VincentShine

Random full Enigma

Dec 16th, 2017
159
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. $name : Random full Enigma
  2. $author : VincentShine
  3. $description : Creates a Random full Enigma
  4. $amount : 4
  5. $button : Create
  6.  
  7. $Enigma
  8. Ablative Armor (A) Level: [1-6] Appearance: big translucent Plate filled with liquid Metal Range: - Effect: covers the hull of the Ship and gives +2 Armor for 10 Minutes. Everything attached to the hull that is not part of the Ship is repelled and flies outside Ship Range.
  9. Air Bubble (A) Level: [3-8] Appearance: a floating Bubble with 6 feet diameter Range: S Effect: creates a Bubble of breathable Air in Ship Range. All spores, Insects, Liquids or harmful Gases are expelled outside the Zone. The Bubble lasts 10 Minutes per Level.
  10. Anti-Bomb (O) Level: [3-8] Appearance: a 5 foot wide sphere with some bullseyes, filled with a silver Fog Range: W Effect: explodes when it hits the intended target and repairs its level in structural Points to all Structures and Ships in Weapon Range of the Impact. The Effect can be limited to allied targets.
  11. ASC (Armed Squad Carrier) (O) Level: [3-8] Appearance: a Box with floating Discs and folded interiors Range: W Effect: creates a floating Vehicle at impact Point for 28 Hours. It has room for 6 Persons or one Slot of Material. It moves a long range each Round and ignores rough terrain but cannot change altitude. It has Level x 3 Hitpoints and 3 Armor in Persons Scale. Also it has a large Weapon mounted at the Top which has long range and does Damage equal to the Level.
  12. Attack Drone (A) Level: [3-8] Appearance: a small Ship without cockpit that has a Weapon attached Range: W Effect: starts flying and fires onto a marked Target in Range for one Round per Level. It does 4 Damage (ship scale) and fires automatically as a Ship of its level. It has Level x 3 Hit Points and 1 Armor.
  13. Attractor (O) Level: [5-10] Appearance: big metal Plate at the End of a mechanical Arm Range: W Effect: Pulls an unattached Object of the Size of an Enigma or smaller inside the Ship. It is not damaged in the Process no matter how far away it was. The Object ends up in a chosen Slot inside the Ship.
  14. Blizzard Drone (O) Level: [2-7] Appearance: a very cold Dreidel formed Drone. Range: W Effect: Does only Work in Orbit of a cosmic Object with an Atmosphere. When this Enigma is used it creates a snowstorm with a radius of Weapons Range on the cosmic Object. It takes about 1 Hour until the Effect takes place and the effect stays for 10 Hours. This Blizzard does 2 Damage per Minute to everything inside through Cold, Hail and strong Winds.
  15.  
  16. Cleaning Drones (A) Level: [3-8] Appearance: a small squad of Drones with cleaning Tools and transport vehicles. Range: I Effect: the Drones grow to normal Human size and spread inside the Ship and begin cleaning it in the Rate of one Slot each Minute, starting with the Enigma-Chamber. They remove all dirt, waste, blood, spores, radiation, air pollution or similar harmful impurities. All dead Bodies or destroyed Objects are sorted and sealed inside clear synth Bags and neatly sorted inside the next storage Slot. The Ship is afterwards so clean you can use every surface as a mirror and eat from it.
  17. compact Luxury Goods (O) Level: [1-6] Appearance: a glas Box with a hologram of the Luxury Goods floating above. Range: Effect: creates one Luxury Good per two Levels of the Enigma. (at least 1)
  18. Compact Room (A) Level: [1-6] Appearance: a 3:1 Model of a specific Room Range: Effect: transforms a Slot into a specific Room. Roll 1D20: 1: normal Quarter for two Persons. 2. Luxury quarter for 1 Person. 3. uncomfortable Quarter for 10 Persons 4. Prison for 4 Persons. 5. Library (random Subject) 6. Sick Bay 7. briefing Room 8. Equipment Chamber (see Tier 1 Corvette Ability) 9. Luxury Storage 10. Bar 11. Gym 12. Fighting Gym 13. Safe (Level +2 to Open) 14. Smuggler Storage (rearranged the Ship, one Slot disappears and creates a Dozen well hidden ones) 15. Luxury Salesroom 16. Changing Room (includes Costumes, Clothes and Makeup)17. Torture Chamber 18. Isolation Chamber (Level +2 to escape) 19. Greenhouse 20. Garbage Compactor
  19. Compact Trade Goods (A) Level: [3-8] Appearance: a Plate of 5 feet x 5 feet with a Miniature Variant of the Trade Goods on Top. Range: Effect: creates one Trade Good per Level of the Enigma.
