Proprietor/Staff:
NameRacePSASTR/STADEX/RSINT/LOGPER/LDRPSIMRWMWSpecial AbilitySkillsEquipment
WallyDralasiteMilitary Form Change, Detect Lie 5%Martial Arts 1, Gyrojet 1Magnigoggles,Chronocom


Goods/Services:  Archaic Weapons, Melee Weapons, Grenades

Archaic Weapons:

Bow. For simplicity, all bows (crossbows, longbows, composite bows, etc.) are handled the same. An arrow causes 1d10 points of damage. Readying another arrow takes one full turn. Inertia screens and skeinsuits halve the damage from an arrow.

Musket. Muskets include all muzzle-loading firearms, such as arquebuses, blunderbusses, and flintlock rifles. Muskets use black gunpowder and lead bullets (powder and shot). Loading a musket takes two turns, so a musket can be fired only once every three turns.

Melee Weapons:

Axe. An axe is actually a tool, but it can be used as either a thrown or melee weapon. If used as a thrown weapon, all the usual ranged weapon modifiers apply. Inertia screens and skeinsuits will halve the damage from an axe.

Brass Knuckles. Besides actual brass knuckles, this category includes any improvised weapon that increases the damage caused by someone's fist. Examples are rocks, coin rolls, sword or dagger handles, etc. Inertia screens and skeinsuits halve the damage from brass knuckles.

Chain/Whip. Besides chains and whips, this category includes any flexible weapon, such as flails, nunchuks, weighted ropes, etc. Inertia screens and skeinsuits absorb half the damage caused by these types of weapons.

Club. Any blunt weapon used like a club is considered a club. This includes chair legs, metal pipes and bottles. Inertia screens and skeinsuits reduce club damage by half.

Electric Sword. This is a light-weight metal rod that contains a battery in the handle. It delivers an electrical shock when it strikes someone. It can be set to shock or stun. When set on stun, a successful hit causes no damage but can stun the victim for d100 turns. The victim can resist the stun by making a successful current Stamina check. An electric sword can be hooked into a beltpack or powerpack with a power cable. A successful hit by an electric sword uses 2 SEU. Individuals wearing gauss screens or with anti-shock implants are not affected by electric swords.

Knife. This category covers any knife that is big enough to fight with. If thrown, the usual ranged combat modifiers apply. Inertia screens and skeinsuits will absorb half of the damage caused by a knife.

Nightstick. A nightstick is a weighted plastic club. This category also includes improvised weapons that are more effective than simple clubs, like chairs, baseball bats and quarterstaffs. Inertia screens and skeinsuits halve the damage from a nightstick.

Polearm. A polearm consists of a long pole with a heavy blade at one end. Typical polearms are halberds, partisans, naginatas and glaives. Inertia screens and skeinsuits halve the damage from a polearm.

Shock Gloves. Shock gloves are silvery gloves that deliver an electrical shock to anything they touch. They must be connected to a beltpack or powerpack to work. Shock gloves will not affect anyone protected by a gauss screen or an anti-shock implant. Shock gloves use 2 SEU each time they hit.

Sonic Knife. A sonic knife looks like a golden tube, 15 cm long and 4 cm in diameter. This tube is actually only the weapon's handle. When a small button on the side of the tube is pressed, a powerful "blade" of focused sound is created at one end of the tube. The sound blade is about 20 cm long, and is invisible. It emits a high-pitched whine, however. The blade is turned off when the button is released. The knife is powered by a 20 SEU clip, but can be hooked into a beltpack or power pack. A sonic knife uses 1 SEU when it hits. Anyone wearing a sonic screen can not be injured by a sonic knife. Unlike a regular knife, a sonic knife cannot be thrown.

Sonic Sword. A sonic sword looks like a sonic knife, but the blade is 1 m long when it is turned on. A sonic sword causes 5d10 damage and uses 2 SEU when it hits.

Spear. Any pole with a knife-like blade on the end is a spear. Bayonets and pikes are included in this category. Inertia screens and skeinsuits halve the damage from a spear.

