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The Frightening Weapons of Philip Drogens

All the fine pieces of technology here were created by the slightly insane (in the best possible way!), They all have GURPS stats.

Name: Cerebral Bore
Creator: Philip Drogens
Range: 300/1000 (Cannot target beyond 300 yards, but can follow up to 1000 yards).
Half Damage Range: None.
SS: None
ACC: None
Recoil: None
Shots: 10
Weight: 10 lbs (Loaded), 5 lbs (Unloaded).
Cost: 30,000 (drop by 20,000 if they become common-place)
Min ST: 13
LC: 0
Ammo Cost: 100/shot
Ammo weight: 0.5 lbs per shot
RoF: 1/2 to 1/5. Cannot be prepared to fire before hand.
Damage: Special

The Cerebral Bore. Created by weapons designer Philip Drogens on his days off, the final design actually works even though he was quite insane when he finished it. The device itself consists of a large circular central piece with the trigger and barrel coming off of it and a connection port which supports a link-up to a set of modified shades or just a light. The weapon uses a guided missile-like ammunition and will not fire unless it has a lock on something. The weapon (and ammunition) target the brain-waves of a target and is thus useless against any target IQ 5 or less. If there are multiple possible targets within its field of view, the Cerebral Bore will target the one it detects first, which depends on the intellect of the target, it's distance from the Bore, and the consistancy with which the target stays in the cone of targeting (roll randomly to determine who). The only way to target someone else is to point the weapon away from the unintended target for a second (1 second), then point in the direction of the intended target and hope it locks on to that person this time. Once fired, the Cerebral Bore fires a fist-sized projectile that travels for 10' before engaging it's propulsion system. After that, it mercilessly track it's victim by following where the target has been. The projectile has a Speed of 100 and has enough fuel to run for 10 seconds. Needless to say, outrunning the Bore is not generally feasable. When it hits the targets head (and it always attempts for the base of the skull), the mid-section of the projectile bursts outward in sticky Tangler strands (which can be neutralized by the standard spray) to hold it in place. The tip of the projectile then begins to drill into the victim, doing 5D per turn (all of which is cumulative versus armor) for 10 turns. At the end of that time, the entire projectile (sometimes at this point encased in the head of the victim) explodes, doing a further 2D of damage (x5 if embedded in flesh or past the skull). If inside the skull, this generally will blow the head off. As stated, this weapon is impractical. If is also expensive as not many exist and the ammunition is also hard to come by. The weapon takes at least 1 turn to lock onto a target. Make a roll versus skill each turn after the first to determine if a lock has been established. A lock will be established after 4 seconds, regardless, presuming there are still living beings in front of it. Once fired, roll three dice. If the result is 14+, the device did not lock onto the base of the skull. If the roll is 17 or 18, the bore missed the head entirely and is drilling into the body. The only way to prevent being hit is to knock the thing from the air (-7 for size, -10 for speed, total -17 to hit before distance modifiers!) or close a door behind you (considerably more likely). Note that shooting the missile has only a 1 in 6 chance of causing an explosion, 2 in 6 when using a laser, blaster, etc, or 3 in 6 when using a flamer. This missile has DR 5, HT 8.

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Name: Electro-Sonic Disruptor ("Screaming Phoenix")
Creators: Philip Drogens and Lee Meuin
Damage: 2d(1)/2d(1)/2d(1)
Weight: 4 lbs (not including power-source)
Cost: $50,000
Range: 4900, 5000
Shots: 10/E
RoF: 10
Rcl: 0
Acc: 3
SS: 13
Min ST: 10