  20. concentrated Water (O) Level: [5-10] Appearance: a 10ft x 10ft carpet made out of semi liquid Ice which never Melts Range: W Effect: creates huge amounts of Water at the Point of Impact. For each 2 Levels of the Enigma one Slot can be filled completely with Water. If it hits an enemy structure or ship it penetrates the hull without creating a break and floods the insides with water.
  21. Connection Tube (A) Level: [3-8] Appearance: Red, folded Ring with a diameter of 6 feet Range: S Effect: connects a docking Station of the Ship with a breach or docking Station of another Ship in Weapons Range. It is also possible to suck in things in this Area with the Tube. The Tube needs one Round to fully unfold and always hits the intended target. It has 20 Structura Points before it is destroyed. Everything put inside the Tube is accelerated so it comes out the other end in one Round.
  22. Cosmic Net (A) Level: [2-7] Appearance: a big fat Spider, without Legs Range: W Effect: creates a Net with a radius of Weapon Range. Every Object in Ship Scale trying to pass through gains Level of the Enigma in Damage because the strings cut them into pieces. Each target can only receive damage one time during the Duration of 10 Minutes.
  23. Crew Drone (A) Level: [3-8] Appearance: a frozen Humanoid in a clear Synth-Bag Range: Effect: awakens for 28 Hours as a creature of its Level and obeys every Command of the Crew to the best of its abilities. It has no own Will and does nothing without Orders. It counts as one Level higher when repairing the Ship or transporting Goods. It cannot fight or socialise in any way.
  24. Cybernator (O) Level: [3-8] Appearance: a flying mess of an Automaton, consisting almost only of Tools and Spare Parts Range: S Effect: Flies to a Creature and begins healing it by replacing flesh with Maschine Parts. It heals 3 Times Its level in one Round (first Might, then Speed and Intellect last). If the Create lost Body Parts or has non-functioning Body Parts or Organs they are instantly replaced with mechanical Ones. If the Enigma healed more than the total Might-Pool of the Creature or if it replaced more than one Body Part the Creature gains the Focus "Fuses Flesh and Metal" and looses his old one until he can regain the Powers (ask your DM how).
  25. Decepting Blink (O) Level: [3-8] Appearance: a horizontal Glass Tube which hovers in the Air and projects a Hologram of itself 90° of itself. Range: W Effect: transports the Ship to any Point in Weapons Range, that can be scanned. It leaves a Hologram of the Ship at the Place where it left so it looks like it never left. The Hologram stays for one Round per Level.
  26. Dimension Stabiliser (A) Level: [3-8] Appearance: a piece of furniture which looks dark no matter how bright the Lights are. Range: I Effect: the complete Interior is shifted partially into another Dimension for one Minute per Level of the Enigma. All Space- or Dimension Anomalies or Shifts are ignored. Additionally all Creatures which exist out of Phase lose all their Abilities to move through walls or change Dimensions while inside the Ship.
  27. Dive Point Key (O) Level: [3-8] Appearance: a sharply edged Item which is 6 feet long and looks like a rift in Space. Range: W Effect: creates a temporary Dive Point at the target Destination. You can use a Engine Action to calibrate the Dive Point to every System that is accessible from your System. This Action has a basic Difficulty of 8. The Dive Point is Permanent once calibrated and is two Way
  28.  
  29. Emergency Machine Intelligence (O) Level: [3-8] Appearance: a large ceramic drone with 6 Arms Range: Effect: if activated the Drone flies to the main control station and starts acting intelligently in the name of the Crew inside it. A Trigger can be set for it to activate automatically (for example if the Bridge is empty in a combat Situation). It lasts for one Hour or until destroyed.
  30. Emergency Weapon (A) Level: [3-8] Appearance: a 6 Feet long Version of a Ship Weapon, which enlarges upon activation. Range: W Effect: creates an additional Ship Weapon, which needs no Weapon Slot and does damage equal to the Level of the Cypher each hit.
  31. Enigma Chest (O) Level: [3-8] Appearance: eine 10 Foot long Metal Chest with six mechanical Spider Legs Range: Effect: If activated the Chest follows a Crewmen for 3 Days and can move a longe Distance each Round to catch up. The Chest has 50 Hitpoints and can hold multiple Enigmas inside no matter how large or heavy they are normally. It can hold up to its level in additional Enigmas. As long as they are inside the Chest, they do not count against the normal Enigma-Limit of the Ship but can not be used.
