New Toys for SE Members

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DeuxBlackthorn
Posts: 151
Joined: Mon May 01, 2017 4:25 am

New Toys for SE Members

Post by DeuxBlackthorn » Thu Jun 08, 2017 2:58 am

Our R&D head has developed a few new devices available to all active members. Keep in mind that these are carried weapons, they have size and weight, so most characters aren't going to be able to haul the entire arsenal with them at all times.

Sound gun
This gun produces a cone of concussive sound waves that can be set to as little as discomfort for an average human all the way up to 20 tons of force which is most definitely going to blow an average human’s eardrums out. The point of this gun is not so much the force but to disorient and confuse. If need be blowing the target’s eardrums out allows for communication loss and loss of equilibrium should make them easier to capture. This gun requires a 3 post cool down after firing before it can be used again. Like all of Venessa’s technology small acid packets are placed within it if ANYONE but Venessa attempts to take it apart or if a non-SE member attempts to pull the trigger the acid packets release destroying the internals making them unstudiable and are likely to splash on anyone who takes it apart.

Synthetic spider web launcher
This is a wrist mounted launcher of synthetic spider web. It can be set to launch it as a single strand or as a small burst in a more cone/net shape. The launcher can only hold about 200 yards of webbing. It is quite adhesive making it good for binding up targets and has about a 15 ton blunt force resistance. It is highly unlikely that anyone will be able to use this to swing about the city spider-man style, but it could be used as a grappling hook in a pinch. The webbing does have a vulnerability to fire or sharp objects with enough strength behind them. Like all of Venessa’s technology small acid packets are placed within it if ANYONE but Venessa attempts to take it apart or if a non-SE member attempts to pull the trigger the acid packets release destroying the internals making them unstudiable and are likely to splash on anyone who takes it apart.

Magnetic Landmine/grenade
This mine/grenade will create a large magnetic field drawing metal within 20 yards to it with 40 tons of force for 4 posts. The device itself is quite resistant to damage making it hard to destroy. After one use it needs to be recharged at base but they are small enough that multiple of them can be carried. It has two modes grenade mode which will make it go off on impact or mine mode which uses either a motion sensor or laser trip wire or both. Like all of Venessa’s technology small acid packets are placed within it if ANYONE but Venessa attempts to take it apart or if a non-SE member attempts to pull the trigger the acid packets release destroying the internals making them unstudiable and are likely to splash on anyone who takes it apart.


Nanobots
After studying Lady N’s nanites she has discovered how to make some of her own for very basic tasks. These are all one shot use items.

Healing Nanobots
These are mainly used for either emergency stabilization in combat or out of combat healing. They don’t totally heal wounds but can dramatically speed up healing time and make bad wounds better enough to where at least the person can function.

Repair Nanobots
These can repair various technology using their own bodies to make a patch in near any of SE’s technology they can repair about one square foot of damage.

Item Nanobots
These last for one week and one injection into the body can store about two palm sized tech objects which once spawned cannot go back into the body essentially used up and will require another injection.

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