Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s gazer guns, optical weapons that use the optic nerves (or cameras) to access the nervous systems.command circuits of a target and shut them down.
This one is a bit more obscure so I’ll mention, there was this 1981 science fiction film written and directed by Michael Crichton called Looker…
Gazer guns create bolts of intense optical patterns that, when perceived by optical nerves, travel directly to the brain and can short-circuit the nervous system (or control circuitry) of nearly any creature with sight. Gazer gun attacks are made against a target’s EAC.
The damage dice of a gazer gun don’t indicate points of damage, but instead the number of rounds an affected creature is dazzled. If a gazer gun affects a creature that is already dazzled, the creature is instead dazzled, flat-footed and off-target for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, and off-target, the target must make a Fortitude save (DC 10 +1/2 weapon item level +attacker’s Dex modifier, minus any penalties that apply to the attack roll) or be dazzled, flat-footed, off-target, and staggered for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, off-target, and staggered, the target must make a Fortitude save (same DC) or be dazzled, flat-footed, off-target, and dazed for the duration indicated by the damage dice.
A creature dazed by a gazer gun does not notice the passage of time while dazed, and is not aware of events that happen within the condition’s duration.
A gazer gun cannot make attacks against creatures that cannot see the attacker, including those that are blinded or sightless.
All gazer guns are of light bulk, and have a capacity of 20 and a usage of 1.
|Untyped Small Arms|
|Gazer, astarte||1||200||1d2||Staggered||20 ft.|
|Gazer, qetesh||4||2,500||1d3||Staggered||30 ft.|
|Gazer, hathor||8||10,000||1d4||Stunned||30 ft.|
|Gazer, turan||10||19,000||2d3||Stunned||40 ft.|
|Gazer, nanaya||12||44,000||2d4||Stunned||50 ft|
|Gazer, venus||14||90,000||2d5*||Stunned||60 ft|
|Gazer, xochipili||16||200,000||2d6||Stunned||70 ft|
|Gazer, prende||18||400,000||2d7*||Stunned||80 ft|
*If you do not have access to d5s, this damage can be 1d4+1d6. If you do not have access to d7s, this damage can be 1d6+1d8.
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Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the Kontos, a legendary line of throwing weapons that remain relevant even with the prevalence of far-future technology.
The origins of the Kontos can be traced back to a small world of humanlike beings who possessed a feudal society with primarily analog technology. They had some rudimentary control of magic, but primarily used it for healing and magical metallurgy, with anyone attempting more advanced magic (such as shapeshifting) generally being at best half-trained and often seen as lacking the power to do harm. However, several lines of these people had innate psychic powers. Those lines often rose to positions of nobility and royalty. Inbreeding then caused their powers to weaken, requiring them to be channeled through devices such as the original Kontos, a bladed throwing weapon though could be controlled telekinetically by even the most latent of psychics. This weapon evolved from spears and lances and is still called by the same name, despite clearly not being a polearm.
This minor world likely would have gone almost entirely unnoticed if an invading aberration had not landed a teleporting magitech starship on the surface and, treating it as a nigh-impregnable keep, moved to conquer the world. This caused once-opposing factions to join, combining two royal lines in such a way that they could both maximize the effectiveness of the Kontos, and granting them (and their offspring) powerful pyrokinetic powers. This alliance defeated the alien invades, backwards-engineered its teleporting hybrid starship’s magitech, and within a generation became a powerful starfaring power, bringing duplicates and variants of the original Kontos with them to the stars.
Rapid Returning Fusion
At its base, the Kontos is a typical thrown weapon with a special weapon fusion. This functions as the returning fusion, but the weapon returns immediately after each attack, allowing it to be used to make multiple attacks in the same turn. It also gains the penetrating special weapon quality. However, a character must meet the prerequisites for the Psychic Power feat to gain these additional benefits—for anyone else it functions purely as a returning thrown weapon.
The rapid returning fusion costs 125% of a normal fusion, and all Kontos have it added automatically (it is included in their base price). As a result, all Kontos are magic items.
The blades on a Kontos retract automatically when they approach their thrower, making it safe to catch and throw again quickly. All Kontos have light bulk.
|Advanced Melee Weapons, 1-hand|
|Kontos, guisarme||1||490||1d4 S||Knockdown||Thrown (20 ft.)|
|Kontos, fauchard||4||3,180||2d4 S||Knockdown||Thrown (30 ft.)|
|Kontos, volge||8||12,710||4d4 S||Staggered||Thrown (50 ft.)|
|Kontos, corseque||10||21,300||3d8 S||Staggered||Thrown (60 ft.)|
|Kontos, ranseur||12||49,000||4d8 S||Staggered||Thrown (70 ft)|
|Kontos, sovnya||14||95,100||6d8 S||Staggered||Thrown (80 ft)|
|Kontos, caber||16||215,000||8d8 S||Staggered||Thrown (90 ft)|
|Kontos, glaive||18||445,000||11d8 S||Staggered||Thrown (100 ft)|
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Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the digital cyber disc.