  32. fake Crew (O) Level: [5-10] Appearance: a round Chamber with four large mechanical Arms. Range: Effect: Creates its level in Level 1 Automatons, which looks like exact Copies of the Crew. They possess 3 Hitpoints and can't do anything other than Moving, talking and faking Actions. It is almost impossible to know that they are fake (Perception Level 8). The Fake Crew can be commanded by the Crew but otherwise they act like the Crew would normally act. If there are more fake Crewmen than normal Crewmen each one is copied multiple times. The fake Crew stays for 1 Hour per Level or until destroyed.
  33. Fire Extinguisher (A) Level: [1-6] Appearance: a swarm of birdlike Drones, filled with a white Liquid Range: I Effect: if activated the Drones fly to the next fire in the Ship where they arrive after one Round and spray a thin foam on it to extinguish it. As soon as the Drones arrive the Fire can't spread anymore. Afterwards they extinguish one fire per Minute and Stay active for one Minute per level. The Enigma can be told to activate automatically when a fire starts inside the Ship.
  34. Flicker (A) Level: [1-6] Appearance: a horizontal floating glass disc Range: W Effect: teleports the Ship to any scannable Point.
  35. greedy Grappler (A) Level: [3-8] Appearance: a rolled up purple Tentacle Range: S Effect: Grows an additional Ship Weapon that does damage equal to its level for one Minute per Level. It has the Tag "melee" and can grab and pulls in Objects in Ship Range.
  36. Guardian Spirit (A) Level: [5-10] Appearance: a thick Chain which seems to hold something large, invisible and untouchable which sometimes moves the Chain or snarls. Range: S Effect: a ultraterrestrial Entity starts patrolling the Ship. It exists out of Phase and attacks all non-Crewmen immediately and does his own Level in Persons Scale on Damage each Round. It stays active until he is destroyed or after 10 Minutes when he targeted an enemy. It only attacks Person Scale Enemies.
  37. Guide (Chauffeur) (O) Level: [5-10] Appearance: a humanoid translucent Automaton Range: Effect: If told a target the Automaton activates and moves to the central Control to which it attaches. The Automaton moves the Ship automatically to the told Target no matter where it is and chooses the fastest, most safe route to it. It dodges attacks and hazards if needed and can be deactivated and reactivated at any time. The Automaton stays active for 10 Days, when it arrives at the Destination, or until it is destroyed.
  38. Hull Breaker (A) Level: [3-8] Appearance: a Construct made out of a swarm of fused insect Drones. Range: W Effect: Fires one Hull Breaker per two Levels onto the Enemy. They count as Level 4, possess 20 Hitpoints and have an Armor of two. They move with Ship Range per Round and if they hit they penetrate the Hull of the Ship which does 2 structural Damage and creates an open Hole in the Hull. They can be targeted to hit specific parts of the Enemy.
  39. Hypersound-Zone (A) Level: [3-8] Appearance: a weirdly formed glass Statue, which creates a high pitched sound when touched. Range: S Effect: All Sounds inside the Ship are absorbed and can only be heard by the Crew. So no one inside the Sound can hear anything beside the Crew. All hearing Rolls for them are two Steps easier because of filtered sounds and increased volume. The Effects stays active for 10 Minutes per Level.
  40. Identification Virus (A) Level: [4-9] Appearance: a mechanic Flea, filled with a blinking Liquid Range: W Effect: Can be used on an enemy Ship, which immediately considers everyone its own Crew, no matter what. Which means all Defenses are deactivated and everyone can use all Controls and access all Rooms for one Minute per Level of the Enigma. It can be told to only affect the Crew of the Enigma-User.
  41. intelligent Processor (A) Level: [2-7] Appearance: a compact but extremely heavy Box, which gets very hot when used. Range: Effect: calculates all Options for the Ship a few Seconds in Advance. All Ship Actions are three Steps easier for one Round.
  42. Landing Capsule (A) Level: [5-10] Appearance: a 10 feet long Capsule with a propulsion System at one End Range: D Effect: A Human-sized creature can fit inside this Capsule with all of its equipment. Afterwards it can be shot to any point within double Weapons Range and arrives there in 1 Minute at the latest without any harm if not destroyed at the Route. The Capsule stays at Position for 28 Hours and can transport the Person back to the Ship as long as it still is in double Range of the Capsule.
  43. Landing Transporter (O) Level: [5-10] Appearance: a 6 Foot diameter Synth-disc with a metallic Ring on the Outside. Range: Effect: the Synth-Disc expands to about 15 Feet diameter and creates an energy dome made out of Beehive-Symbols over the top half of the Disc. If activated it can fly everyone on top of it to any point in Sensor Range, where they arrive in 10 Minutes at the latest if they are not destroyed at the route. The Transporter stays active for 28 Hours and can transport everyone on top of it back to the ship if it is still in Sensor Range of the Disc.
