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Old 10-12-2019, 08:00 PM   #23
Prince Charon
 
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Join Date: Dec 2012
Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

OK, I'm splitting the Energy Weapons article up, because the phasers section, while probably complete, is too long, while the others are pretty short (and are not complete).

Phasers

Phasers are multi-power, weaponized psychotronic generators, effectively the Swiss Army knife of energy weapons. Many modern (TL11^) personal phasers, particularly the common military and police models, are modular, with the larger versions consisting of components added on to a smaller model. Likewise, they have an adjustable beam-width, from a narrow beam that hardly spreads at all by the time it dissipates, to a shorter range cone that can be quite wide.

Type 1 (Holdout) Phaser
The base form of the phaser, with a reflex sight and no grip, about the size of some early-21st century cellphones, and powered by a single size-B power cell.

Beam Weapons (Pistol)/TL11^
Acc: 3+1; Range: 50/100; Weight: 0.35/0.05; RoF: 1; Shots: 100(3); ST: 3; Bulk: -1; Rcl: 1; Cost: $250; LC: 3

Beam Weapons (Projector)/TL11^
Range: 16/33; otherwise as above.

Type 2 (Pistol) Phaser
A pistol mount that the Type 1 is inserted onto, powered by the Type 1's B cell and a single size-C power cell of elongated form with an oval cross-section, acting as the grip of the pistol. The reflex sight of the Type 1 is also used for the Type 2.

Beam Weapons (Pistol)/TL11^
Acc: 5+1; Range: 100/400; Weight: 1.8/0.5; RoF: 3; Shots: 1,100(3); ST: 4; Bulk: ; Rcl: 1; Cost: $500; LC: 2

Beam Weapons (Projector)/TL11^
Range: 33/132; otherwise as above.

Type 3 (Rifle) Phaser
Replacing an older, bulkier model that predates the Type 1 and Type 2, the Type 3 consists of an emitter extension and foregrip on the front of the Type 2, and a butt-stock on the rear, the latter containing two more size-C power cells. The operator may use the existing reflex sight, or add various accessories such as a telescopic sight, holographic wide-spectrum targeting scanner, and so forth, as well as other items that may be connected to hardpoints on the weapon, such as a small flashlight, or a retaining strap.

Beam Weapons (Rifle)/TL11^
Acc: 12+2; Range: 250/1,000; Weight: 7/1; RoF: 10; Shots: 3,100(3); ST: 6; Bulk: ; Rcl: 1; Cost: $1,200; LC: 2

Beam Weapons (Projector)/TL11^
Range: 83/333; otherwise as above.

Settings:

1 Light Stun/Daze
Damage: HT-2 aff; Power: Ergokinesis
Shots per use: 1
This setting is roughly equivalent to the Confuse ability (Psionic Powers pp32-33) with the Blue Screen and Daze techniques on. The effect will bypass a P-web Shield unless the beam hits the P-web directly. Weapons that can only produce a Light Stun effect are unregulated self-defence tools (LC4) on many planets.

2 Moderate Stun
Damage: HT-4 aff; Power: Ergokinesis
linked Damage: Will-4 aff; Power: Telepathy
Shots per use: 4
Moderate and Heavy Stun both combine Confuse with the Telepathic Sleep ability.

3 Heavy Stun
Damage: HT-6 aff; Power: Ergokinesis
linked Damage: Will-6 aff; Power: Telepathy
Shots per use: 6
Heavy Stun also does 1 point of burn damage out to 1/2D range, but none thereafter. It is sometimes used to start fires or reheat food.

4 Thermal A
Damage: 3d(2) burn; Power: Psychokinesis
Shots per use: 6

5 Thermal B
Damage: 5d(2) burn; Power: Psychokinesis
Shots per use: 10
Both thermal settings may be used for cutting, drilling, or welding, as well as heating up rocks for warmth in conditions where a campfire would be difficult or less useful.

6 Disruption A
Damage: 6d(2) cr; Power: Psychokinesis
Shots per use: 12
Disruption uses a psychokinetic beam or field to alternately push and pull the target at a high frequency and with significant force. Weapons which only or primarily do this are generally known as disruptors, although they are distinct from the telepathic mind disruptors used by the Vulcanians.

7 Disruption B
Damage: 8d(2) cr; Power: Psychokinesis
Shots per use: 16

8 Disruption C
Damage: 10d(2) cr; Power: Psychokinesis
Shots per use: 20

9 Dematerialize
Damage: 2d+120 cor; Power: Teleportation
Shots per use: 50
The dematerialize setting causes each atom in the target to teleport a semi-random distance and a semi-random direction from its starting location, thus turning the target into a very diffuse, hollow cloud roughly centred on the object's last coordinates. Use of this setting on radioactive material is not recommended.

Overload
This setting effectively turns the weapon, or rather the power cell(s), into a bomb. The force of the explosion depends on how much power is left; specifics will be worked out when we discuss grenades.


Thoughts?
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