Fost Equipment: Difference between revisions
(Created page with "==Fost Plasma Caster== '''Cost: 1,000 Fost Divine Sanctifications Small Pistol (Exotic Weapon for Non-Fost) 3d6 Energy Damage <br>'''Rate of Fire: Semiauto/Auto <br>'''Ammo Capacity: 30 shots per gas cylinder, 60 shots per power pack. <br>'''Weight: 0.5 kg <br>'''Availability: Licensed, Illegal (Non-Fost) This wrist-mounted weapon accelerates magnetically-confined plasma at a rapid rate towards its target. If a character holds an item in this hand they suffer a -5 [equ...") |
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Latest revision as of 19:26, 19 January 2023
Fost Plasma Caster
Cost: 1,000 Fost Divine Sanctifications
Small Pistol (Exotic Weapon for Non-Fost)
3d6 Energy Damage
Rate of Fire: Semiauto/Auto
Ammo Capacity: 30 shots per gas cylinder, 60 shots per power pack.
Weight: 0.5 kg
Availability: Licensed, Illegal (Non-Fost)
This wrist-mounted weapon accelerates magnetically-confined plasma at a rapid rate towards its target. If a character holds an item in this hand they suffer a -5 [equipment] penalty to attack rolls with this weapon and any skill checks they make with this item. If the item is a weapon they suffer an additional -5 [equipment] penalty to attack rolls in addition to those for wielding more than one weapon. These weapons cannot be disarmed when worn.
"Power Converter" (literal translation)
Cost: 3,000 Fost Divine Sanctifications
Medium Advanced Melee Weapon (Exotic Weapon for Non-Fost)
2d8 Slashing/Energy Damage
Rate of Fire: N/A
Ammo Capacity: N/A
Weight: 1 kg
Availability: Licensed, Custom Order Only
The actual name for this type of weapon has much more connotation in Fost. This deceptively simple cylinder is one of the most advanced melee weapons available on the open market, and one of the few lethal energy weapons approved to be sold on Trade Station 01 due to its status as a melee weapon. The cylinder produces a magnetically-confined blade of high-temperature plasma, using the same advanced plasma generation technology that the Fost use in all their energy weapons. These weapons can cut through almost any material imaginable, and are deadly to a poorly-trained wielder due to the 'unnatural' nature of a blade that has no appreciable mass. Powered by a special Fost-made energy cell (1,000 FDS purchase cost), they can run for an extremely long amount of time.
The plasma blade can be activated as a swift action and deactivated as a free action while it is wielded. This weapon ignores all damage reduction and armor bonuses unless otherwise specified. A non-proficient wielder with no Simple or Advanced Melee Weapon proficiency suffers a -12 penalty to attack. Simple and Advanced Melee Weapon Proficiency each reduce this penalty by -4. If a non-proficient user misses an attack by 5 or more, they deal the minimum damage of their attack to themselves. If they miss by 10 or more, roll damage as usual and apply it to the wielder. If they roll a natural 1 apply damage as usual for a miss of 10 or more, and if the damage beats the wielder's damage threshold then the wielder suffers a randomly-determined injury requiring cybernetics (consult the tables in the background section).
Culturally, the Power Converter represents the pinnacle of Fost martial prowess - the honed skills of a Hast plus the technological skills of the Fuuer. No mass-market production of power converters is available, the Fost consider such impersonal manufacturing of anything to be the grossest kind of blasphemy. These weapons are crafted specifically for a given user after they have proven their ability to wield one without being a threat to themselves. As such, there is a great deal of personalization that goes into each power converter. The statistics presented above are for the most common one used, and variations and customizations are listed below.
- FORMS
- Dagger-Form: change size to small, change damage to 2d4 but either slashing and energy or piercing and energy, change weight to 0.5 kg, activation time is a free action, -5 penalty to Deflect and Block and Redirect (does not stack with itself) [3000 FDS]
- Duelist-Form: change weight to 0.3 kg, you gain a +1 equipment bonus on attack rolls made as part of attacks of opportunity when using this weapon [3000 FDS]
- Fan-Form: change size to small, change damage to 2d4, +5 bonus to Deflect and Redirect (does not stack with itself) [3000 FDS]
- Finesse-Form: can be considered a small weapon whenever that would be beneficial to the wielder, but cannot be wielded two-handed [4500 FDS]
- Off-Hand Form: change size to small, change damage to 2d6, change weight to 0.5 kg [2500 FDS]
- Spear-Form: change size to large, change damage to "2d8 energy and slashing" or "2d6 energy and slashing and 1d6 bludgeoning" [the second set of damages is for using it as a double weapon], -5 penalty to Deflect and Block and Redirect (does not stack with itself), can be used with 1-square reach but you suffer an additional -2 to Deflect/Block/Redirect while doing so [4000 FDS]
- Twin-Form: change size to large, change damage to 2d8/2d8 energy and slashing [double weapon], increase weight to 2 kg [7000 FDS]
- CUSTOMIZATIONS: All power converters get one customization for free. Additional customizations can be added for 1,000 FDS each by a trained craftsperson.
- Fiber Cord: One end of this small cord of metal fibers attaches to the hilt of the weapon. The other end is attached to a piece of armor or a metal gauntlet, making it more difficult to disarm the wielder. When the wielder of the weapon with a fiber cord is disarmed, the disarming character cannot catch the weapon or call it to their hand. The weapon is still considered "dropped" and the wielder must spend an action to pick it up, though it hangs by its fiber cord until the wielder does so.
- Mage-Activated: This rare customization removes the activation button from the weapon's exterior. To activate the weapon, the wielder must make a DC 5 Magery check as a swift action (this can be done as part of drawing the weapon, as with normal activation). If this check fails, the weapon does not activate.
- Master Detail: Only found on the weapons of the true masters of power converter use, this cosmetic modification is customized for each weapon and can be applied after the weapon has been manufactured. It provides favorable circumstances on Persuasion checks against all Fost and anyone else who knows the details behind power converters.
- Interlocking Hilt: This customization is usually applied to pairs of weapons and intended for users who prefer to wield two weapons simultaneously. The creator of the weapons grafts a small, interlocking mechanism at the base of each weapon. As a swift action, the hilts of the two weapons can be locked together, turning the weapon into a double weapon (considered to be one size category larger than the largest of the two weapons).
- Pressure Grip: One of the most popular modifications, the pressure grip is a staple featured on most power converters. The pressure grip senses when the wielder's hand no longer grips it, deactivating the weapon immediately when it is dropped or disarmed.