  44. Life-Saver (A) Level: [2-7] Appearance: a big Plate with 4 separate Fields Range: W Effect: instantly transports up to 4 Crewmen into the Enigma Chamber from every Position in Weapons Range. They can't be more than a long Distance apart and have to be locked onto by the Sensors of the Ship.
  45. Luxury Crewdrone (O) Level: [4-9] Appearance: a perfectly proportioned generic Humanoid inside a Stasis-Field which lowers his Weight to 2 Pounds and makes him indestructible. Range: Effect: awakens as a Creature of its Level and obeys the Commands of the Crew. It has Level x 3 Hitpoints and has a mental Intellect-Attack with long Range that does its Level in Damage and ignores Armor. It also has an invisible Energy Ward which grants it 2 Armor. The Drone automatically does useful work on the Ship and acts like an intelligent but totally loyal Individual. It is very attractive to both Sexes and has a very pleasing social Behavior which always puts the Crew first. It lasts forever or until destroyed and needs no Food, Water, Air or Rest.
  46. MCV (mobile construction Vehicle) (A) Level: [5-10] Appearance: a 15 foot Long Vehicle with a Crane and some module-construction Parts. Range: W Effect: creates at the Point of Impact a Structure, which takes it one Hour. The Structure has Slots equal to the Level of the Enigma and can have every Form. It can be every Structure that is needed and can create Bridges, Tunnels or even Space Stations, which orbit automatically around a cosmic Object. The Structure is permanent until destroyed and has a hardness equal to the Level of the Enigma.
  47. Mining-Automaton (O) Level: [1-6] Appearance: a 10 Feet high Automaton with Arms made of liquid Metal, which can be transformed into different Mining-Tools. Range: W Effect: Can be shot at a specific place and starts digging for valuable Metals, Energy Carriers and Gems for one hour per Level. The GM may roll [1-6] for every Hour of Work. If valuable Material is present it will find them with a 6 and creates enough raw Material for one Luxury Good per Hour. Otherwise it will produce enough raw Material for 2 Trade Goods or 1 Repair Roll per Hour. The Automaton can also be used to dig into Structures. It ignores 3 Armor (ship scale) counts as level 8, has 10 Armor against Heat and pressure. He does not attack enemies, even if attacked first. After the Time is over he transports the Materials found into a chosen slot inside the Ship before going dormant.
  48. Mutator (A) Level: [1-6] Appearance: a organic Bag filled with green Slime. Range: W Effect: all living creatures in Ship Range from Impact gain a random negative Mutation for one Day per Level.
  49. Nano Fillings (A) Level: [1-6] Appearance: 6 feet large metallic Ikosaeder (12 Sided Dice) Range: Effect: when active the Ikosaeder transforms into a metallic Liquid which quickly gets absorbed by the Ship. It fills up damaged parts of the Ship. For one Minute per Level of the Enigma repairs 2 structural Points each Minute.
  50. Nano Fuel (A) Level: [1-6] Appearance: a small glowing Dot floating in a glass Sphere Range: Effect: When the Glass is broken the glowing dot floats into the Ship to refill the Energy reserves of the Ship. For one Minute per Level of the Enigma repairs 2 engine Points each Minute.
  51. Nano Transistors (A) Level: [1-6] Appearance: a 6 feet long mechanical Beehive Range: Effect: When the Beehive is shattered hundreds of small mechanical Bees fly in all directions and fuse with cables and other integral Parts of the Ship. For one Minute per Level of the Enigma repairs 2 tactical Points each Minute.
  52. Nebula (Antitoxin) (A) Level: [3-8] Appearance: a huge Canister filled with a white bubbling Liquid Range: I Effect: Sprays inside the Ship a fine clear Nebula, which heals each Creature inside the Ship from all Poisons or Sicknesses of the Same Level or lower.
  53. Nebula (Clarity) (A) Level: [3-8] Appearance: a huge canister filled with a clear liquid with floating Dots inside. Range: I Effect: Sprays inside the Ship a fine sparkling Nebula, which instantly heals its Level of Intellect Points to everyone who inhales it.
  54. Nebula (Friction) (A) Level: [2-7] Appearance: a huge canister filled with a clear oily liquid. Range: I Effect: Sprays inside the Ship a fine oily Nebula which makes all surfaces incredibly slippery. For one Hour all Movement Actions inside are 3 Levels harder. The Nebula can be limited to certain slots.
  55. Nebula (Hyper) (A) Level: [1-6] Appearance: a huge canister filled with a blue buzzing liquid. Range: I Effect: Sprays inside the Ship a fine refreshing Nebula, which allows everyone who inhales it to move a large Distance and still act for 10 Minutes.
