TheLogman
2007-10-13, 11:50 PM
Aperture Science Hand-Held Portal Device, or the "Portal Gun"
This device is a white arm-length glove made of some alien combination of metal and some other strange materials. The first, lesser, ability of this glove-like device is a telekinesis-like power. The Glove can carry and manipulate up to 25 pounds of matter at a time, although the matter cannot be larger than 3 feet in any dimension. This function of the device allows for a player to manipulate this matter with little or no concentration, and leave the other hand free. Also, matter carried in this way cannot be disarmed without first disarming the wielder of the Portal device itself. The Matter manipulated may not be Organic. The wielder must in the square in or directly next to the object he is manipulating, and must be able to see it. If a fragile container, including but not exclusive to a flask carrying Alchemist's fire, Holy Water, or Acid is handled, the wielder can manipulate the object as normal, but must make a concentration check every other round the object is carried against DC 10 to handle it carefully. If that check is failed, the object is smashed by the energies of the gun, and the contents spill. A Character may substitute a Knowledge: Technology check for a Concentration check when trying to keep a fragile object steady.
The second, greater function of the Portal Gun is the ability to fire two "portals" to anywhere in the wielder's line of sight. A wielder has the choice to fire either an orange or a blue portal, and once one of each color is fired, a link is established between them. A portal can be placed on any surface that is not Lead or organic, and is solid. For instance, a wielder of the gun can place a portal on Ice, Steel, Plastic, Brick, or (Dead) Wood, but not a Tree, a person, Water, Acid, Lead, or Paper. When a Blue or Orange Portal is already placed, and the wielder launches another of the same type, the location of the already standing portal changes to the new location. At any time, the wielder can mentally discharge both portals as a Standard Action.
Firing a portal is a free action. A character of Medium size can easily walk, jump, or fall through a portal, but a Large Character must squeeze through with a DC 13 Escape Artist check. A character can also see through the portal, can send items though, stab a weapon through, and spell casters can fire spells through the portals, except those of the Electicity Descriptor (See Below). Any person or object moving at a speed maintains the speed while moving through the portals, so that a character falling at 50 feet per round falls through a Blue Portal, he flies out of the Orange Portal at 50 feet per round until Gravity takes effect. Transportation between the portals is instantaneous, and as long as the Wielder of the Portal gun is within 500 feet of the portals, and the wielder is not subject to to spells of the Electicity Descriptor, and does not walk into an anti-magic field or an electrical field, the portals remain stable.
The Portal gun, however, is not perfect. If the Portal gun is completely submerged in water, Both Portals close, the wielder takes 3d6 Electricity damage, and the Gun is useless for 3d10 rounds. If the wielder steps into an Electrical field, or is the target of a spell with the Electicity descriptor, both portals close and the Gun is useless for 2d10 rounds. If the wielder steps into an anti-magic field, both portals close, and nothing else happens. Finally, if a spell with the Electicity descriptor is fired into a portal, the Portal explodes, dealing 2d10 Force damage to everything in 2 10 foot radius circles, one from each of the two portals. Both Portals then close.
MAJOR ARTIFACT Caster Level 20, Major Conjuration Aura.
The Gravity Gun
The Gravity Gun is a strange, glove-like device that fits around one's hand. It is made of a strange metal, but glows yellow on parts. A player with Ranks in Knowledge (Technology or Physics) or a high Intelligence can discern and unlock more power and features of the gun.
Level |Ranks/Intelligence Needed |Pounds Limit on Simple Manipulation | Thrust Strength|Gravity Bonus|Punt Distance|Damage when Flung| New Powers|
1|0|25|1d10|+2|15 feet| - |Simple Manipulation, Punt, Push
2|13 Ranks or 21 Intelligence|75|2d10|+3|25 feet| - |Ricochet, Steady Hand
3|18 Ranks or 27 Intelligence|150|2d12|+5|50 feet|2d8|Bio-Fling, Greater Ricochet
Simple Manipulation
The first, lesser, ability of this glove-like device is a telekinesis-like power. The Device can carry and manipulate from 25-150 (See Table Above) pounds of matter at a time, although the matter cannot be larger than 3 feet in any dimension. This function of the device allows for a player to manipulate this matter with little or no concentration, and leave the other hand free. Also, matter carried in this way cannot be disarmed without first disarming the wielder of the Gravity Gun itself. If a fragile container, including but not exclusive to a flask carrying Alchemist's fire, Holy Water, or Acid is handled, the wielder can manipulate the object as normal, but must make a concentration check every other round the object is carried against DC 10 to handle it carefully. If that check is failed, the object is smashed by the energies of the gun, and the contents spill. A Character may substitute a Knowledge: Technology check for a Concentration check when trying to keep a fragile object steady. The wielder must be within 20 feet of the object s/he is manipulating, and the object they are manipulating must be within their line of sight, and the path must be relatively unobstructed (A chain-link fence does not stop manipulation, but a Wall of Force or Glass Wall, as well as a brick wall, will.)
