[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HOE] From the workshops of Dr. Daniel J Jackson (new periodical)



 Listers may i present a new hppoefully regular feature

 starting with one of his earlier inventions

Tractro-Gloves

During the time he spent wandering the wasted west Daniel found himself being incarcerated far too often for his liking, so he developed these to help get himself out of tricky scrapes, and to recover equipment which had been stored (hidden/stockpiled) in inaccessible areas. They consist of a bulky pair of metal gauntlets on the backs of which are two small radar style dishes,(which fold down when not in use). At a neuro-muscular command by the user the gloves pull toward them any object at which they are aimed, they are powerful enough to pull; doors out of walls, small vehicles, cause people to trip up, deflect thrown objects, but they are not fast enough to deflect any fast moving objects, the beam tends to dissipate at longer ranges making it inaccurate and ineffective beyond 50yds.

Cost: 12 electronic parts, 7 oz of ghost rock and a good bottle of whiskey 

<Batteries not included>, <paint and finish available at extra cost>

 

Game info

The gloves pull at a maximum STR of 8d10, they require the shootin' gauntlets skill, and have a base TN of (7). If built buy him they cost the player the above components, if the player wants a specific finish to the gloves it will cost them 4 chemical components one of which must be a paint of the appropriate colour. The gloves have a drain of 1/card used. They have a rate of fire of 1 but require five actions to reach a power level capable of moving anything STR=1d10, each extra card used in powering them up adds an extra d10 up to the max strength, the gloves have the following profile

Name    tracto-gloves

Speed 5

ROF 1 (continuous, each extra card after the initial "shot" costs 1 drain but allows the beam to pull things further)

RI    5

STR 1-8d10 (objects move at a pace equal to the number of d10 that the gloves are providing, /2 for water or other light fluids, /4 for toxic sludge, /8 for loose soils/sands if this would reduce the pace to less than 1 the object cannot be moved toward the user instead the gloves are moved at that pace toward the object)

If used against a living object it does 1point of wind damage per d10str, and may begin moving the object

 

Build info

Powers: Flash Gordon, super strength

FG.

Wind damage only DRAIN/2

Speed 5 R.O.F. 1 SLOTS x0.5

Continuous beam SLOTS x2, DRAIN per card instead of per shot

Range increment 5 SLOTS x2 DRAIN/2

(STR bought using the super strength power based on the frame of a pair of gloves)

STR 8d10 3.2 slots

Slots available in a pair of gloves (after hand space has been used) 8

Power cable slot 1

Slots used by powers 6.4

Total 7.4

Remaining 0.6 used for padding and bracing (players choice of buckle, Velcro, zip, or elastic fit.)

STABILITY (if bought 19)

Appropriate browsers gun or tool

Drawbacks:

Minor; user suffers an irritating but minor rash on the backs of his hands for 24 hours after using the devices -1 to all fine manipulation skills (e.g. lockpickin') due to discomfort.

Minor; user must concentrate only upon the actions performed by the gloves, any vamoose action still costs drain and forces another shootin' gauntlets roll by the user to keep the gloves targeted.

Major: gloves only work as a pair they must both be aimed at the same target, and both draw power (50% each)