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Dethbegins Civilian Bio-Gear

Posted: Fri Oct 20, 2023 4:57 am
by dethbegins
After several days' worth of work, here is what I've produced so far. Enjoy and I hope any of you adding this to your games enjoy their proactive use. 

Cryo-Grid:
A Cryo-Grid is a self-cooling grid that relies on passive circulation through an organic thin mesh to chain react several compounds produced by the mesh, this allows anything wrapped or bound by the mesh to cool to freezing temperatures within a few minutes. Cryo-Grids are not only safe to use but are highly recommended by librarians for long term food storage solutions. Some dread guards even use them for regulated food storage in their personal abodes!
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- Self-Cooling self-feeding grid utilized to drop food temperatures down to 0*f within 1d4 minutes.
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Bio-E Cost: 2
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Credit Cost: 200 Credits

Helvers Sack:
A large sack capable of carrying over 265lb worth of cargo, with a storage capacity of 65L, with 2 separate liquid storages capable of storing 15L each. Notably made of bio-infused carapace, this MDC bag is a one stop shop for all your carrying needs! Capable of withstanding a whopping 45 M.D.C. worth of damage, as well as having self-healing capabilities at 2 M.D.C. a minute, this bag is all you need for wasteland travel! – Random bag sales guy.
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- A large bag with 30L of liquid capacity, and 65L of solid storage, capable of healing at 2 M.D.C. per minute, and health pool of 45 M.D.C.
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Bio-E Cost: 3
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Credit Cost: 350 Credits


Union Pouch:
After several attempts to produce a simpler design for unifying workers during group projects, the union pouch was produced. The Union pouch is a small pouch containing several components that make a Pseudo-Biological communications device. It allows all individuals utilizing their pouch to combine their knowledge, skills, and most importantly what they’re specifically doing and shares this information with those on the same link.
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- A complex device utilized for sharing information between co-workers, allows all bonuses to be shared between connected users, as well as any additional bonuses, and splits the time by ¼ per person connected this way.
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Bio-E Cost: 5
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Credit Cost: 565 Credits

Compound Grader:
Utilizing geneticists’ more complex knowledge a simplified compound grader was produced within several months of testing. This grader allows anyone with materials to break down and grade the percentages of molecules utilized within the compound, and how they produce the corresponding structure.
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- Compound graders are used to extract information from a material, +35% to all skills required to identify a compound.
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Bio-E Cost: 2
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Credit Cost: 235 Credits

Complex Breakdown Refinery:
After 5 years of research a more complex Pseudo-Stomach was identified, produced, and refined into a more advanced refinery organ. When raw materials are broken down inside the Breakdown Refinery it breaks the materials down to a less complex molecule ready for reprocessing. The new materials are stable, easy to use, and often come in liquid, powder, or solids, depending on the original mix produced. These tools are also equipped with a complex internal system to link with Bio-Comms and produce from the materials input the desired materials, all byproducts can be specified for form, amount, and can be reutilized for the Stomach-like organ for restoration. The Complex breakdown refinery requires 2 pounds of organic matter per week to sustain itself and will require an input for its regular feeding cycle.
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- Breaks down materials into a semi-refined compound to be used for industrial needs. Produces 85% of the compounds inside the materials used, the rest either being absorbed by the organ, or destroyed during the breakdown process. Can be used to produce complex compounds with a Bio-Comm.
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Bio-E Cost: 15
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Credit Cost: 1575 Credits

Planter/Gestater:
A simplified version of the “Planters Membrane” produces food products and gestates them along a fleshy weave, utilizing photosynthesis that works at all times of the day, and works in artificial light. This weave can be programmed to produce fruits, vegetables, flowers, gemstones, and even pearls with a few enhancements that can be bought separately.
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- Growing designated crops costs 5 Bio-E for additions of flowers, gemstones, or pearls to be grown.
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Bio-E Cost: 5 plus 5 per additional feature
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Credit Cost: 525, Plus 500 per additional feature

Shrinker:
As bizarre as the shrinker is, it is one of the most useful tools utilized within the civilian sector. Allowing any large object to reduce its total weight in mass down to only 1/15th its original size and maintain this size until a reversed shrinker is used to return it to its normal state. Considered for long term use on the battlefield, it was found to fail when interacting with mechanical units. Due to the failures produced fighting, it was instead utilized for logistics, allowing mass cargo transportation without risking the need for a large convoy to be sent for every exchange between settlements.
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- Shrinks materials to 1/15th its size and weight. If below 1 pound, rounds to ½ a pound for its minimum size. Can be reversed with a simple twist of the shrinkers barrel.
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Bio E Cost: 8
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Credit Cost: 845 Credits

