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WEAPONS AND EQUIPMENT

Due to their supernatural natures and magic rich environment that Damonics come from, virtually all of their technology is based upon or powered by techno-wizardry. This reliance on techno- wizardry and magic has allowed them to become very proficient as well as masters of techno- wizardry. The Damonics also have access to any TW weapons found in the Rifts RPG, Vampire Kingdoms and other books. Their magic capabilities and technology are such that they are able to rival that of Atlantis. Damonics also have access to technology and equipment through their dimensional markets from places like Atlantis, Cibola and to a lesser degree, Phase World.

Damonic weapons as most techno-wizardry is, that only magical or psionic characters can use them. The Damonics have also designed an energy crystal that can be recharged for 25 P.P.E. or 50 I.S.P. for use in any of the weapons. Initial creation cost of a Damonic TW-Energy Crystal is 150 P.P.E. at or along a nexus point. Energy Crystals used to power vehicles require 600 P.P.E. to create and powers the engine for five years of continuous use before needing another 600 P.P.E. to recharge. These Energy Crystals can only be recharged on a Nexus Point augmented by a Power Juncture. The Energy Crystals are worth approximately 5,000 credits each on the open market. 500,000 credits for crystals used to power vehicles. Note: Damonic TW-Energy Crystals are not designed for use with other energy weapons or techno-wizard devices.

Ultra-X

Ultra-X is a drug extracted from the body fluids of slain terra sharks and used to increase the strength of the Damonic fighting class. Generally, the bigger the shark, the more of the drug Damonics are able to obtain. Because of this, only adult terra sharks are allowed to be caught on the monthly hunts in limited numbers to ensure future stocks and stores of the drug. Those discovered with the slain carcasses or remains of terra shark cubs are fined 100,000 credits or in the case of non-damonics, in turn themselves are slain. Ultra-X is used to increase or transform a being in an M.D.C. creature with increased supernatural strength.

Duration: Four hours
Bonuses: Taking one ounce of Ultra-X will add 100 M.D.C. and five points to the P.S. attribute, turning it supernatural if it isn't already. Taking up to an additional four doses will add another 50 M.D.C. and two points of P.S. per dose.
Penalties: Once Ultra-X wears off, the added M.D.C. and P.S. goes away leaving the character feeling terribly weakened. The drug is highly addictive require a save of 16 or higher (add P.E. bonuses). Each additional dose causes a -3 to save the drug's addictiveness. The character will be at one attack per melee, no initiative, bonuses and will collaspse in 1D4 melees and sleep for 2D6 hours.
Side-Effects: Once addicted to Ultra-X (using or taking more than three times/doses) the user will constantly feel weakened suffering -5 points to all physical attributes: P.S., P.P., P.E. and Spd., M.D.C. creatures will lose -30% of their M.D.C., S.D.C. creatures will be at half their S.D.C. The character will only have half their melee attacks and bonuses. The only time the character will feel invigorated is after he's taken Ultra-X.
Cost per Dose: 50,000 credits.

TW-Armor

Damonic Techno-Wizards are able to create/manufacture a wide variety of TW armor used in special operations and combat. Standard M.D.C. is 300 though the M.D.C. of the armor can be increased for more specialized missions. Most Noble Warriors and Troopers are arrogant enough to claim no need for additional body armor. Serfs, Desert Nomads and Magic O.C.C.s are more likely to make use of body armor. Additional features of the armor will depend on the nature of the assignment. Most Damonic armor only have one or two additional features. 300 M.D.C. standard, wt: 10 lbs -5% prowl penalty. 50,000 credits, Armor of Ithan. 10,000 credits per additional 50 M.D.C. 30,000 credits (standard fair) for each additional feature for a max of four (including the armor of ithan).

D-10 Stun Pistol
All Damonic weapons have a design similar to 16th and 17th century flintlock rifles and pistols of earth. The D-10 is a widely common sidearm available to public. It is employed by Damonic Merchants, Business men and others for self-defense or to avoid violence. A standard issue sidearm, it is also used by Damonic law enforcement to bring in criminals and avoid killing weaker non-supernatural beings (S.D.C. creatures). As with all damonic weapons, the stun pistol is designed for use by large humanoids 7 to 15 feet (2.1 to 4.6m) tall. Smaller humanoids will find the weapons awkward and suffer -2 to strike with the weapon.
Weight: 10 lbs. (4.5 kg)
Mega-Damage: Save vs magic 16 or higher, effects similar to the Agony spell.
Rate of Fire: Equal to the number of hand to hand attacks per melee.
Effective Range: 100 feet
Payload: 5 shots per Energy Crystal
Cost: 10,000 credits

D-20 Lightning Pistol
Typical of all Damonic ancient styled weapons, the Lightning Pistol is a standard side arm issued to all Damonic Troopers. It is also used by Damonic Nomads and other adventurers out in the Bush.
Weight: 15 lbs. (6.8kg)
Mega-Damage: Two settings: 1) 2D6 M.D., 2) 4D6 M.D. same as the Call Lightning spell. Opponent has no chance to parry or dodge the blasts.
Rate of Fire: Can be fired twice per melee round.
Effective Range: 1,000 feet
Payload: 10 shots per Energy Crystal
Cost: 20,000 credits

D-30 Knife Pistol
An old style pistol with a knife blade set to the left of the muzzle. The blade is made of M.D.C. alloys capable of inflicting M.D.C. damage, it can also be used to parry energy blasts (-8 penalty to parry). The pistol is able to fire bolts of telekinetic force.
Weight: 12 lbs.
Mega-Damage: 4D6 M.D. Force Bolt, 2D6 M.D. blade.
Rate of Fire: Equal to the number of hand to hand attacks per melee.
Effective Range: 500 feet force bolts
Payload: 10 shots per Energy Crystal
Cost: 15,000 credits

D-40 Sword Pistol
Designed much like the D-30 only the Sword pistol has a much longer blade. It is made of the same M.D.C. alloys able to parry energy blasts for the same -8 parry penalty. The pistol also fires the same bolts of telekinetic force.
Weight: 15 lbs. (6.8kg)
Mega-Damage: 6D6 M.D. Force Bolt, 3D6 M.D. blade
Rate of Fire: Equal to the number of hand to hand attacks per melee.
Effective Range: 500 feet force bolts
Payload: 10 shots per Energy Crystal
Cost: 20,000 credits

D-50 Lightning Rifle
A larger version of the D-20, it to has an archaic flintlock design. The Lightning rifle is also standard issue to Damonic Troopers. It is also designed for giants 7 to 15 feet (2.1 to 4.6m) tall. Smaller beings such as humans must have a P.S. 24 or greater to use the rifle.
Weight: 40 lbs. (18kg)
Mega-Damage: Three settings: 1) 4D6 M.D., 2) 6D6+6 M.D., 3) 1D4x10+10 M.D. Lightning blast same as the Call Lightning spell.
Rate of Fire: Can be fired three times per melee round.
Effective Range: 1,500 feet
Payload: 8 shots; setting three counts as two shots
Cost: 35,000 credits

D-70 "Fire Ball" Cannon
Built like the earth cannons of old, the "Fire Ball" is a primary means of defense along city walls or when it is used in bringing large enemy ships, vehicles or other large creatures down.
Weight: 200 lbs.
Mega-Damage: 4D4x10+40 M.D. Fire Ball
Rate of Fire: Equal to the number of hand to hand attacks per melee.
Effective Range: Five miles
Payload: 20 blasts
Cost: Not available on the market.