Dethbegins Civilian Bio-Gear
Posted: Fri Oct 20, 2023 4:57 am
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
------
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.
------
- 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.
------
Bio-E Cost: 3
------
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.
------
- 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.
------
Bio-E Cost: 5
------
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.
------
- Compound graders are used to extract information from a material, +35% to all skills required to identify a compound.
------
Bio-E Cost: 2
------
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.
------
- 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.
------
Bio-E Cost: 15
------
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.
------
- Growing designated crops costs 5 Bio-E for additions of flowers, gemstones, or pearls to be grown.
------
Bio-E Cost: 5 plus 5 per additional feature
------
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.
------
- 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.
------
Bio E Cost: 8
------
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.
------
- 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.
------
Bio E Cost: 6
------
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.
------
- 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.
------
Bio E Cost: 15
------
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.
------
- 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.
------
Bio-E Cost: 25
------
Credit Cost: 20575 Credits
------
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.
------
- 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.
------
Bio-E Cost: 15, plus 10 per size increase. Or 15, 25, 35, and 45 respectively for its maximum output.
------
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.
------
- Trade item, energy storage tool. Holds 15 Mw/d can be sold when half full to nearly full (45%-99%).
------
Bio-E Cost: 45, Can be upgraded with Ultra to store an additional 25 Mw/d per upgrade.
------
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.
------
- A lock that can only be opened by its designated gene-linked owner.
------
Bio-E Cost: 2
------
Credit Cost: 125 Credits
---- More to follow.
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!
------
- Self-Cooling self-feeding grid utilized to drop food temperatures down to 0*f within 1d4 minutes.
------
Bio-E Cost: 2
------
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.
------
- 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.
------
Bio-E Cost: 3
------
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.
------
- 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.
------
Bio-E Cost: 5
------
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.
------
- Compound graders are used to extract information from a material, +35% to all skills required to identify a compound.
------
Bio-E Cost: 2
------
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.
------
- 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.
------
Bio-E Cost: 15
------
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.
------
- Growing designated crops costs 5 Bio-E for additions of flowers, gemstones, or pearls to be grown.
------
Bio-E Cost: 5 plus 5 per additional feature
------
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.
------
- 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.
------
Bio E Cost: 8
------
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.
------
- 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.
------
Bio E Cost: 6
------
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.
------
- 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.
------
Bio E Cost: 15
------
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.
------
- 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.
------
Bio-E Cost: 25
------
Credit Cost: 20575 Credits
------
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.
------
- 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.
------
Bio-E Cost: 15, plus 10 per size increase. Or 15, 25, 35, and 45 respectively for its maximum output.
------
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.
------
- Trade item, energy storage tool. Holds 15 Mw/d can be sold when half full to nearly full (45%-99%).
------
Bio-E Cost: 45, Can be upgraded with Ultra to store an additional 25 Mw/d per upgrade.
------
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.
------
- A lock that can only be opened by its designated gene-linked owner.
------
Bio-E Cost: 2
------
Credit Cost: 125 Credits
---- More to follow.