Monday, January 31, 2011

Basic Hand-held Kirbytech Weapon Generator + Random Techroom Feature

Roll 3d10

1 megaplasmic (heat damage?)
2 gravitonic (increases or decreases mass of target?)
3 tachyon (time effects?)
4 neutronic
5 negadimensional (teleportation effects?)
6 antimatter
7 negasonic (sonic damage?)
8 ionic
9 protonic
10 photon (blinds target?)

1 disruption
2 dispersion (splits target in two?)
3 inhibitor (shuts off/reduces powers/abilities?)
4 neutralizer
5 distortion
6 inversion
7 displacement
8 destructor
9 disintegration
10 annihilation (most powerful weapon?)

1 pistol
2 rifle
3 ray
4 beam
5 mine
6 disc
7 glove
8 grenade
9 gun
10 blaster

All weapons just do energy damage unless the name of the weapon suggests something else. Range (if applicable) is proportional to number shown in 1st d10 roll, damage is proportional to 2nd d10 roll.

In superhero games, weapons have barely any ammo and will run out shortly after the villains drop them.


Random Techroom Feature
d12
1 Water line
2 Door controls
3 Electrical/power conduit
4 Plasma conduit
5 Remote viewer/window to other room
6 Computer terminal
7 Lights
8 Power conduit for other room
9 Ventilation shaft
10 Controls for nearest device in this room or elsewhere
11 Radioactive waste conduit
12 Roll again but feature is huge/major--i.e. a big fat water pipe, conduits for all power in area, etc.