Fractal Crystal Caretaker:
Growing Large complex fractal structures proved to be a serious difficulty in most lab experiments. After 3 years of development a scientist named Mardok Rieth produced the first seedbed capable of producing fractal crystals. Each Seedbed can produce either 15 1-inch sized crystals, 8 5-inch crystals, or 3 5ft crystals, growth times are between 2-5 weeks.
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- Grows fractal structures in the form of crystals, produces 15, 8, 3 crystals, at 1in, 5in, 5ft and takes about 2-5 weeks to grow.
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Bio E Cost: 6
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Credit Cost: 680 Credits

Home Pods:
Several years of development were spent attempting to produce a growable home. These growable homes are in the shape of a rooting plant, and require a empty 3ft cubed room with fertilized soil to grow. Doesn’t require light and grows deep into rock. After 5 months a full 4-bedroom home will have grown, as well as the stages below; Stage 1: 1 room 1 bathroom, Stage 2: 2 rooms 1 bathroom, Stage 3: 2 rooms, 2 bathrooms, Stage 4: 3 rooms, 2 bathrooms, Mature: 4 bedrooms, 2 bathrooms. After 3 additional months, the plant hardens making itself fuse to the rock and soil, making it resistant to earthquakes and other disturbances, it also adds 3 layers of sound proofing. After 2 additional months 2 rooms become a 25ft cubed room, and 1 additional room is grown. Each Room has 245 M.D.C. and each bathroom has 200 M.D.C. respectively.
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- Each room starts as a 12ft cubed room, and each bathroom is a 7ft cubed room with working fixtures. The bathroom breaks down all waste and reuses it for its growth cycle. Unlike most civilian Bio-Gear the Home-Pods can become elderly, making them soundproof, earthquake resistant, as well as growing 1 additional room every 2 months, and 1 bathroom every 5 additional months.
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Bio E Cost: 15
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Credit cost: 1550 Credits

Energy to Mass Converter:
Several years of development after raiding N.E.X.U.S. compounds lead to the discovery of a energy to mass converter. It was discovered to be in its early development stage and was quickly abducted for the Resistances needs. Producing 5 pounds of matter for every 15 Kw worth of power, it was apparent that the device was more efficient than any N.E.X.U.S. had previously developed. After several tests finalized our production process, we were able to produce 6 pounds for every 15.5 Kw worth of power used. Currently it can only produce compost, fertilizer, salt, saltpeter, plastic, bone, and some base elements, like sodium, phosphorus, and carbon. Metals have been blacklisted due to the active threat of nanites.
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- Produces 6 pounds of material, specifically non-metallic substances. Due to its need for power, it’s become a necessity to install within a haven.
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Bio-E Cost: 25
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Credit Cost: 20575 Credits
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Notice: Any person utilizing this machine must first check in with the owner, as electricity is very difficult to generate!

Organic Breakdown Generator:
Several attempts to reproduce electric generators had led to the production of the “Organic Breakdown Generator” which produces per pound of biological waste 25 Kw of energy. However, the process is slow and requires 1 full day to produce the energy stated above. It has been noted that size increases to the generator allow for larger productions of electricity, however its consumption per size increase, increases by 2 pounds.
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- Produces electricity for the haven, size 1 uses 1 pound of organic waste, to produce 25 Kw of energy, size 2 produces 35 Kw at 3 pounds of waste material, size 3 produces 45 Kw of power to 5 pounds of waste material, and size 4 produces 65 Kw of power at 7 pounds of waste material.
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Bio-E Cost: 15, plus 10 per size increase. Or 15, 25, 35, and 45 respectively for its maximum output.
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Credit Cost: 2500 Credits, plus 2000 per size increase.

Bio Battery:
15 years of development has led to the production of the first Bio-Batteries. These batteries can hold up to 15 MW days’ worth of energy and maintain and regenerate by using the energy inside. Uses 10 Kw per day to feed, if regenerating uses 45 Kw per 4d8+6 M.D.C. repaired. Since energy is expensive to produce, Bio-Batteries have become a major tool in hit and run operations, as they can store more than most facilities can produce within a haven, they also make wonderful trade items since a full or near full battery can be sold for 15000 Credits per unit. Each Bio Battery has 15 M.D.C. but can be improved for 10 Bio-E to 50 M.D.C. and must be specifically targeted.
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- Trade item, energy storage tool. Holds 15 Mw/d can be sold when half full to nearly full (45%-99%).
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Bio-E Cost: 45, Can be upgraded with Ultra to store an additional 25 Mw/d per upgrade.
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Credit Cost: 20000 Credits

Auto-Lock:
A simplified gene-lock that allows the user to lock any item they desire. Often used to assist in keeping out undesirable company within your home, or simply keeping your wares safe from prying eyes. Locks have 2 M.D.C. but can be improved for 5 Bio-E to 25 M.D.C.
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- A lock that can only be opened by its designated gene-linked owner.
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Bio-E Cost: 2
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Credit Cost: 125 Credits


---- More to follow.

