PROGRESS LEVEL 7 GEAR
The Gravity Age sees many of the most revolutionary changes to technology, particularly to technology used on the battlefield. Plasma weapons are finally made small enough to become practical for battlefield use, while the first powered armors begin to take shape. The advent of gravity-related technology brings some new forms of construction as well, incorporating new gravity-based technologies in practical ways.
GRAVITY AGE WEAPONS
The following weapons are available at PL 7 and later.
Ammunition, Deflecting
Deflecting ammunition creates a gravity deflection field that causes the bullets to bounce off walls. When used properly, deflecting ammunition can be bounced around any barrier, around corners, underneath vehicles, and so forth for maximum penetration potential.
Any character using deflecting ammunition immediately gains the benefit of the Skip Shot feat.
Ammunition, Plasma-Coated
Consisting of an armor-piercing round enveloped in superheated plasma, this type of ammunition reduces the Defense bonus provided by armor by 2, to a minimum of +1. Half of the damage it deals is fire damage, and half of the damage is ballistic damage.
Ammunition, Seeker
Each round of seeker ammunition contains a microscopic computer and gravity-bending generators. When seeking ammunition leaves the chamber, it immediately detects the distance to its current target. If that target moves, the gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking ammunition grants a +1 bonus on all ranged attacks.
Concussion Rifle
A concussion rifle fires an artificial gravity pulse at the target with enough force to hurl it through the air (along a path away from the shooter). The discharged gravity pulse is mostly transparent, but bends light around itself, creating a ripple effect along its path. The pulse deals +8 points of concussion damage with a successful hit. In addition, the target is thrown back 5 feet for every 5 points of damage dealt by the weapon. The target must also succeed in a Fortitude save (DC = damage dealt) or be knocked prone. If the thrown target strikes a wall or other solid surface, it takes damage as though it had fallen from a height equal to the number of feet it was thrown back.
Concussion Rod
Modeled after the medieval mace, this weapon has a miniature artificial gravity generator embedded in its alloy head, which increases in mass at the instant of impact. The rod deals +6 points of damage with each successful hit; half of the damage is bludgeoning damage; half is concussive damage.
Gravity Snare
The gravity snare resembles a laser rifle but with two metal prongs where the muzzle should be. When fired, the prongs generate a strip of luminescent white energy that leaps from the end of the rifle toward the target. When the strip of energy strikes a target, the energy bolt bends and creates a ring of gravity around the target.
A creature hit by the gravity ring must succeed in a Reflex save (DC 13) to avoid its effects. On a failed save, the target is entangled and unable to move for +2 rounds, until the gravity ring dissipates. An entangled creature can escape the gravity ring with a successful Escape Artist check (DC 40) or break free with a successful Strength check (DC 30).
Grenade, Dissolver
This grenade releases a cloud of gas that dissolves organic matter, dealing +4 points of acid damage per round to all living creatures and organic materials in a 5-foot-radius burst. Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong winds from dispersing the acid cloud.
Grenade, Gravitic
When this grenade detonates, it releases incredible gravitational forces. All creatures within a 10-foot-radius burst are crushed for 6d6 points of bludgeoning damage. A successful Reflex save (DC 15) halves the damage.
Grenade, Stun
A stun grenade deals no damage, but any creature within its 15-foot burst radius that fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or be stunned for +1 rounds. A creature that succeeds on the Reflex save is not required to make a Fortitude save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.
Plasma Weapons
Plasma occurs when gases become electrically charged after losing electrons. Plasma weapons condense this electrically charged gas into a destructive force that can eat through solid objects and cause severe damage. Like laser weapons, plasma weapons come in many varieties. Most plasma weapons generate their destructive ammunition by superheating gasses held inside specialized power packs and then compressing those gasses into a focused plasma round.
Plasma weapons do not use ammunition, but are instead powered by power packs.
Rail Gun
The Gravity Age rail gun uses gravity pulses, not magnets, to propel a projectile at high velocities. Metal shards are accelerated along the rail gun’s length, leaving the barrel at an extremely high velocity.