  56. Nebula (Speed) (A) Level: [3-8] Appearance: a huge canister filled with a green, rotating Liquid Range: I Effect: Sprays inside the Ship a fine and fast moving Nebula, which instantly heals its level of Speed Points to everyone who inhales it.
  57. Nebula (Stim) (O) Level: [1-6] Appearance: a huge canister filled with a red, thick liquid. Range: I Effect: Sprays inside the Ship a thick red Nebula which decreases the Difficulty of the next Action of everyone who inhaled it by 3 Levels
  58. Nebula (Vita) (A) Level: [3-8] Appearance: a huge canister filled with a orange, expanding liquid. Range: I Effect: sprays inside the Ship a thick orange Nebula, which instantly heals its level of Might Points to everyone who inhales it.
  59. Novafire (O) Level: [1-6] Appearance: a small Cauldron which has a silvery flame constantly burning Range: V Effect: ignites one Ship Weapon per two Levels in silvery Flames, which hüllt eine Schiffswaffe pro zwei Stufen des Enigmas in silberne Flammen wodurch sie für eine Minute die Eigenschaft Explosiv erhalten.
  60. nutrient Paste Cube (A) Level: [5-10] Appearance: a Cube with 6 Feet in all dimensions made out of concentrated nutrient Paste. Range: Effect: If soaked in Water the Cube transforms into nutrient Paste, which tastes like cardboard but counts as Level x 3 Rations which last for up to one Week. The Enigma-Cube itself never goes bad.
  61. Omega Fuel (O) Level: [5-10] Appearance: a large container filled with a shining brown Liquid. Range: Effect: increases the Long Range Travel Engine by half its level for 7 Days
  62. Omni-Enigma (O) Level: [3-8] Appearance: a grotesque half liquid Form, that constantly imitates different shapes Range: W Effect: When activated you can choose one Enigma in Weapons Range of the Ship. The Omni-Enigma will transform into it permanently.
  63. Pacifier (A) Level: [3-8] Appearance: a fluffy creature with eight legs that just sits around or sleeps. Range: W Effect: creates a telepathic Zone for one Minute per Level that pacifies everyone inside. All aggressive Actions or Thoughts are suppressed. Noone affected is able to feel agressions or attack anyone directly or indirectly. If an affected Creature is hit by an attack the Effect ends immediately for the creature.
  64. Panic Frog (O) Level: [3-8] Appearance: a big yellow Frog that quacks constantly Range: W Effect: upon impact the Frog creates a Ship Range sized zone where he releases a telepathic Scream, that invokes Panic inside everyone in that zone. They run away as far as possible from the Panic Frog. If their way is blocked they start destroying it or attacking random Persons. Otherwise they're just shake in fear. The effect lasts for one Minute.
  65. Phantom Ship (A) Level: [3-8] Appearance: a huge Projector, which almost looks like a Ship Weapon. Range: Se Effect: Creates anywhere in Sensor Range an ethereal Image of the Ship the Enigma is in. Everything but a deep Scan will identify it as the Ship it was used on and it can be controlled like the own Ship from the Tactical Station. It lasts for one Hour and can't harm anything. Every Physical Interaction automatically shows it to be fake.
  66. Pheromone Tree (A) Level: [3-8] Appearance: a small Tree where large and weird Mushrooms grow on. Range: I Effect: Upon activation it spreads inside the Ship spores that make every living Person happy and relaxed. All positive social Interactions with Creatures inside are 2 Steps easier for one Hour.
  67. Potentiator (O) Level: [3-8] Appearance: a egg-shaped ceramic Vase, that has a Opening of roughly the Size of a Cypher. Range: Effect: A cypher placed inside the Vase merges with the Enigma and gets substantially stronger by becoming a Enigma. He Works like he did before. Ask your GM how he changes but generally the Ranges Change: If it works on one Person it works on the ship. , If it works on multiple Creatures it works for everyone inside the Ship. Short Range becomes Ship Range, long Range becomes Weapon Range. Immediate Range is inside a Ship. a Range much longer than long Range becomes Sensor Range. (rare)
  68. Radiation Zone (A) Level: [5-10] Appearance: a small Tower with a satellite Dish that unfolds on the outside of the Ship. Range: W Effect: Hits a slot or a long Range Zone and does its level of Damage in Persons Scale to all Creatures inside.
