Friday, February 18, 2022

Peacemaker's Helmets

Peacemaker has a variety of helmets. They use the Advanced Equipment rules on page 32 of Carbide City #2. The helmets abilities are activated by saying "activate (helmet's function)." I may revise these at some point, but here are game conversions of the helmets mentioned in the show.  


Standard Helmet/New Standard Helmet
This helmet has no special abilities, though can be used as a hand held weapon that does 1d6 bludgeoning damage.

Force-Field Helmet
This helmet can generate a full-body force-field that prevents all non-psychic damage for 10 rounds. The use can't move while the field is activated. The field can be destroyed by disintegration effects. This ability can't be used again until the helmet is recharged.

Sonic Boom Helmet
This helmet can emit a powerful 60' radius sonic blast emanating from the helmet. Creatures caught in the blast must make a Constitution (DC 15) saving throw. Those that fail take  (55) 10d10 thunder damage and those that succeed take half. This ignores object damage thresholds. The object has 4 charges. Once these charges are expended it has to be recharged to be used again.

Underwater Helmet
This helmet allows is wearer to breath underwater.

X-Ray Vision Helmet
This helmet acts as a Ring of X-Ray Vision.

Scabies For All Helmet
When activated this all creatures (except the wearer) within a half mile radius must make a Constitution (DC 15) saving throw or contracted scabies. Characters suffering from scabies take 1 point of Con damage until it is healed by magic or medication.

Bound for Good Helmet
No one is sure what this one does. Leave your thoughts in the comments. 

Anti-Gravity Helmet
When activated his helmet levitates 20 feet up a round. 

Human Torpedo Helmet
When activated this helmet propels its user forward. They will travel 60' a round until the collide with an object or creature. The object/creature takes 27 (5d10) piercing damage. The helmet's wearer takes half of that amount as bludgeoning damage.

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