Re: Dethbegins Civilian Bio-Gear

Posted: Fri Oct 20, 2023 5:50 am
by dethbegins
Here are a few more that are not biological in nature, figured I would separate them for easier identification.

Song Box:
Utilizing plastics, bone, wood, and other non-organic materials, these Song Boxes can produce any known melody. Often used to produce calm and relaxing atmospheres within a haven, and often have a soothing psychological effect on the surviving populous. Some state these Song boxes are one of the few elements that survived the destruction of human society. Librarians and Saints alike often use these boxes while researching, as they produce melodies that relax them as they work tirelessly for the resistance.
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- A simple music box, prices vary, however, the base price for a simple Song box is 150 Credits and plays a simple tune for 1-3 minutes.
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Bio-E Cost: N/A
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Credit Cost: 150 Credits ~, Highest sold was for a well engraved music box that played for 5 minutes at 12000 Credits.

Juicer:
A small collection of data led to the rediscovery of a juicer, a simple device that breaks down and separates the juices of fruit and vegetable from its respective body and flows the juices into a storage unit separately of the organic mesh. Mostly made of plastic, wood, and a hardened bone structure for quickly crushing the organic materials utilizing a sloped press structure.
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- Breaks down organic fruits and vegetables to produce their juices.
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Bio-E Cost: N/A
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Credit Cost: 220 Credits

Concentrator:
After juices from a fruit and/or vegetables have been collected, they are brought to a concentrator for consolidating the juice into either a stronger liquid, for fermentation, or for producing a concentrated solid for long term storage. Often called a distiller, this version uses heat resistant plastic, grown bone for holding the structure together, and soft pad inserts for the legs to reduce sliding while in operation.
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- Used to condense or ferment juices. Can produce 15 gallons in a batch.
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Bio E Cost: N/A
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Credit Cost: 350 Credits.

Drink Dispenser:
Found commonly in pubs and dining areas, these devices are made entirely of plastic and wood furnishings. Utilizing passive pressure, these devices will mix and blend concentrates, juices, and even alcohol! Each machine comes with 5, 8, 12, 16, 20 basins, each holding up to 2 gallons of liquid at any time. Due to the possibility of rot, each basin requires maintenance once every 2 weeks to keep sanitized.
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- Mixes, blends, and dispenses drinks!
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Bio-E Cost: N/A
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Credit Cost: 250 Credits, +250 credits per additional basin added. Its maximum capacity that’s 4000 Credits!

Cart:
Due to the need for easier transportation, resistance members have visited local Retro-Villages to recover methods for producing carts within havens. These carts are often made of wood, and are reinforced with either bone, or hardened plastic. Each cart can hold up to 250L worth of items, or up to 2250 LB. Each Cart has 250 S.D.C. unless built as an M.D.C. variant in which it has 500 M.D.C.
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- Used to carry large swaths of equipment, materials, and other various goods. Holds 250L or 2250LB of items. Must be pulled by Pack beast, Host armor, or 2-4 men.
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Bio-E Cost: N/A
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Credit Cost: 1500 Credits. 2500 for an M.D.C. variant.

Re: Dethbegins Civilian Bio-Gear

Posted: Fri Sep 27, 2024 5:15 am
by dethbegins
MDC Tools:
Various tools used for construction, fortification, or simple tasks like digging are common and heavily desired by the populations of various houses. Some of these tools are made from wood like materials while others the hardened plastics commonly used in war efforts. These tools last 15x as long as standard tools and can work with MDC materials as well as standard tools would be able to.
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- Can replace the needs for any common material tool as well as letting people work MDC material without setting it or using binders instead.
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Bio-E Cost: 1-5 depending on material or type, cannot evolve or improve.
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Credit Cost: 200-800 credits. 200 for individual tools, or 800 per set of tools.