  69. Reality Recorder (A) Level: [1-6] Appearance: a Box with Screens on all Sides. Range: S Effect: Upon activation the Enigma records everything in Ship Range for 28 Hours and saves it forever. You can look at every place from every point of view. This Enigma also records Energies or Creatures normally invisible to the Viewer and shows it as translucent. The Record is absolute and allows the Viewer to look inside Objects or analyse their molecular level.
  70. replicating Minefield (O) Level: [2-7] Appearance: Mine made out of black, liquid Metal Range: S Effect: Creates a contact Mine that deals its level of Damage to everything in Shape Range. It lasts until it is triggered and replicates itself after 10 Hours. The newly created Mine drifts Ship Range away from other Mines, which triggers all Mines after 10 hours to do the same. This ends if there are Level x 3 Mines or all mines are destroyed.
  71. Sealing Zone (A) Level: [3-8] Appearance: Energy projector on Wheels Range: I Effect: activated automatically if there is a breach in the Hull of the Ship. It arrives there and starts sealing the Breach for one Hour with a Force Field that protects it from all effects of its own level or lower.
  72. Sensor Booster (A) Level: [4-9] Appearance: a complex Satellite with lots of retraced Parts Range: W Effect: Shoots out a Sensor Probe in Weapon Range which stays at this Position, takes an Orbit around a cosmic Object or moves away with Weapon range each round in a specific Direction. The Probe is connected with the Ship and can be used to make Sensor Rolls as if the Ship would be there. It stays for one Day per Level until becoming dormant.
  73. Sensor-Booster (A) Level: [5-10] Appearance: a large Glass sphere with a seemingly unlimited amount of small glass marbles inside. Range: Se Effect: all Sensor Rolls are one Step easier for one Hour. The Ship can do a deep Scan in Sensor Range for that Duration.
  74. Shield Probe (A) Level: [3-8] Appearance: a blue, glowing Probe with 5 feet diameter. Range: S Effect: Creates a force Field in Ship Range which has Level x 3 Shield Points. If the Ship takes Damage from outside of Ship Range subtract the Shield Points first. It is no solid barrier for anything but Attacks, slow moving objects or vehicles pass through.
  75. solid Hologram (O) Level: [2-7] Appearance: dozens of small Projectors with Clamps at the End. They can only be separated if the Enigma is activated. Range: I Effect: Upon Activation the Crew can attach the Projects in as many Slots inside the Ship as they want. Afterwards the Enigma created an intelligent Hologram, that can touch Objects and has a level equal to the level of the Enigma. It is immune to Damage and can be commanded by the Crew. It can use every Weapon and does damage based on the Weapon used. The Hologram is permanent but the Projectors count as single Cyphers equal to the Level of the Enigma. If a Projector is destroyed the Hologram cannot enter the Slot anymore where it was. If all Projectors are destroyed the Hologram is also destroyed. The Hologram can only manifest if it has a line of Sight to one of the Projectors.
  76. Sparker (A) Level: [3-8] Appearance: a 6 feet long metallic Torpedo (Weapons Range); a large Metal-Ring Projector (double Range) Range: W/D Effect: explodes upon impact in a Ship Range Zone and deals damage equal to its level to everything inside.
  77. Sparker (Hunter) (O) Level: [5-10] Appearance: a very long Sparker with lots of Antennas and Holograms Range: Se Effect: explodes upon impact in a Ship Range Zone and deals 12 damage to everything inside. It hunts its Target, which can be everywhere in Sensor Range and reaches it after 10 Minutes at the longest. If it moved away it follows it with its own Sensors which go around itself in Weapons Range. It stops searching for its target if it gets destroyed or after 10 Hours.
  78. Sparker (Dive Point) (O) Level: [1-6] Appearance: a stable anomaly inside an invisible Force Field shaped like a torpedo. Range: W Effect: explodes upon impact in a ship range Zone and creates a temporary Dive Point, which deals 20 Damage to everything inside as it gets scattered between Dimensions. The Dive Point leads to the next system and can be used without risk but only stays stable for 10 Rounds. There is no Dive Point at the Destination (it is one Way).
  79. Sparker (Massive) (A) Level: [3-8] Appearance: a 6 feet long metallic Torpedo (Weapons Range); a large Metal-Ring Projector (double Range) Range: W/D Effect: explodes upon impact in a Weapon Range Zone and deals damage equal to its level to everything inside.
  80. Sparker (Mushroom) (A) Level: [3-8] Appearance: a ceramic Torpedo, filled with pink Mushroom spores. Range: W Effect: Explodes upon Impact in a Ship Range Zone and covers everything in pink Spores, which grow after 1 Round to large pink Mushrooms and deal its damage to everything that it grows on. Those Mushrooms stay for 10 Minutes and make all movement Actions one Step harder.
