TANUS'S TOOLBOX

Tanus was a Junker/Hekant Lector played by Jesse VanValkenburg in my HoE "Razing Arizona" Campaign.  Unfortunately, Tanus is no longer with us - you can read his epitaph over at the Toxic Dump.  This page details the many gadgets Jesse had developed for Tanus during the course of his journey across the Wasted West.

Staff of Tanus

Tanus uses this metallic fighting staff in combat as opposed to other weapons.  The staff itself is 6 feet long, 2 inches in diameter and has an almond shaped blade at the top counter-balanced with a weighted blunt sleeve over the base. The staff is used up close for melee combat and at range with a green energy beam  that fires from the blade.  The staff has a distinctive Egyptian look, influenced by a film called "Stargate" that Tanus saw as a boy before the war.

Device profile: Staff of Tanus

Frame size: 7

Weapon smith: Increased speed 2

Flash Gordon: beam weapon
Beam: speed 1, ROF 3, range 50, damage 6d6
Beam: speed 1, ROF 3, range 50, damage 6d6 (generate stun damage)
Stun Damage: Total damage and compare to a vigor check by the target. Subtract vigor total from the damage total.  The remainder is the wind taken by the target.  Normal armors are ignored.  Only effects living targets.

Armor: armor value 2 for staff

Extras: power jack for external power, synchronizer jack, selector switch for the following: turning the speed increase on, rate of fire, switching from normal melee attack damage  to stun only, 200 GR power packs in 20 10 GR units.

Drain: increased speed - 2 per round, normal energy attack  - 4 per single shot, 12 per burst, stun energy attack - 2 per single shot, 6 per burst.

Available slots: 2

Stability: 16

Components:
Structural: 32 (21 frame, 4 weaponsmith, 4 armor, 2 power pack, 1 spirit cables)
Mechanical: 4 (2 flash gordon, 1 selector switch, 1 shield synchronizer)
Chemical: 3 (4 armor)
Electrical: 11 (7 weaponsmith, 4 flash gordon)
Ghost Rock: 21 oz. (20 powerpacl, 1 spirit cables)

Weapon: fighting staff: def. bonus +4 speed 0 damage Str+2D12
Weapon: normal energy attack: speed 1 ROF 3 Damage 6d6 range inc 50
Weapon: stun energy attack: speed 1 ROF 3 Damage 6d6 stun range inc 50


Armor of Tanus

Due to his unique appearance one of the first devices Tanus created was a full suit of armor to assist in hiding his features (besides, when it comes to muties, many folks shoot first and ask questions later). His armor in its inactive state consist of a torso plate,  gauntlets, and boots. Once activated the segmented arms and leg pieces slide into place covering them as well.  The helmet slides protective plating  from the back to the front as well, completely enclosing Tanus in armor (including bullet proof glass over the eyes).  The helmet is an artistic jackal-like representation similar to the Egyptian god Anubius.  The whole suit has a distinctive Egyptian look, influenced by a film called "Stargate" Tanus saw as a boy before the war.

Device Profile: Armor of Tanus

Frame: 6

Armor: AV 2 - covers completely when activated, when not it covers torso, hands and feet.

Extras: 50 GR power pack, power cables, selector switch for internal power, external power, and full armor activation.

Drain: 2 to activate or deactivate full armor mode.

Available Slots: 26.4

Stability: 20

Components:
Structural: 23 (17 frame, 3 armor, 1 power pack, 1 spirit cables)
Mechanical: 1 (selector switch)
Chemical: 3 (armor)
Ghost Rock: 6 oz. (5 power pack, 1 spirit cables)


Radiation Spirit Shield

Junkers work with Ghost Rock and Irradiated Ghost Rock to power their devices. Because of this fact radiation is a problem. Smart Junkers build themselves a Radiation Shield to protect themselves from mutation and sickness. Energy shield using the shield power does just that. To keep this Shield device smaller, it is designed to only shield from energy.  It does not effect physical attacks.  You could build a larger one that does both, but most Junkers are after something small that protects them when they are working, not when they are being shot at. This is a small belt device with 10 power pack cells across the back, each about the size of a cigarette pack. A small control panel is attached to the front buckle of the belt. It will fit anyone size 5 or 6 and protect them within the shield. The shield will not work for any one larger than size 6.

Device Profile: Radiation Spirit Shield

Frame: 3

Shield: (Energy only) Armor 2, protects one person up to size 6, has shield synchronizer.

Spirit Weapon: Shield resists damage causing spells and powers including other spirit weapons. In addition whenever non-damage causing spells or powers are used on the target, roll a stability roll. If it succeed's the power or spell is negated within the shield.  If the roll is failed shield stability drops by one for the next hour and the power or spell effects the wearer of the shield.

Extras: Two cable jacks - one for a weapon synchronizer, one for external power jack. The shield can be powered externally or with internal power packs. 100 GR power packs in ten 10 GR units. A control switch to cycle the armor from armor rating 1 to armor rating 2, to turn on or off spirit weapon, and to switch from internal to external power source.

Drain: Drain is 3 per round active at armor rating 1 (5 per round if spirit weapon is active.) Drain is 6 per round at armor rating 2 (9 per round if spirit weapon is active.) Combat drain is 1 for every die type damage is reduced. If non-damage causing spells or powers are negated the drain is equal to the casters level in the aptitude used to activate the power.

Available Slots: 1.5

Stability: 22

Components:
Structural: 14 (7 frame, 4 shield, 2 spirit cables, 1 power pack)
Electrical: 3 (spirit weapon)
Mechanical: 8 (3 spirit weapon, 1 shield, 1 selector switch, 2 spirit cables, 1 shield synchronizer)
Ghost Rock: 12 oz. (10 power pack, 2 spirit cables)

Return to Shelter Gear     Return to Gimme Shelter