Description: Designed by Philip Drogens in theory, the parts to create it weren't availale until after his death. Lee Meuin, a struggling weapons designer, happened upon Philip's designs and thought this one sounded interesting. It fires a combined electrolaser/disruptor beam and uses sound waves to clear a path to the target. The sonic waves, however, also serve another function. They pick up on the resonance frequency of any item they strike (from flesh to armor to stone buildings). The weapon then automatically tunes the the laser/disruptor beam accordingly. The result is that every shot that hits double the penetration value of the weapon (becomes 2 after the first hit, 4 after the second, 8 after the third, etc, 512 by the time the last shot is fired). Unfortunetly, this weapon does too little damage to be useful as a vehicle mounted weapon and uses vastly too much power to be good as an assault weapon. It is also very difficult to create. If the timing mechanism is off by 1/1000 of a second, the sonic beam will report the resonanace frequency inaccurately and can even interfere with the lasers themselves (by creating optical "lenses" in the air). This weapon is also pointless in a vacuume as the sound waves wouldn't work (though they'd try and still drain full power). Note: the Weight and Min ST both presume the 20 lb power source is carried in a backpack. The weapon does 6d per turn (the sonic blast, the laser, and the disruptor), however only 4d gains the penetration bonus (laser and disruptor). If the weapon strikes something different while firing, the penetration bonus resets, even if one returns to the original target. Example: Firing at a person, the first, second, and third shots hit the armor (producing a penetration factor of 8 for the next shot). The next shot, however, hits the person directly, missing the armor. The penetration value of 8 does not apply to that shot and the next shot, even if against the armor, has a penetration value of 1 again. The sonic parts of the weapon must be replaced every 100 shots ($2000).

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Name: The Glaive
Creator: Philip Drogens
Damage: 3d/5d cutting (see below)
Cost: $5000 to re-create if desired (see below)
Range: 150 yards
SS: 13
ACC: 1
Shots: N/A
RoF: 1/3 to 1/6 (see below)
Weight: 2 lbs (4 for the prototype).

Created by Philip Drogens, the insane weapons designer who brought you the Cerebral Bore and who was temporarily released from a mental hospital due to a clerical error, this weapon was designed to replicate a mystical weapon he saw in a movie while in the asylum. The weapon ("The Glaive") as the move ("Krull") portrayed it was a series of blades fanning out about a central disk. It was thrown like a frisbee and controlled by the users will. The object, while still spinning, would return to the user who would then catch it. Only three of this weapon (and the prototype) were ever created. It seems Mr. Drogens was unable to find a way to control the weapon by thought or any way to catch the on its return. As it stands, the weapon homes in on a strap worn about the hand. When thrown, the weapon will proceed in a straight line at a rate of 50 yards per second and bounce off things tougher than bone. Its spin is maintained by an internal motor, making it unlikely to get stuck. After 3 seconds in the air, it will use its guidance system to return to the band, slicing through whatever gets in the way. This, unfortunetly, generally means that the wearer of the band will be chopped into pieces trying to catch it (hence why only three were made, they were given away free to people Philip didn't like... only one survived using it, and he is now missing an arm). The weapon does 3D cutting damage to anything it bounces off of (anything with DR3+), and 5D cutting to anything else. These values are also applied to anyone attempting to catch in weapon on the return (treat as an automatic hit to the hand). If it destroyes the band in the hand that threw it (very likely), it will go berserk and wander in random directions until impaling itself into something solid (doesn't bounce any more).

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Name: Automatic Shotgun
Creator: Philip Drogens
Cost: $20000
Weight: 7 lbs
Damage: 10d
RoF: 50
Shots: 20
Range: 100 yards (see below)
Rcl: -5
ACC: 0
SS: 12
Min ST 15
Ammo: $500/100

Another of the fascinating (and usless) weapons of Philip Drogens, this is a fully automatic sawed-off shot gun. It combines the deadliness of a shotgun with the power of an uzi. Unfortunetly, it completely fails to remove the recoil of the shot gun and is therefore nearly impossible to shoot effectively! Its rate of fire could empty its entire clip twice in less than one second, and the thing is so large that only the strongest could hope to wield it. The shots spread out quickly. After 10 yards, the spread is 1 yard across. Every 10 feet after that adds another yard to either side (3 yards wide at 20 yars, 5 yards wide at 30 yards, etc). This also reduces the damage however. Substract 1d for every 10 yards distant. If the shots width is more than 1 yard to either side of you when it reaches you (ie you were aim at exactly and are 20 or more yards away) the attack becomes undodgeable.