Punt
A second, more combat-Oriented use of the Gravity Gun is the ability to "Punt" objects. Any object picked being Manipulated can be launched as a standard action. The object fired flies the distance listed above, dealing the damage listed above should it strike someone. In order to hit a hostile opponent with a punted object, the wielder must succeed at a Ranged Touch attack but the wielder gains a bonus to attack as listed above. In effect, the Gravity Gun's magic eventually becomes more effective at both hitting, and at dealing damage. If a container containing a volatile chemical, such as a flask of Holy Water, Oil, Alchemist's fire, or Acid is punted, the target of the punt takes both the punt damage, and the damage (if any) from the chemical. The Chemical also deals splash damage against adjacent squares as if it was thrown.
Push
A Wielder may also take a Standard-action to fire a burst of Energy at an object. If he/she succeeds at a ranged Touch attack, they can push an object back 10 feet, or initiate a Bull-Rush Attempt against an unwilling target. If a Bull Rush is initiated, the Bull-Rush continues as normal, but it cannot be countered, and the wielder of the Gravity Gun not only gains the listed above Gravity Bonus, but also uses their Dexterity bonus to determine the winner in a Bull Rush.
Steady Hand When handling fragile containers, or containers containing a volatile chemical, the wielder not longer needs to make Concentration checks to avoid dropping or breaking them.
Ricochet
When "Punting" an object, the wielder may manipulate the object's gravity to bounce and hit a second target, but the object deals one die less damage, and the Wielder must succeed at a second range touch attack, but at a -5 to the attack. The Ricocheting object may not fly farther than the remaining flight distance. For instance, Gordon Freeman Punts a Barrel at a Combine Soldier 10 feet away. He succeeds at his Ranged Touch Attack, and the Solider takes 2d10 damage. Then, the barrel Ricochets, flying 15 feet to the left, Gordon makes another Ranged Touch Attack, at a -5 to check (Plus the +3 from the Gravity Gun, for at grand total of -2 to the attack), and succeeds, dealing 1d10 to the second Combine Solider.
Bio-Fling
Same as Simple Manipulation, "Punt", and Ricochet, except that organic material can be affected as well. If a creature is Punted into a wall or other surface, they take the listed above damage (2d8).
Greater Ricochet
Same as Ricochet, except that the object can be Ricocheted twice, the object deals constant damage, and takes no penalty to his/her Ranged Touch Attack after the first hit.
This Artifact is considered by Masters of the Unseen Hand to be the most ultimate and pure expression of their craft. If the Gravity Gun does not have a wielder, Masters of the Unseen Hand will pursue the Gun until they own it. If the Gravity Gun does has a wielder, any Master of the Unseen hand automatically treats the wielder as Friendly.
MAJOR ARTIFACT, Caster Level 20, Major Evocation and Transmutation Auras
This device is a white arm-length glove made of some alien combination of metal and some other strange materials. The first, lesser, ability of this glove-like device is a telekinesis-like power. The Glove can carry and manipulate up to 25 pounds of matter at a time, although the matter cannot be larger than 3 feet in any dimension. This function of the device allows for a player to manipulate this matter with little or no concentration, and leave the other hand free. Also, matter carried in this way cannot be disarmed without first disarming the wielder of the Portal device itself. The Matter manipulated may not be Organic. The wielder must in the square in or directly next to the object he is manipulating, and must be able to see it. If a fragile container, including but not exclusive to a flask carrying Alchemist's fire, Holy Water, or Acid is handled, the wielder can manipulate the object as normal, but must make a concentration check every other round the object is carried against DC 10 to handle it carefully. If that check is failed, the object is smashed by the energies of the gun, and the contents spill. A Character may substitute a Knowledge: Technology check for a Concentration check when trying to keep a fragile object steady.
The second, greater function of the Portal Gun is the ability to fire two "portals" to anywhere in the wielder's line of sight. A wielder has the choice to fire either an orange or a blue portal, and once one of each color is fired, a link is established between them. A portal can be placed on any surface that is not Lead or organic, and is solid. For instance, a wielder of the gun can place a portal on Ice, Steel, Plastic, Brick, or (Dead) Wood, but not a Tree, a person, Water, Acid, Lead, or Paper. When a Blue or Orange Portal is already placed, and the wielder launches another of the same type, the location of the already standing portal changes to the new location. At any time, the wielder can mentally discharge both portals as a Standard Action.
Firing a portal is a free action. A character of Medium size can easily walk, jump, or fall through a portal, but a Large Character must squeeze through with a DC 13 Escape Artist check. A character can also see through the portal, can send items though, stab a weapon through, and spell casters can fire spells through the portals, except those of the Electicity Descriptor (See Below). Any person or object moving at a speed maintains the speed while moving through the portals, so that a character falling at 50 feet per round falls through a Blue Portal, he flies out of the Orange Portal at 50 feet per round until Gravity takes effect. Transportation between the portals is instantaneous, and as long as the Wielder of the Portal gun is within 500 feet of the portals, and the wielder is not subject to to spells of the Electicity Descriptor, and does not walk into an anti-magic field or an electrical field, the portals remain stable.