  81. Sparker (Nova) (O) Level: 10 Appearance: a Torpedo made out of a violett Metal, that constantly burns with a cold, silver Flame. Range: D Effect: This Powerful Sparker flies to its impact point and charges for one Hour. Afterwards it explodes and does 20 Damage to everything in double Range. If it is destroyed before this time it only explodes in Ship Range and does 5 Damage.
  82. Sparker (Purity) (O) Level: [1-6] Appearance: a large Container filled with a clear Liquid which smells like Soap. Range: W Effect: Creates a purified Zone equal to Ship Range. Everything inside this Zone is cleaned from all Radiation, decay, Sickness or similar that exists inside. All Ground becomes fertile and Water becomes drinkable. All Plants start growing at a rate of one day per Minute until they are fully grown. This Effect does not work upon non-Plant or non-Liquid Matter like Fauna or intelligent Beings other than the Fact that it heals them from all Sicknesses they might had.
  83. Sparker (Static) (A) Level: [3-8] Appearance: Torpedo formed like a tesla coil. (Weapon Range), Tesla Ring Projector (Double Range) Range: W/D Effect: Explodes in a Ship Range Zone and deactivated all sensors inside for 5 Minutes.
  84. Sparker (Sun) (O) Level: [4-9] Appearance: Glas Torpedo with a bright shining dot inside. Range: W Effect: creates upon impact a chain reaction which creates a small Sun after one Minute. All Creatures in Ship Range of the Sun receive 5 Damage each Round because of the Heat and Radiation from it. Everyone in Weapons Range of it still receive 3 Damage. All visual Perceiving Methods in Weapons range around the Sun are 2 Steps harder. The Sun burns out after 1 Hour.
  85. Splinter (Data) (A) Level: [1-6] Appearance: a large Synth plate with an uneven shape. Neon Symbols scroll over it constantly. Range: Effect: grants the Ship a random Database for 10 Hours per Level.
  86. Splinter (Energy) (A) Level: [1-6] Appearance: a slippery Synth Plate which glows brightly. Range: Effect: Grants the Ship a Engine Buffer for 10 Minutes. If Level 4 or higher it gains 2 Engine Buffers.
  87. Splinter (Mass) (A) Level: [1-6] Appearance: a hand sized synth Plate which almost weights a ton. Range: Effect: Grants the Ship a structural Buffer for 10 Minutes. If Level 4 or higher it gains 2 structural Buffers.
  88. Splinter (Tech) (A) Level: [1-6] Appearance: a Synth-Plate which constantly shows a live-top down view of itself. Range: Effect: Grants the Ship a Tactical Buffer for 10 Minutes. If Level 4 or higher it gains 2 Tactical Buffers.
  89. Splinter (Tool) (A) Level: [3-8] Appearance: a broken Tool the Size of a Person, which has constantly neon Symbols scrolling over it. Range: Effect: Grants a random simple System for 10 Hours. If the Enigma is Level 5 or Higher it instead grants a random improved System. Storm Dome (A) Level: [3-8] Appearance: a Sphere with dozens of small metal poles sticking out of it. It is always electrically charged. Range: S Effect: Creates a Zone of Static Electricity in Ship Range, that moves with the Ship. Every Object or Creature moving through it gains the Enigma Level in Damage (in its own scale). Each individual Object or Creature can only receive damage twice from this. It stays active for one Round per Level.
  90. Suit Capsule (A) Level: [1-6] Appearance: a metallic capsule about 8 feet long, that unfolds into Power Armor Range: W Effect: Shoots the Capsule to a Crewmen in Range, where it unfolds to a Power Armor for one Hour. The Armor has an Armor rating equal to half its level (at least 1) and counts as two Assets for moving, Jumping and running long distances. The Might-Edge and Damage of Melee attacks increases by 2 while wearing the Armor.
  91. Swarm Cloud (O) Level: [2-7] Appearance: a biological Slime Bag with orange Spores inside. Range: W Effect: creates a Nebula with the Size of Weapons Range for one round per Level. This Nebula absorbs all Projectiles and Energie attacks passing through it. It has no effect on Nightships or Melee Attacks of any kind.
  92. System Impulse (A) Level: [1-6] Appearance: a large completely black Antenna made out of a light absorbing Material. Range: Sy Effect: Creates an Impulse which increases Sensor Range to the whole System and automatically creates a rough Map of the System the Ship is in. It only shows Objects of the Size of the Ship or Larger.
  93. telepathic Transmitter (A) Level: [2-7] Appearance: a natural looking Crystal which whispers the Thoughts of People around it. Range: Se Effect: allows Communication for 1 Hour per Level with a Crewmen in Sensor Range via Telepathy. It is not possible to interrupt this Communication with an effect lower than level 10. The Communication ends if the Crewmen moves out of Sensor Range or after the Time is over.