A cyber disc is a round, glowing hardlight construct about the size and shape of a child’s thrown gliding toy. It functions as a computer of a tier equal to half it’s item level, and can have additional modules and upgrades added (at their normal cost) without increasing its size or bulk. Because it is a focused energy object, it can also be used to block incoming attacks, and to damage targets and objects by flinging it at them at range, or striking them in melee. It returns to the thrower immediately and unfailingly, allowing it to be used to make full attacks if desired, though it can also be used to make more powerful focused attacks (represented by its boost feature).
With a successful Computers check (DC 15 + new cyber disc item level) and 10 minutes of work, a cyber disc (and its computer functions) can be upgraded to a higher-level cyber disc. This counts as item creation (you must have ranks in Computers at least equal to the item level of the new cyber disc) and costs UPBs equal to the cost of the new disc, -205 of the cost of the old disc.
Shielding: In addition to having the block special weapon property, the cyber disc has the shielding special weapon property. This means if you take the fight defensively or total defense actions, you gain a +2 bonus to EAC/KAC.
|Untyped One-Handed Basic Melee Weapons|
|Cyber disc, basic||1 / 300||1d4 S||Stunned||20/1||L||Block, boost 1d4, operative, shielding, thrown (20 ft.)|
|Cyber disc, tactical||4 / 2,500||1d6 S||Stunned||20/1||L||Block, boost 1d6, operative, shielding, thrown (30 ft.)|
|Cyber disc, advanced||7 / 6,300||2d4 S||Stunned||40/1||L||Block, boost 1d6, operative, shielding, thrown (30 ft.)|
|Cyber disc, superior||11 / 27,500||2d6 S||Stunned||40/1||L||Block, boost 1d8, operative, shielding, thrown (40 ft.)|
|Cyber disc, elite||15 / 98,000||5d6 S||Stunned||40/1||L||Block, boost 2d6, operative, shielding, thrown (40 ft.)|
|Cyber disc, gladiatorial||19 / 625,000||7d6 S||Stunned||80/1||L||Block, boost 4d6, operative, shielding, thrown (50 ft.)|
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For less than the cost of a weekly cup of coffee… you know what, nevermind. You do you. 😀
Some weird, awesome stuff came out in the 1980s (okay, I’m cheating, this one was inspired by something from the 1990s), that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the smallest imaginable longarm, the raucous circada.
The tiny disruptors known as “raucous cicadas” are the smallest longarms available, easily fitting in the palm of a human’s hand and possessing negligible bulk. However despite their tiny size, their recoil is so great that they still require two hands to fire with any hope of hitting a target—firing one with one hand is no different that trying to fire any longarm one-handed—you can pull the trigger, but there is no chance your attack will be effective.
A raucous cicada fires a concentrated column of the same kind of effect as is used to create force fields, and does bludgeoning force (BF), and is considered to have the force descriptor. Firing a raucous cicada generates a loud burst of sound, electromagnetic static, and even a compression wave of psychoactive energy that can be heard with telepathic senses. Characters receive a +10 bonus to Perception checks to hear this combination of sensory inputs, and once your fire such a weapon any Stealth check you made ends, and you cannot make another one until the beginning of your next turn. Additionally the recoil of the tiny weapon is disproportionately massive, and the firer moved 5 feet away from the direction of the attacked target. (This is not considered a guarded step, and provokes attacks of opportunity if it moves you out of a threatened square, but it is the same action as making the ranged attack so a creature can only make an attack against you for one of those two triggers.) On a critical hit, the attacked must make a saving throw against the raucous cicada’s critical effect save DC, or be thrown 1d4 x 5 feet back and knocked prone.
|Raucous cicada, MK 1||1 / 280||1d6 BF||50 ft.||Knockdown||20/4||—||Boost 1d4, unwieldy|
|Raucous cicada, MK 1||4 / 2,200||1d12 BF||50 ft.||Knockdown||20/4||—||Boost 1d6, unwieldy|
|Raucous cicada, MK 1||7 / 5,900||3d6 BF||60 ft.||Knockdown||40/8||—||Boost 1d8, unwieldy|
|Raucous cicada, MK 1||11 / 25,000||6d6 BF||60 ft.||Knockdown||40/8||—||Boost 2d6, unwieldy|
|Raucous cicada, MK 1||15 / 90,000||10d6 BF||70 ft.||Knockdown||80/8||—||Boost 2d8, unwieldy|
|Raucous cicada, MK 1||19 / 575,000||12d6 BF||80 ft.||Knockdown||100/8||—||Boost 3d6, unwieldy|
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Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the sonic weapon, the Faiet Module.