Bio-Tools:
With many houses evolving and further improving their biotechnology, there are many whom pride themselves on their craftsmanship and desire to endlessly improve upon older designs. Even further there are some with so much Bio-E available that often they don't have the numbers to utilize it all and thus it goes to waste. In these cases, and many more houses like house Gene-coil have made developments to design and create self-evolving tools that grow with its user.
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-Self evolving tools that can be designed with the augments below, as well as regeneration properties. Each tool starts with 4d10x15 M.D.C. and regenerates 2d6 MDC per day. Lastly each tool can develop enhancements like host armor, though less options are available.
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Bio-E Cost: 15
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Credit Cost: 600-1200 credits, depending on availability and additional features precluded.

:::::::::::: Bio-Tool Enhancements ::::::::::

Self-morphing tool head: Alters the head of the tool to any desired shape or variation, allows the user to make a chisel into a hammer and so on.
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Bio-E Cost: 5
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Credit Cost: 120 credits.

MDC Reinforcement: lets the tool increase its MDC by double its current value, this enhancement is limited to 4 total enhancements in value.
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Bio-E Cost: 10 + 10 per enhancement to a maximum of 4 total enhancements.
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Credit Costs: 240 credits per enhancement.

Self-recovery: If the tool every break, it regrows in 1d6 days.
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Bio-E Cost: 5
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Credit Cost: 120 credits.

Extending: Gives the tool the ability to increase its max length by up to 20ft without damaging, stretching, or breaking the tool itself, it's also rigid allowing better control.
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Bio-E Cost: 5
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Credit Cost: 120 credits.

Improved regeneration: replaces MDC recovery, making it 3d4x5 MDC per hour instead.
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Bio-E Cost: 20
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Credit Cost: 480 credits.

Re: Dethbegins Civilian Bio-Gear

Posted: Fri Sep 27, 2024 3:27 pm
by taalismn
Definitely stealing many of these for the Cambridge Jungle biotech enclaves on my Rifts Earth.
Excellent work here.

The Extending Tool feature brings to mind the exclamation "Give me a level long enough and a fulcrum to place it on and I can move the world!"(Archimedes)

Re: Dethbegins Civilian Bio-Gear

Posted: Sat Sep 28, 2024 12:27 am
by dethbegins
These were styled for long plays with my group, they didn't get used as their for one of my civilian classes that use a homebrewed settlement builder. I honestly felt though that tools should get some flavor to as their a main part of any crafts work and give some added flair to a characters progress and development.

That and making a sledgehammer into a pick was a cool concept for me.

Re: Dethbegins Civilian Bio-Gear

Posted: Sat Sep 28, 2024 3:50 am
by dethbegins
Orb Weaver: A modified spider strain that has been trained to function like a companion, its designed for menial tasks like repairing and weaving new silk threads for the household they belong to, an additional benefit to them is that their internal psychology has been modified to be friendly to house members as well as child care, though that has caused many outbursts and sudden disturbances due to their appearance. They appear to be a large abdomen brown spider with a modified face that is hairy with large eyes and a gentle expression. They often wear hats made of water due or small threaded beads they make with extra thread left over from a crafting project.

Starting M.D.C.: 2d6x20+20 MDC

Starting Skills: Sewing (85%), Wardrobe and grooming, Begging (65%), Read and write native language (Households common language, 88%), Rope works (99%), Track & Trap Animals (88%), Hunting, Fasting (65%), Land Navigation (55%), Bio-Comms (55%), Speak Native Language (Households common language, 88%, can only understand, has no vocal cables to speak).

Special Skills: Child Psychology; the study of the psychological processes of children and, specifically, how these processes differ from those of adults, how they develop from birth to the end of adolescence, and how and why they differ from one child to the next. (25% +5%). (85%) for the orb weaver.

Products: Spider Silk; 400lbs per day, can produce larger ropes of MDC material at 150lbs per day. (125 SDC for spider silk, 100 MDC for large rope).

Height: 3ft, ~1m

Weight: 65lbs, 29.5kg

Length: 4ft, ~1.33m

Width: 4ft, ~1.33m

Diet: Mostly herbivorous with some ability to eat grown meaty foods like meat apples or fractal grubs! roughly 10lbs a week worth of food.
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Bio-E Cost: 25.
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Credit Cost: 1000-1400 credits, depending on availability.
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Side notes: Children adore these spiders as their roughly the size of a large plushy and are often found cuddling with them. Parents who have arachnophobia, however, tend to fear these poor creatures, treating them as though they have a horror factor of 6, additionally, those that hate spiders may attempt to destroy these creatures, but their programming will not allow them to harm house inhabitants. They will however, trap and ensnare any would be attacker and call for assistance through an internal bio-comm to any household defenders.