Table: Progress Level 7 Ranged Weapons |
Weapon1 |
Damage |
Critical |
Damage Type |
Range Increment |
Rate of Fire |
Magazine |
Size |
Weight |
Purchase DC |
Restriction |
Concussion rifle |
+8/+ Special |
20 |
Concussion |
20 feet |
S |
— |
Large |
6 lb. |
22 |
Lic (+1) |
Gravity snare |
Special |
— |
— |
30 feet |
S |
— |
Large |
7 lb. |
17 |
Lic (+1) |
Plasma pistol |
+8 |
20 |
Fire |
40 feet |
S |
50 box |
Medium |
3 lb. |
17 |
Lic (+2) |
Plasma rifle |
+12 |
20 |
Fire |
80 feet |
S, A |
50 box |
Large |
8 lb. |
19 |
Res (+2) |
Rail gun |
+15 |
20 |
Ballistic |
100 feet |
S |
20 box |
Large |
18 lb. |
24 |
Mil (+3) |
1 All weapons listed in this table require the Personal Firearms Proficiency feat. |
Table: Progress Level 7 Melee Weapons |
Weapon1 |
Damage |
Critical |
Damage Type |
Range Increment |
Size |
Weight |
Purchase DC |
Restriction |
Concussion rod |
+6 |
20 |
Bludgeoning0Concussion |
— |
Medium |
3 lb. |
17 |
— |
1 All weapons listed in this table require the Simple Weapons Proficiency feat. |
Table: Progress Level 7 Ammunition Types |
Ammunition (Quantity) |
Damage Type |
Purchase DC |
Restriction |
Deflecting (20) |
Ballistic |
12 |
Lic (+1) |
Plasma-coated (20) |
Ballistic0Fire |
13 |
Res (+2) |
Rail gun shards (20) |
Ballistic |
10 |
— |
Seeker (20) |
Ballistic |
15 |
Res (+2) |
Table: Progress Level 7 Explosives And Splash Weapons |
Weapon |
Damage |
Critical |
Damage Type |
Burst Radius |
Reflex DC |
Range Increment |
Size |
Weight |
Purchase DC |
Restriction |
Grenade, dissolver |
+4 |
— |
Acid |
5 ft. |
15 |
10 ft. |
Small |
2 lb. |
14 |
Res (+2) |
Grenade, gravitic |
+12 |
— |
Bludgeoning |
10 ft. |
15 |
10 ft. |
Tiny |
1 lb. |
20 |
Mil (+3) |
Grenade, stun |
Special1 |
— |
— |
10 ft. |
18 |
10 ft. |
Tiny |
1 lb. |
17 |
Mil (+3) |
1 See the weapon description for details. |
GRAVITY AGE WEAPON GADGETS
The following gadgets are found in the Gravity Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed.
SOUND SUPPRESSOR
Similar to the technology that produced the silent suit, the sound suppressor gadget is the Gravity Age replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor takes over this function with almost all Gravity Age weapons.
The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +3.
GRAVITY AGE ARMOR
The following armors are available at PL 7 and later.
Medium Combat Armor
Designed for heavy warfare and dangerous situations, medium combat armor covers the user almost head to toe in armor plating. Medium combat armor comes with a helmet that fits snugly on the head and does not interfere with the soldier’s field of vision.
Silent Suit
The silent suit uses cutting-edge sonic dampening technology to increase the stealth of the user. Silent suits look like form-fitting bodysuits with padding on the shoulders, elbows, and knees. Sonic dampening field generators are built into the suit, reducing to a minimum the noise made by movement. A character wearing a silent suit gains a +10 equipment bonus on all Move Silently checks.
Space Combat Armor
Space combat armor is the first true powered armor to reach common use. Space combat armor consists of heavy body armor with an environmental seal and built-in communications gear. Additionally, space combat armor boasts a jetpack specifically designed to function in space, allowing the user to maneuver in zero-g conditions. Space combat armor can be difficult and unwieldy, but makes even individual soldiers a threat in ship-to-ship combat.
Table: Progress Level 7 Armor |
Armor |
Type |
Equipment Bonus |
Nonprof. Bonus |
Max Dex Bonus |
Armor Penalty |
Speed
(30 ft.020 ft.) |
Weight |
Purchase DC |
Restriction |
Medium Armor |
|
|
|
|
|
|
|
|
|
Medium combat
armor |
Tactical |
+4 |
+2 |
+4 |
–2 |
20 ft.015 ft. |
8 lb. |
14 |
Lic (+1) |
Silent suit |
Concealable |
+1 |
+1 |
+8 |
–0 |
30 ft.020 ft. |
1 lb. |
18 |
— |
Powered Armor |
|
|
|
|
|
|
|
|
|
Space combat
suit |
Tactical |
+9 |
+3 |
+1 |
–7 |
15 ft.010 ft. |
40 lb. |
17 |
Lic (+1) |
GRAVITY AGE ARMOR GADGETS
The following gadgets are found in the Gravity Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.
CHAMELEONIC SURFACE
Chameleonic materials are the end result of the marriage of sensor technology and nanotechnology. Similar in many ways to the painton LCD of the Information Age, the chameleonic surface armor gadget allows any armor to remake its own image to better blend in with the background. Microsensors on the surface of the armor detect surrounding imagery and project it from the opposite side, in effect coloring the wearer to look just like whatever is behind him. The armor blends in with any background.
This gadget provides the armor’s wearer a bonus on Hide checks. For light armor, this bonus is +4; for medium, +6, for heavy, powered, and environmentally sealed armor, +10.
Restrictions: None.
Purchase DC Modifier: +6.
GRAVITY AGE EQUIPMENT
The following equipment is available at PL 7 and later.
Chemical, Biocort
Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period.
Galpos Device
The GalPos device is the Gravity Age equivalent of the GPS system of the modern era. Equipped with star charts and a link to the galactic satellite network, the GalPos device (known also as a GPD) triangulates its own position based on distance between satellite relays and its knowledge of stellar cartography. If the GalPos is taken to a region of space where it cannot contact the galactic satellite network, or to a region of space not included in its star charts, it does not function. Otherwise, the GPD can be used to indicate what planet the is on, or what star system she is in (if not on a planet).
