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PARANOIA
R&D Transportation
Antigrav
unit (Steve Criddle)
The
Antigrav unit is attached to a harness which the user wears. The
control unit/antigrav generator is strapped to the user's chest, so it's
always close at hand. There are two controls - an on/off switch and
a dial for setting altitude. The unit performs its function well,
but has a few (inevitable) drawbacks:
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Although
the user can control his altitude, there is no way to control horizontal
movement. The user is also at the mercy of any gust of wind or airflow
from the ventilation system.
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The user
should ensure he has set the altitude to minimum before he turns
it on. Failing to do this will cause him to be propelled to the selected
height very rapidly.
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Other citizens
with a knowledge of mutations might shoot at the user in the mistaken belief
that he has an unregistered levitation mutation. (In a subsequent
mission, R&D may decide to issue a fake "registered mutant" armband
to the user. This may protect him from being shot for being an unregistered
mutant, but will undoubtedly attract the attention of members of Anti
Mutant).
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Setting
the altitude to a high level whilst indoors will pin the user to the ceiling.
(Smart users may try setting the level a bit lower and then attempt to
walk along the ceiling whilst inverted).
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Since the
control unit is on the user's front, it is a little exposed during combat.
If the unit is hit, it won't necessarily shut down. It may spring
into life instead, propelling the user upwards rapidly.
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There is
no indicator to show how much power is left in the unit. Maybe it
has an everlasting power supply. Maybe the power supply gradually
fades out. Or maybe it suddenly cuts out at a critical moment...
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Optionally,
the antigrav unit's altitude can be relative to the floor beneath the clone.
This can be fun if the player is expecting to be able to use the unit to
cross a big hole in the ground. As soon as he is over the hole, he'll
plummet downwards and stop just before reaching the bottom. OK, so
he won't splat, but you can bet it'll hurt.
Clone
Replacement capsules, gun and homer (Greg
Bougg)
The Clone replacement
gun is gigantic cannon firing capsules that can countain a replacement
clone. The homer is issued to expeditions to the outdoors. The idea is
that lost clones can be easily replaced without having to get separate
transportation. This method of delivery is actually quite safe to the transported
clone roll:
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1-19
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no problem |
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20
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take damage level
d20 |
Unfortunately the guidance
system used in the capsule is the same that is used by the armed forces
guided projectiles and has a skill of 10 to hit the clone holding the homing
device doing enough damage to detroy him, and all his equipment except
the homing device. If the capsule fails to lock on the homing device it
will scan for other possible targets and has again a skill of 10 to hit
any vehicle in the target area (roll for each until a hit or no more vehicles)
again doing enough damage to kill most vehicles.
If the capsule hits
the clone holding the homing device he will of course have to be replaced
too...
Emergency
Escape Device (Steve Criddle)
Grappling
Magnet (Steve Criddle)
Alpha Complex's answer
to a grappling hook. Instead of a hook there is a high-powered magnet.
Fastened to the end of this is a long length of NeverSnap™
plasticord (plasticord with fine wire woven into it, giving extra strength).
The Grappling Magnet comes with a launcher which fires it towards the intended
grappling location. (So theoretically it could be used as a weapon).
Naturally, there are
a few problems with the Grappling Magnet:
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The Grappling Magnet
is released by pressing the button marked RELEASE on the rear of
the magnet. This could be somewhat tricky if you've just fired it
into a ceiling 10 metres above you.
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The Grappling Magnet
is virtually useless outdoors - due to the lack of metal.
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While the magnet is high-powered
and won't budge unless you press that RELEASE button, how secure
is the piece of metal it's attached to?
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If the clone fires the
magnet at something, and there happens to be something larger and more
metallic near it, the magnet may decide to head towards that instead.
That would be most unfortunate if the metal object in question was an unshielded
electrical power source (especially since that plasticord contains fine
wire - zzzZZZAAAPPP!!!).
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Sometimes the plasticord
gets tangled up when the magnet is fired. (Say, on a roll of 20).
That can be fun if the magnet is fired into the ceiling - taking all the
plasticord with it. A clone might accidentally get caught up in the
plasticord just as the magnet is fired. That would be even more unfortunate.
Alternative:
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If R&D runs out of
NeverSnap™ plasticord, they might use StretchyString™
instead. If clones discover this makes a useful bungee cord, it will
promptly snap.
Jump
Jet Pack (Steve Criddle)
A jet pack
which the user wears on his back. It has four 30-second charges which
are manually selected by the user. Changeover takes several seconds,
so the user can't get a single two minute flight by changing charges whilst
in flight.
Landing takes a dexterity
roll. Failing means the user misses his target. A badly failed
roll means the user lands badly and falls over.
This unit works very
well, except for a few minor problems:
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Takeoff is rather rapid,
so it's not a good idea to use the Jump Jet Pack in rooms with a ceiling
height of less than 10 metres. Users who fail to take this into account
will get a couple of points of impact damage and a headache.
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It's not a good idea
to stand too close when this unit is used, because you will get rather
warm rather rapidly. The user is OK because the jet blast is aimed
downwards (and he's getting out of the way quickly), but anybody within
a 5 metre radius will suffer heat damage. Damage is F10 if within
1 metre, F8 within 2 metres, F6 within 3 metres, etc.
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It's noisy. There's
no way this device can be used to sneak up on the enemy.
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You need both hands to
control the jet pack whilst in flight. No shooting at the enemy from
above. This, combined with the previous drawback will cause the user
to be a sitting duckbot if they try to use this device in a combat zone.
If the Jump Jet Pack
gets hit, it explodes and causes damage in a 5 metre radius (as above),
but the damage is doubled and the user is not exempt.
If a citizen has this
device he can't use a backpack.
Salvaged
from outdoors and in quite bad shape. Although it looks as good as new.
The
driving Roll table went something like this: (To be used whenever the troubleshooter
tries to maneuver with it or start it)
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1-12
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Normal
result (depending on skill) |
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13
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The
suspension bottoms out. Roll again to recover. |
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14
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The
engine stops. Roll to start. |
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15
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The
controls loosen. Add +1 to future rolls. |
|
16
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A sparkplug
comes loose and gives the rider a damage 5 result. |
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17
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The
Seat and the Troubleshooter are torn off. |
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18
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The
rear wheel flies off. Crash |
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19
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The
front wheel flies off. Crash |
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20+
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The
fuel tank explodes and sprays burning fuel around. Damage 10 to everyone
in 5 meter radius. Damage 9 next round. Damage 8 thereafter etc. |
Crash result
depends on speed. If the crash speed is too low to damage the Troubleshooter,
have the bike fall on his leg or something.
Wheelie
Boots (Steve Criddle)
Motorised rollerskates
basically. The control is a handheld unit which the passenger squeezes
to activate the boots (radio control link). The harder they squeeze, the
faster they go. Make agility rolls when the clone wants to change direction
in a hurry, or stay standing up, or stop, or anything really. No need to
make the agility rolls difficult - he'll fall over sooner or later.
Note that the Wheelie
Boots have no brakes. This can make slopes very interesting if the
team are trying to sneak up on somebody. And travelling on the transtube
is equally interesting if no seats are available.
Things can also get
rather interesting if the user tries to use a weapon with a lot of recoil.
Interesting results
can also be caused if another clone gets hold of the control device. The
range is pretty limited, but the unit tends to have a habit of continuing
at the same speed once contact is lost.
Paranoia
and The Computer logo are registered trademarks of West
End Games
Authors of submitted items are indicated where appropriate
All other text and graphics by Steve
Criddle
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