Faiet Modules are hybrid magic item weapons that use the power of specific words or sounds, and converts them into killing energy. They are the ultimate expression of the Faiet Way, a method of influencing and controlling creatures through the use of specific tones of voice and combinations of phrases that bypass much of the psychological defense of a target. However, Faiet Modules take those sounds and convert them into physical harm far beyond some tool of coercion or deceit.
In addition to a small hand-held emitter, a Faiet Module has a throat mic, which must be worn to use the weapon. The price is included in the price of the module, and it can be added to armor without taking up an upgrade slot. If the operator of the Faiet Module is for some reason unable to speak to make a sound as loud as a shouted word, the module cannot be used to attack,
The results from attacking with a Faiet Module are only partly about accuracy and combat acumen. A great deal of the successful use of a such a module depends on the ability to accurately create the needed killing words, and to do so in rhythm with the sounds of a conflict. As a result, despite being small arms Faiet Modules cannot be used to perform trick attacks (the misdirection required for trick attacks is not compatible with the voice control and forthrightness needed to create effective killing words), and rather than the normal Weapon Specialization a character gains bonus damage equal to their ranks in Bluff, Culture, Diplomacy, or Intimidate (whichever is higher). Additionally Faiet Modules are sound-dependent—if a target cannot hear them, it cannot be harmed by them (and thus, for example, they don’t work in a vacuum). Despite that, only half the damage from a Faiet Module is sonic (So), the rest being untyped damage (U) that is caused by the association of the sounds with concepts of destruction.
A character that has no ranks in Bluff, Culture, Diplomacy, or Intimidate can’t use a Faiet Module at all.
|Sonic Small Arms|
|Faiet Module, Mummer||1||400||1d6 S & U||30 ft.||Wound||20/1||L||Sound dependent|
|Faiet Module, Eulogy||4||2,500||1d10 S & U||40 ft.||Wound||20/1||L||Sound dependent|
|Faiet Module, Epitaph||7||6,500||2d6 S & U||40 ft.||Wound||20/1||L||Sound dependent|
|Faiet Module, Lament||11||28,000||4d6 S & U||40 ft.||Wound||40/2||L||Sound dependent|
|Faiet Module, Dirge||15||100,000||6d6 S & U||40 ft.||Wound||40/2||L||Sound dependent|
|Faiet Module, Requiem||19||625,000||9d6 S & U||50 ft.||Wound||100/4||L||Sound dependent|
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The always-amazing Crystal Frasier called over the cubical wall “Owen! I want a laser dress for Starfinder!” just as I was going on break.
I mean, who am I to refuse to create a laser dress?
Laser Dress (for Starfinder Roleplaying Game)
A laser dress is a truly outrageous, glittering high-fasion dress that is always considered to be in style regardless of the occasion. It is spectacularly bright, glittery, and fabulous.
A laser dress comes with a battery, but can use up to ultra-capaicty batteries if they are bought separately, and consumes 1 charge per 10 minutes of use.
A laser dress grants you a bonus to Profession (dancer) checks equal to the square root of its item level (+1 at 1st, +2 at 4th, +3 at 9th, +4 at 16th).
A laser dress allows you to make a Profession (dancer) in palce of Acrobatics to for the tumble task. It also allows you to use Profession (dancer) in place of Diplomacy checks for the Change Attitude task, though doing so requires the target be present for at least 30 minutes of your dancing.
A laser dress can also be used to make ranged attacks in a radius, with a range equal to it’s item level x5 feet. This is a full round action, but you can move up to your speed as part of this action if you succeed at a DC 15 Profession (dancer) check. You make a single ranged attack roll against all foes in range, doing 1d6 fire damage, plus double the dress’s item level (critical effect: target makes Reflex save or is blinded for 1d4 rounds). For this purpose, the laser dress is treaded as a small arm in the laser category, and each attack has a usage of 1.
A laser dress has negligible bulk, and costs 50 credits, +its item level squared x100 credits, + and additional 10,000 credits per item level above 10th.