A GalPos device with the satellite uplink gadget can function as a GPS receiver on worlds where such systems are available.
Grappling Tether
Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The grappling tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube. At the end of the tether is an anchor of intense gravity. When the anchor touches a solid object, it latches on with a grip that can only be broken by an equally strong anti-gravity force.
While the tube is held with the anchor attached to an object, the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), or pull herself to the object (if the object is greater in mass than the user, or the anchor is attached to a wall, ceiling, or other fixed surface). The anchor is released with a simple push of a button.
Piercing Visor
The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as an attack action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.
Power Backpack
The power backpack is essentially a portable generator. While worn, the power backpack can replace the power packs used by laser and plasma weapons, granting an infinite supply of ammunition while attached. Additionally, the power backpack can provide energy to almost any device requiring electrical power.
Projectile Deflector
A defensive item that is in many ways the predecessor to the personal shield, the projectile deflector generates a field of gravity-altering energy around its user. Often worn as a belt or other piece of jewelry, the device actually bends the path of incoming high-speed projectiles, making the target harder to hit. The projectile deflector grants a +4 equipment bonus to Defense against ranged attacks. Melee attacks are unaffected by this device.
Sensor, Armacomp
The armacomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate weapons of all types. It grants a +6 equipment bonus on Search checks when searching for weapons. Additionally, the armacomp sensor’s advanced data on weapons of all types makes it a valuable resource when repairing weapons, granting a +4 equipment bonus on all Repair checks made on weapons. This does not include explosives and other demolitions devices, which are covered under the democomp sensor.
Sensor, Democomp
The democomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types. It grants a +6 equipment bonus on Search checks when searching for explosives. Additionally, the democomp sensor’s advanced data on explosives of all types makes it a valuable resource when planting them, granting a +4 equipment bonus on all Demolitions and Disable Device checks made involving explosives.
Sensor, Electricomp
The electricomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate electronic devices of all types, including computers. It grants a +6 equipment bonus on Search checks when searching for electronics of a specific type. Additionally, the electricomp sensor’s advanced data on electronics of all types makes it a valuable resource when repairing computers and other electronics, granting a +4 equipment bonus on all Repair checks made on them. Additionally, the electricomp can be used to identify any flaws in cybernetics.
Sensor, Mechanicomp
The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of mechanical devices. The mechanicomp can identify a vehicle’s, starship’s, or mecha’s current and maximum toughness. Additionally, thanks to the mechanicomp’s extensive library of mechanical blueprints, any repairs made using the mechanicomp as a reference are more efficient, granting a +4 equipment bonus on all Repair checks made to vehicles, starships, and mecha.
Sensor, Medicomp
The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and healing of the human body. The medicomp can identify a creature’s current and maximum toughness. Additionally, thanks to the medicomp’s extensive library of medical records and biological knowledge, any treatments administered using the medicomp as a reference are more efficient, granting a +4 equipment bonus on all Treat Injury checks.
Table: Progress Level 7 Equipment |
Name |
Size |
Weight |
Purchase DC |
Restriction |
Chemical and Medical Equipment |
Chemical, biocort |
Diminutive |
— |
6 |
— |
Miscellaneous Equipment |
GalPos device |
Small |
3 lb. |
6 |
— |
Grappling tether |
Small |
2 lb. |
9 |
— |
Piercing visor |
Small |
1 lb. |
15 |
Mil (+3) |
Power backpack |
Medium |
3 lb. |
8 |
— |
Projectile deflector |
Small |
0.5 lb. |
15 |
Lic (+1) |
Sensor Equipment |
Sensor, armacomp |
Small |
1 lb. |
18 |
— |
Sensor, democomp |
Small |
1 lb. |
18 |
Lic (+1) |
Sensor, electricomp |
Small |
1 lb. |
18 |
— |
Sensor, mechanicomp |
Small |
1 lb. |
18 |
— |
Sensor, medicomp |
Small |
1 lb. |
18 |
Lic (+1) |
GRAVITY AGE EQUIPMENT GADGETS
The following gadgets are found in the Gravity Age and can apply to equipment of that era or later, provided all gadget-specific restrictions are observed.
HUD SOFTWARE, AMMUNITION TRACKER
A piece of software for the heads-up display device, the Ammunition Tracker is able to keep track of exactly how many shots have been expended from a particular weapon. Additionally, when a character starts to get low on ammunition, a warning flashes on the HUD indicating that a reload must occur soon.
Restrictions: Heads-up display only, requires a weapon with an integrated computer.
Purchase DC Modifier: +1.
SOUND SUPPRESSOR
Similar to the technology that produced the silent suit, the sound suppressor gadget silences almost any noise. It generates a field of sonic energy that cancels sound produced within field, reducing all noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.
Restrictions: None.
Purchase DC Modifier: +3.
