149)
Transponder Ring, $100 (Ultra-Tech p.150)
Diagnostic Computer (Ultra-Tech p.151)
IFF Interrogator, $100 (Ultra-Tech p.151)
Flatcam (Ultra-Tech p.51, $50, 0.1 lb., A/10 hr.) (up to x4 magnification, Night Vision 7)
Tiny Computer, TL10, C6, Compact, Fast, Hardened, $2000, 0.5lbs
--Silhouette, C5, $200 (Ultra-Tech p.149)
--Targeting, C4 (+2 to Gun skill), $150 (Ultra-Tech p.149)
--Non-Volitional AI, C6 (IQ8), $300 (Ultra-Tech p.25)
--Vision Stabilisation (Keeps image vertical in the HUD), C4, $100
Cable Jack, $5
Micro-Radio Communicator, $100

It grants +3 bonus to Acc, -1 to Bulk. $3000, 0.75 lbs, 2A72 hr, LC 3. It is an average task to fit (12 hours), and permanently uses one rail mount.

A Smartgun system can control/access smartlinked systems.

The camera can be upgraded to include Infravision (+$150), Ultravision (+$200), or Hyperspectral Vision (+$300).

Military versions add a Near Miss Indicator, $1000 otherwise (Ultra-Tech p.188)

A gun can be retrofitted with an internal Smartgun system. This adds a recognition grip and an electro-neural induction system. Double weapon price, add 0.5 lbs to weapon weight, but no increase in bulk. Buying a gun with a factory fitted costs 1.5 times price, and leaves all possible rail mounts free.

Larger weapons get better magnification, x8 for rifles, x16 for sniper rifles.

An option normally added is the Safe-shot Database. This interfaces with the IFF system and Silhouette software to identify fragile systems and dangerous conduits. On most stations and ships this is a MANDATORY addition if they authorise you to carry weapons. $50 to buy, and for each years subscription.

Smartlink System

The smartlink system is a way for smartgun-equiped weapons to control multiple weapons at once (for example an assault rifle with an underbarrel grenade launcher), or access sensor data from other sources.

The Smartlink software for sensors is Complexity 3, and costs $20.
Smartlink modifications for weapons adds $150 to a weapon's cost if factory fitted. A gunsmith can modify a weapon for $100, but it is an average task taking 12 hours.
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#2
Oooh. Love the Tricorders. The Engineering type are going to be a mainstay of the crews at 36 Atalante, though there'll be a few medical and science models floating around. And Ben's definitely going to be one of those who always carries a sonic screwdriver around. His only problem is going to be in breaking the damn thing and having to buy a new one every three months or so.
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#3
Smartguns and Cybers go together like Tea and Biscuits. I can see Jet digging a system like that fitted to her Desert Eagle (Why does that make me feel dirty?), since it has a rail to mount gear. Especially if it can jack in to her onboard systems.

The only problem is Safe-Shot... well the thing that worries me about that would be if the moustache-twirling villain stands near something that the gun's software registers as 'dangerous to shoot', and so locks out the trigger right when you need it most. Meanwhile, he's got no such trouble firing back at you. Even if it's good enough to avoid glitches like that... people are still going to worry about it, which will slow uptake. Never mind that it's only something law-abiding Fen will stick to.
________________________________
--m(^0^)m-- Wot, no sig?
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#4
Dartz Wrote:The only problem is Safe-Shot... well the thing that worries me about that would be if the moustache-twirling villain stands near something that the gun's software registers as 'dangerous to shoot', and so locks out the trigger right when you need it most. Meanwhile, he's got no such trouble firing back at you. Even if it's good enough to avoid glitches like that... people are still going to worry about it, which will slow uptake. Never mind that it's only something law-abiding Fen will stick to.
I'd expect that authorized Space Patrol officers (especially in Section 9) and Great Justice Troubleshooters (especially at levels OF-7 and OF-8) can switch the Safe-Shot system off when necessary.

And then there's the surprise cases...

"Why didn't your Safe-Shot system kick in?"

"It's my station; I can break it if I want to."
--
Rob Kelk
"Governments have no right to question the loyalty of those who oppose
them. Adversaries remain citizens of the same state, common subjects of
the same sovereign, servants of the same law."

- Michael Ignatieff, addressing Stanford University in 2012
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