  94. The Lux (A) Level: [1-6] Appearance: a 3 Inch long Spark captured in a large Lantern Range: S Effect: Creates for one Hour per Level bright Light absolutely everywhere in Ship Range. Every attempt to Hide is two Steps harder and all Perception Checks are one Step easier while active. All Effects that create Darkness are instantly negated if they are of a lower Level. Hitting the Ship is one Step harder while the Effect is active because it is hard to look at. The Effect can be cancelled at any time.
  95. The Munch (A) Level: [3-8] Appearance: a 2 Foot high Creature weighing 200 Pounds, that only possess a Mouth and a Stomach. Range: Effect: The Munch eats everything of its level or lower which is at maximum as large as itself when it starts eating. It doubles in Size every time until it gains a 16 foot diameter and weighs 3 Tons after the 3. Object. If you slaughter the Creature afterwards it Body can be used for one Repair roll for each Object it has eaten. The type of Repair-Roll depends on the Objects eaten. (Same Rules as usual for what Objects are used for which repair-Roll) . Each Repair-Roll repairs [1-6]+Level of the Objects to the Ship instead of the usual amount.
  96. the Nox (A) Level: [1-6] Appearance: a 3 inch Long dark Spark captured in a large Lantern Range: S Effect: Creates for one Hour per Level absolute Darkness everywhere in Ship Range. All Lights go out and natural Light sources stop working. All Effects that create Light are instantly negated if they are of a lower Level. The Crew can see as if it would only be twilight, all Perception Checks are one Step harder. Every other Attempt to spot anything by sight fail automatically while inside the Field. Hiding the Ship from Sight in Space is 3 Steps easier while the Effect is active. The effect can be cancelled at any time.
  97. Time distortion Field (O) Level: [3-8] Appearance: komplex Machine with dozens of different Clocks Range: I Effect: creates inside the Ship a Zone in which time moves slower in relation to the outside. Everyone inside can act for one Round without anyone outside being able to. The Ship itself can't be controlled in that round. If you leave the Ship the Effect immediately ends.
  98. Titan Particle (O) Level: [4-9] Appearance: a rainbow colored Dot in a small Reactor. Range: S Effect: Hits a Creature in Ship Range which is Person Scale and grows it half as large as the Ship itself. For one round per Level of the Enigma the Person can act in Ship Scale and can also use its abilities in Ship Scale. But it cannot use Numenera which are normally Person Scale.
  99. Tower Probe (A) Level: [4-9] Appearance: a Round defense Tower with twelve small openings in all directions Range: S Effect: the Tower floats in around the Ship in Ship Range and counts as a simple Tower of the Ship. Additionally he shoots down all Projectiles and Enigmas of its own level or lower which come closer than Ships range for one Minute.
  100. Transport Chamber (A) Level: [5-10] Appearance: a large box which shows holograms from everything in Weapons Range. Range: W Effect: transports a Cypher to any Place in Weapons Range and triggered there. This Enigma can target places which are normally not scannable. If a Person is the Target it has to be in long range of the Point of Impact. If the Cypher is transported to a place where it can not materialise it is transported to the next point where it can and triggered there.
  101. Trigger (A) Level: [5-10] Appearance: a metallic humanoid Range: Effect: This Enigma can be linked to another Enigma. If done you can Set a Trigger when this Enigma should be activated (for example when someone is in Danger or a Ship comes into Weapon Range) and where the Enigma should be used (on the Enemy or the Inside of the Ship for Example). The Trigger-Enigma waits until the Conditions are met and triggers the other Enigma when it happens. It can be deactivated for a time but the Trigger can't be changed once given.
  102. visual distortion Field (A) Level: [2-7] Appearance: a giant mirroring Drop Range: S Effect: creates a zone in Ship Range which redirects all light and sensors around the Ship for one Minute per Level and makes it invisible. All attempts to detect the Ship are three Steps harder for that time.
  103. Weather Drone (A) Level: [1-6] Appearance: complex Satellite with dozens of different Liquids and Gasses inside. Range: W Effect: Orbits around a cosmic Object and creates for one Hour per Level any Weather the cosmic Object is able to have in Weapon Range around it. The Weather changes after 1 Hour if the change is not drastic and after 3 Hours if it is (blizzard in a desert). The Weather does 2 Damage (ship Scale) at maximum to everything in Range.
  104.  
  105. $Enigmas
  106. [Enigma] <br><br>
Add Comment
Please, Sign In to add comment