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[HOE] Junker devices: Catseye and Dragoneye goggles



My character Jared made these back while I was still playing him. Everyone in
the posse got a pair of Catseyes, but only Jared got the full Dragoneye setup.



Catseye Goggles

These are basic, no-frills night vision goggles. They're no bigger than an
ordinary pair of glasses. (In fact, normal glasses or sunglasses can be used in
place of the structural components. Now your shades can improve your vision
around the clock!) Two small spirit batteries, one in the middle of each arm,
can power them for up to four hours.

Device Profile: Catseye Goggles
Frame: 0
Sensor: passive low-light (1.5 slots, 1 drain/hour)
Extras: two 2-point battery jacks (0.5 slots)
Drain: 1/hour
Available Slots: 0
Components: 1 electronic, 1 mechanical, 2 structural ($19, TN 5, 3d20 minutes, 1
card)



Dragoneye Goggles

This is a massive pair of goggles, so big it's almost a helmet, and bristling
with lenses, sensors, and whatnot. It has a multitude of abilities: 16x zoom;
thermographic, electromagnetic, light amplification, and spirit vision
equipment; and even sonar for navigating in pitch darkness. The most useful
eyewear you'll ever see (through). A powerjack in the back allows a spirit cable
to be connected to a backpack or beltpack spirit battery for extended use.

The drain was calculated based on the most expensive combination of abilities
that might reasonably be used simultaneously (telescopic and spirit sight),
rather than the total of all abilities.

Device Profile: Dragoneye Goggles
Frame: 2
Sensor: passive low-light, electromagnetic, thermographic, telescopic, spirit
sight; active sonar (14 slots, 5 drain/hour)
Extras: powerjack (2 slots)
Drain: 5/hour (12 minutes/G-ray)
Available Slots: 0
Components: 3 electronic, 2 mechanical, 5 structural ($50, TN 7, 3d20 minutes, 1
card)

--Robert Holland