Stunstick. A stunstick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle, or the weapon can be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.

Sword. Any long-bladed, hand-held weapon is a sword. Examples are broadswords, machetes or rapiers. Inertia screens and skeinsuits reduce the damage from a sword by half.

Vibroknife. A vibroknife has a 20 cm saw-toothed blade. When it is turned on, the blade vibrates at high speed. It uses 1 SEU with each successful hit. A 20 SEU clip can be plugged into the handle, or the weapon can be connected to beltpack or powerpack. Inertia screens and skeinsuits halve vibroknife damage.


Explosives and Grenades:

Grenades can be thrown or fired from a grenade rifle or mortar. Characters can avoid or resist the effect of a grenade by passing an ability check that applies to the grenade. Grenades can be set to explode in two ways:on impact or with a timer that is adjustable for 1 to 10 turns. All grenades have a blast radius of 3 meters. Any character or creature within 3 m of a grenade when it goes off can be affected.

Doze Grenades. A doze grenade releases a cloud of fast-acting knockout gas. All creatures within the blast radius will fall asleep for d100 turns unless they pass a current Stamina check. A shot of stimdose will revive a sleeping individual immediately. The doze gas is effective only on the turn that the grenade goes off.

Fragmentation Grenade. When a fragmentation grenade explodes it thows hundreds of small, sharp pieces of metal in all directions. Fragmentation grenades are commonly called frag grenades. Any creature or character in the blast radius suffers 8d10 points of damage. This damage is cut in half if the individual passes a Reaction Speed check. Inertia screens and skeinsuits also reduce damage by half. All of these modifiers are cumulative.

Incendiary Grenade. An exploding incendiary grenade scatters sticky, flaming liquid across everything in the blast radius. Incendiary grenades are commonly called fire grenades. A fire grenade causes 4d10 points of damage on the turn it explodes. The burning liquid sticks to the victim, causing an additional 1d10 points of damage on the second, third and fourth turns after the explosion. A character that passes a Reaction Speed check takes only half damage. Anyone in a spacesuit takes no damage from an incendiary grenade.

Poison Grenade. A poison grenade releases a cloud of poisonous gas. Anyone in the blast radius will be poisoned by the gas. The gas is effective only on the turn the grenade explodes. The gas acts as an S5/T10 poison. A character who passes a current Stamina checkwill not be affected, nor will anyone in a gas mask. A shot of antitox will neutralize the poison so that no further damage is taken.

Smoke Grenade. A smoke grenade produces a thick cloud of smoke that both blocks vision and acts like tear gas. Smoke grenades are available in colors so they can be used as signals. Anyone in the blast radius on the turn the grenade explodes must make a current Stamina check. If the character fails the check he has a -10 modifier on all ability checks for 1d10 turns, due to coughing and blurred vision. The smoke will continue to spread 3 meters/turn for five turns, when it will cover an area 30 meters in diameter. The smoke cloud gives soft cover to anyone behind it or inside it. The smoke screen will last for 10 minutes.

Tangler Grenade. An exploding tangler grenade throws out hundreds of strong, sticky polymer threads. These threads stick to everything within the blast radius. An entangled individual can not move until the threads decay (in 30 minutes) or until solvaway is spread over the threads. Any creature with more than 100 stamina points can break out of tangler threads in one turn.

Tornadium D-19 - Tornadium D-19 ("Kaboomite") is the standard plastic explosive. It can be bought legally only by someone with Demolitions skill. A 50-gram charge of TD-19 will cause up to 50 points of damage to anyone and anything within 1 meter of the explosion. Each additional 50 grams causes an additional 25 points of damage. Anyone farther from the explosion than 1 meter, but within the blast radius, takes one-half damage. The blast radius is 1 meter for every 100 grams of TD-19 used. A thrown charge does full damage to living creatures, but only half damage to structures.

Variable Timer/Detonator - Variable timers are used to detonate Tornadium D-19. A timer can be set for 1 to 60 seconds, 1 to 60 minutes or 1 to 60 hours.