The Portal gun, however, is not perfect. If the Portal gun is completely submerged in water, Both Portals close, the wielder takes 3d6 Electricity damage, and the Gun is useless for 3d10 rounds. If the wielder steps into an Electrical field, or is the target of a spell with the Electicity descriptor, both portals close and the Gun is useless for 2d10 rounds. If the wielder steps into an anti-magic field, both portals close, and nothing else happens. Finally, if a spell with the Electicity descriptor is fired into a portal, the Portal explodes, dealing 2d10 Force damage to everything in 2 10 foot radius circles, one from each of the two portals. Both Portals then close.
MAJOR ARTIFACT Caster Level 20, Major Conjuration Aura.
The Gravity Gun
The Gravity Gun is a strange, glove-like device that fits around one's hand. It is made of a strange metal, but glows yellow on parts. A player with Ranks in Knowledge (Technology or Physics) or a high Intelligence can discern and unlock more power and features of the gun.
Level |Ranks/Intelligence Needed |Pounds Limit on Simple Manipulation | Thrust Strength|Gravity Bonus|Punt Distance|Damage when Flung| New Powers|
1|0|25|1d10|+2|15 feet| - |Simple Manipulation, Punt, Push
2|13 Ranks or 21 Intelligence|75|2d10|+3|25 feet| - |Ricochet, Steady Hand
3|18 Ranks or 27 Intelligence|150|2d12|+5|50 feet|2d8|Bio-Fling, Greater Ricochet
Simple Manipulation
The first, lesser, ability of this glove-like device is a telekinesis-like power. The Device can carry and manipulate from 25-150 (See Table Above) pounds of matter at a time, although the matter cannot be larger than 3 feet in any dimension. This function of the device allows for a player to manipulate this matter with little or no concentration, and leave the other hand free. Also, matter carried in this way cannot be disarmed without first disarming the wielder of the Gravity Gun itself. If a fragile container, including but not exclusive to a flask carrying Alchemist's fire, Holy Water, or Acid is handled, the wielder can manipulate the object as normal, but must make a concentration check every other round the object is carried against DC 10 to handle it carefully. If that check is failed, the object is smashed by the energies of the gun, and the contents spill. A Character may substitute a Knowledge: Technology check for a Concentration check when trying to keep a fragile object steady. The wielder must be within 20 feet of the object s/he is manipulating, and the object they are manipulating must be within their line of sight, and the path must be relatively unobstructed (A chain-link fence does not stop manipulation, but a Wall of Force or Glass Wall, as well as a brick wall, will.)
Punt
A second, more combat-Oriented use of the Gravity Gun is the ability to "Punt" objects. Any object picked being Manipulated can be launched as a standard action. The object fired flies the distance listed above, dealing the damage listed above should it strike someone. In order to hit a hostile opponent with a punted object, the wielder must succeed at a Ranged Touch attack but the wielder gains a bonus to attack as listed above. In effect, the Gravity Gun's magic eventually becomes more effective at both hitting, and at dealing damage. If a container containing a volatile chemical, such as a flask of Holy Water, Oil, Alchemist's fire, or Acid is punted, the target of the punt takes both the punt damage, and the damage (if any) from the chemical. The Chemical also deals splash damage against adjacent squares as if it was thrown.
Push
A Wielder may also take a Standard-action to fire a burst of Energy at an object. If he/she succeeds at a ranged Touch attack, they can push an object back 10 feet, or initiate a Bull-Rush Attempt against an unwilling target. If a Bull Rush is initiated, the Bull-Rush continues as normal, but it cannot be countered, and the wielder of the Gravity Gun not only gains the listed above Gravity Bonus, but also uses their Dexterity bonus to determine the winner in a Bull Rush.
Steady Hand When handling fragile containers, or containers containing a volatile chemical, the wielder not longer needs to make Concentration checks to avoid dropping or breaking them.
Ricochet
When "Punting" an object, the wielder may manipulate the object's gravity to bounce and hit a second target, but the object deals one die less damage, and the Wielder must succeed at a second range touch attack, but at a -5 to the attack. The Ricocheting object may not fly farther than the remaining flight distance. For instance, Gordon Freeman Punts a Barrel at a Combine Soldier 10 feet away. He succeeds at his Ranged Touch Attack, and the Solider takes 2d10 damage. Then, the barrel Ricochets, flying 15 feet to the left, Gordon makes another Ranged Touch Attack, at a -5 to check (Plus the +3 from the Gravity Gun, for at grand total of -2 to the attack), and succeeds, dealing 1d10 to the second Combine Solider.
Bio-Fling
Same as Simple Manipulation, "Punt", and Ricochet, except that organic material can be affected as well. If a creature is Punted into a wall or other surface, they take the listed above damage (2d8).
Greater Ricochet
Same as Ricochet, except that the object can be Ricocheted twice, the object deals constant damage, and takes no penalty to his/her Ranged Touch Attack after the first hit.
This Artifact is considered by Masters of the Unseen Hand to be the most ultimate and pure expression of their craft. If the Gravity Gun does not have a wielder, Masters of the Unseen Hand will pursue the Gun until they own it. If the Gravity Gun does has a wielder, any Master of the Unseen hand automatically treats the wielder as Friendly.
MAJOR ARTIFACT, Caster Level 20, Major Evocation and Transmutation Auras