Omni-Tools

Palman Omni-tools are handheld devices that combine a Photonic computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance. Unlike other races Palman Omni-tools are capable of generating different color themes, however some races may have difficulty using some colors due to their race's optical configuration. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment. Although melee-combat applications for the omni-tool are almost as old as the device itself, the feature was largely unused across the galaxy. The Palmans however continued to develop the technology due to their constant warfare with their own created bio-monsters and the forces of darkness during the shadow wars or when fending off a invasion from the Profound darkness. The need to take on multiple armored opponents in close quarters forced the Imperium to develop ways to enhance the tool's offensive capability. The most common melee design is the "omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a subspace field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.

More technically adept soldiers frequently modify their omni-tools to maximize stopping power through electrical, kinetic, or thermal energy. Some troops integrate their weapon with their PSGs, transforming the omni-tool into a wrist-mounted bludgeon; others fabricate flammable gases, held in place by a subspace field and ignited upon impact. All prove deadly surprises for opponents who expect a disarmed Imperium warrior.

Omni-tools are standard issue for soldiers and first-in colonists.

New skill use:

Use Computer (int)

Activate tech module (trained only): You make a Use Computer check to use a Tech module. This use of the skill requires no action.

Activate static tech module: You activate a static tech module. This use of the skill requires no action, you do not need to be trained in Use Computer.

Using tech modules Only characters trained in Use Computers can use tech modules except Static modules which do not require training.

If undisturbed, a character may take 10 on a Use Computer check to activate a module.

New keywords

Four new keywords are introduced for tech modules: [ammo], [armor], [deployable] and [persistent].

A character may have only a single module of each keyword active at any given time.

[Ammo] modules modify the output of the gun the character is wielding to fire different types of ammo. Each ammo type has its own benefits and penalties.

A character can only benefit from a single ammo module at any given time. Only weapons that deal kinetic damage can benefit from ammo powers.

[Armor] modules form a field of protective holographic armor surrounding the user, which increase defensive or offensive capabilities. Armor modules last indefinitely, but some of them can be detonated as a swift action, granting various bonuses. Detonating an armor module ends the regular effect immediately and does not include a recharge period. While an [armor] module is active, all recharge times are increased by 2 rounds.

[Deployable] modules create autonomous drones, turrets and mines made from the Minifabricator.

They can be upgraded for both defense and offense. See the Omni-tool deployables stats section for more information on upgrades and statistics.

[Persistent] modules apply some longer lasting effect on the character or their omni-tool, such as activating a flamethrower or a cloaking device. Persistent modules do not apply their recharge immediately; once the module's effect ends the listed recharge period begins. A character may activate another module from the same omni-tool during a persistent effect, but the persistent module then ends immediately and begins its recharge period.

Omni Tool Abilities

Flashlight -

Price: Included; Slot: Built in; Weight 0 lb.; Usage 1 charge/8 hours

While an Omnitool produces light it can consume charges to direct even more light in a specific direction. When activated, the Omnitool creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A Omnitool's flashlight function has no effect in areas of magical darkness.

Savant Series - Serrice Council [Asari Corporation]

Hardwire x1 - Scanner (General) MK I [Upgradable]

Hardwire x2 - Scanner (General) MK I [Upgradable],

Scan Augmenter - Medical Type: [Species Group] Module

Nexus Series - Armali Council [Asari Corporation]

Hardwire x1 - Radiation Detect Module + Shield,(Holtzman) Standard/[upgradable]

Hardwire x2 - Radiation Detect Module + Shield,(Holtzman) Standard/[upgradable],

Energy Drain

Cipher Series - Elkoss Combine [Volus Corporation]

Hardwire x1 - Scanner (General) MK I [Upgradable]

Communication Module - MK I Audio (Default) - 25 miles

MK II Audio - 50 miles | MK III Video - 100 miles

MK IV Video - 250 miles | MK V Holographic - 500 miles

MK VI Quantum Entangled - (Range: Gate network)

Due to the size of the comm module, its working range is limited,

although a starship could boost the signal to bridge larger distances.

Hardwire x2 - Scanner (General) MK I [Upgradable],

Library Hub Augmenter MK III -

IRD MK 1 x2 [Upgradable] & IRD MK 2 x1 [Upgradable]

Cryptex Series - Elanus Risk Control Services [Turian Corporation]

Hardwire x1 - Blade Armor [armor]

Hardwire x2 - Blade Armor [armor], Overload

Echo Series - USP {University of Palma}

Hardwire x1 - USP H/P Quantum Interlink – Wireless

Hardwire x2 - USP H/P Quantum Interlink – Wireless, Sabotage Module

Aegis Series - Gencore Industries [Palman Corporation]

Hardwire x1 - Omni-Shield Generator

Hardwire x2 - Omni-Shield Generator, Fortification [armor]

Firecracker Series - Microsol Labs [Palman Corporation]

Hardwire x1 - Palman Neural Electric/Positron Matrix Dampener

Hardwire x2 - Palman Neural Electric/Positron Matrix Dampener,

Detonator Module Type 2 + Camera Module

Rune Series - Esper Council [Palman Corporation]

Hardwire x1 - USP H/P Quantum Interlink [Upgradable} + Radiation Detect Module

Hardwire x2 - USP H/P Quantum Interlink [Upgradable} + Radiation Detect Module,

Chakra Amplifier Module

Detectable Defect -

Omni-Tool users takes penalties to stealth check -8 when holographic components are active, increasing to -12 if being used as a flashlight. Detectable can be suppressed by deactivating the holographic interface of the omni-tool.