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Grow rack: A simple rack designed to photosynthesis or thermosynthesis. Provides up to 8 fruit/ vegetables a day and can be tailored to grow the fruits below:

-Big Carrots: Although the name is describing a common root crop, their closer related to a large gourd plant. High in vitamin C and packed with macronutrients, they are a common staple for most household stews. Has a gamey apple texture with sweet notes of butternut squash and yellow pears.

-Fractal Grub: Named after a larger worm found in snowy tundra that feed on this bizarre fruit, the "Fractal Grub" provides a series of proteins and high iron content, feeding even those with a more carnivorous diet. Not designed to replace the "Meat Apple" but to instead function as a sweet meat for high quality dishes and for various stews and canned products. Has a sweet beef and chicken aroma and flavor.

-Terra Bulb: A large ovaloid fruit with a distinct aroma of chestnuts and sweet pineapple, they provide high quantities of vitamin A, B, and D. Often mixed with "Fractal Grubs" for their added flavor and supple utility for breaking down MDC meats into SDC edible foods. Has a sweet tangy flavor.

-Verdant Grove: What appears to be a grassy sphere is actually a very nutritious staple loved by cattle and common household herbivores. It has a smell of sweet grass and can be refined to produce a sweet nectar, even orb weavers would attempt to drink the nectar leftover if it's not kept sealed. The sphere itself has a large golden-brown potato like texture that goes well in stews and in general makes a great base for any stocks you might desire! High in collagen, Omega 3, and potassium.

-Sweet Peas: A large pod that grows up to 8-12 different "Seeds" that have a soft and semi-sweet flavor. Often referred to as umami in terms of its flavor, its rich in fiber and calcium, and contains a lower sodium content. These sweet peas are often dried out and powdered to make a rich spice that has a strong salty taste, any reptile owners will love these as they provide the needed nutrients to maintain your pet gecko's illustrious scales!
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Bio-E Costs: 5
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Credit Costs: 400-500 credits, depending on availability, but are very common due to their utility and added psychological improvements towards mood and general nutrition.

Re: Dethbegins Civilian Bio-Gear

Posted: Sat Sep 28, 2024 4:04 am
by dethbegins
New adventure concept for a small time encounter:

The Orb Weaver Menace!

-Hook: There were several reports of a new pet being administered throughout various settlements and households within the area, it appears to be a large spider like organism that's noted as having a friendly appearance and a general good will towards it owns, household inhabitants, and well as children of all things. They're being marketed with a new grow rack with a series of valuable foods that apparently have great flavors, and to be honest... my mouth is already watering at the prospect. We're going to send out a caravan to exchange for these goods, it might be within your interest to tag along if you want, if you also want to aid in defending the caravan, you can earn a wage of 600 credits for the trip there, and 800 on the way back with a 400-credit bonus up front. Hope to see you there!

-Line: There were several reports of a series of attacks against several household pets including the newly applied orb weavers. It appears that a group of anti-biotech radicals have begun attacking our assets and attempting to destroy them. Luckily those same orb weavers from before haven't killed anyone, they just webbed them and kept them cocooned, calling for aid after each target had been subdued, and to be honest... we might use them in our police force here. Other than that, we need you to check out these anti-biotech terrorists and possibly put a stop to them, either way we will pay you for any information you have on them, round 300 credits for the information, and another 600 for subduing them. If they're killed however, you won't be receiving payment, and more than likely we will just remove you... we don't have time for needless murder right now.

-Sinker: Looks like everything is wrapping up, we can see people are taking to the new additions by storm and several shops just opened selling some delicious potted meals, and stews! I've already tried Earls hotpots and specialties, and honestly, I would recommend you do the same. One other thing by the way, there haven't been any reports of missing people since the last group of terrorists went and attacked our beasts, but the children seem to adore those orb weavers we've been talking about... Honestly even my daughter has become infatuated with them. I hope to get a mating pair some time and get a next going, we could use more help around here and you wouldn't believe it but mine even wrote thank you on a small board my daughter gave them. Those darn spiders can be so sweet, hope to see you round travelers!

Re: Dethbegins Civilian Bio-Gear

Posted: Sun Sep 29, 2024 3:43 am
by dethbegins
Additional Notes for the grow rack: The grow rack can be expanded indefinitely by simply paying its base cost in Bio-E, doubling its production per day for every expansion thereafter.