They also Be detected with scanning devices due to the power core required to generate Photonic images, this can only be suppressed by complete device deactivation.

Omni-tool Modules under Development:

Beam Turret Offensive Skill

Medical Generator Heal

~Nanite Medical Generator Heal

Quantum Mortar Offensive Skill

~Neutronic Mortar Offensive Skill

Shield Generator Heal

Hurricane Turret Offensive Skill

Cryo Mine Barrier Offensive Skill

Chroniton Mine Barrier Offensive Skill

Combat Supply Support/Control

Equipment Diagnostics Buff

Force Field Dome Support/Control

Fuse Armor Support/Control

Quick Fix Buff

Seeker Drone Offensive Skill

Shield Recharge Heal

Transphasic Bomb Offensive Skill

Weapons Malfunction Support/Control

Flash Freeze Bomb Offensive Skill

Molten Terrain Offensive Skill

Photonic Barrier Generator Heal

Override Shield Safeties Support/Control

Bio-Harmonic Emitter Heal

Active Immunity Mine Field Offensive Skill

Biotech Turret Offensive Skill

Flash Bombs Support/Control

Shield Pulse Heal

Bulwark Projection Buff/Resistance debuff

Electrostatic Field Offensive Skill

Vaadwaur Anchor Drone Disable/Control

Scarab Plating Heal/Resistance

Exothermic Induction Field Offensive Skill

~Endothermic Induction Field Offensive Skill

Hyperonic Radiation Offensive Skill

~Neutronic Radiation Offensive Skill

Sonic Pulse Offensive Skill

~Nanite Sonic Pulse Offensive Skill

Stasis Field Support/Debuff

~Cryogenic Stasis Field Support/Debuff

Anesthizine Gas Support/Debuff

Biofilter Sweep Buff

Electro-Gravitic Field Support/Debuff

Hypospray - Dylovene Buff

Hypospray - Melorazine Buff

Medical Tricorder Heal

Nanite Health Monitor Heal

Tachyon Harmonic Offensive Skill

Triage Heal

Vascular Regenerator Heal

Photonic Overload Support/Debuff

Metaphasic Rejuvenation Heal

Anti-Time Entanglement Field Heal

Seismic Agitation Field Offensive Skill

Sonic Disruption Offensive Skill

Active Immunity Overload Heal

Biotech Carapace Heal

Automated Adrenal Hypo Buff

Energy Inversion Matrix Support/Debuff

Vaadwaur Shield Drone Buff

Soothing Pheromones Support/Debuff

Cold Fusion Flash Offensive, Disable/Control

Reconstructive Nanites 1st activation:Heal

2nd activation: Buff

Unstable Dampener 1st activation:Support/Debuff

2nd activation: Buff

Photon Grenade Offensive Skill

~Bio-Molecular Photon Grenade Offensive Skill

~Neutronic Grenade Offensive Skill

Plasma Grenade Offensive Skill

~Cryo Grenade Offensive Skill

Corrosive Grenade Offensive Skill

Active Immunity Grenade Offensive Skill

Smoke Grenade Support/Debuff

Stun Grenade Support/Debuff

Micro-Torpedo Launcher Offensive Skill

Chroniton Micro-Torpedo Spread Offensive Skill

Ambush Buff (Self)

Battle Strategies Buff (Self)

Draw Fire Buff (Self)

Lunge

Motion Accelerator Buff (Team)

Overwatch Buff (Team)

Rally Cry Buff (Team)

Suppressing Fire Support/Debuff

Sweeping Strikes

Photonic Overcharge Buff (Self)

Graviton Spike Support/Debuff

Cryotronic Modulation Offensive Skill, Slow

Biotech Siphon Buff (Self)

Deadly Intent Buff (Self)

Motivation Buff (Team)

Polaron Bombardment Offensive Skill

Trajectory Bending Buff (Self)

Cease Fire Buff, Disable/Control

Coordinated Efforts 1st activation:Expose buff (Team)

2nd activation: Debuff (Team)

Piercing Strikes 1st activation:Buff (Self)

2nd activation: Support/Debuff

Biotoxin Injection Support/Debuff, Offensive Skill

Chroniton Jolt Buff (Self & Ally), Debuff (Enemy)

Crawler Swarm Offensive Skill

Crystalline Spike Offensive Skill

Gravimetric Traps Offensive Skill

Jam Subspace Transmissions Debuff (Enemy)

Mass Gravimetric Detonation Offensive Skill

Overcharge Turret Offensive Skill

Phasic Shroud Buff (Self)

Plasma Feedback Cascade Offensive Skill

Subspace Rift Support/Debuff, Offensive Skill

Notes about this list: Grenades+hyposprays become items instead of omnitool powers, Psionic modules need to become class abilities or stay as modules that require psionics to operate? Cronoton mines become an item, but mine barrier power becomes generic omni tool power. some of these modules would become a module family because of their similarity [Medical generator upgrading to nanite medical generator for example]