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Amanita Library

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Amanita Library Empty Amanita Library

Post  AmetsBasamortu Sun Aug 10, 2014 8:32 pm

The Amanita Library

Maintained by M, the Library is available to all agents of Amanita. Each piece of library equipment costs a certain number of access points to obtain. Like legacy agents, the total amount of access points avaliable for a team is equal to the sum of that team's ranks. So, four rank 1 agents would have 4 rank points, while four rank 2 agents would have eight between them. Other than one use items, these items must be returned to the library at the end of the mission. If these items are lost or stolen, the users will be severely punished.

Additionally, some items (in particular single use items) will be remade after a certain period of time, noted in the description. When you start using the library, I'll create a spreadsheet of what items are currently available.





Last edited by AmetsBasamortu on Sun Aug 17, 2014 10:55 pm; edited 1 time in total
AmetsBasamortu
AmetsBasamortu

Posts : 297
Join date : 2014-03-20

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Amanita Library Empty Weapons

Post  AmetsBasamortu Sun Aug 17, 2014 10:37 pm

Close Combat Weapons
Glass Knife
Cost: 2 AP
A knife that's almost as sharp as an ion weapon, but far more fragile. It ignores 10 AV, but can only be used for two attacks before breaking. When it breaks, it disintegrates into fibres which are difficult to identify as a weapon. Takes a week to make an additional one.

It can be used for defence, however each time it is used there is a 50% chance that it breaks.


Last edited by AmetsBasamortu on Sun Aug 17, 2014 10:59 pm; edited 2 times in total
AmetsBasamortu
AmetsBasamortu

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Amanita Library Empty Computers and Other technology

Post  AmetsBasamortu Sun Aug 17, 2014 10:37 pm

Internal AI upgrades.
Cost: 2xAI level access points.

The Corporation owns three AIs which are designed to supplement the internal AI biochip installed in agents. When installed, they act as an internal AI of their level. It is highly advised agents do not attempt to install more than one of these AIs into their head at once, and it is only safe to use them for half a day, at which point they should be removed and returned to an AI housing via the process socket. Do not lose these AIs.

Sank: level 5 AI.
Set: level 7 AI.
North: level 9 AI.

"Muscle Memory" Chips.
2 Access Points each
These chips fit into any process socket like a normal task chip. However, rather than act as a library of information, they work with the ICE system to improve muscle movements and reaction times for certain tasks. There are five types of chip available, and each gives a bonus which varies depending on the level of the user in that particular skill.

If the user has 4 or below in a skill, they receive a +3 bonus. Between 5-6, they grant a +2 bonus and at level 7 a +1. Above level 7 the user is effectively too skilled to use these chips.

The five avaliable chips are

Athletics
Close Combat
Drive
Pilot
Stealth

Note that these chips do not provide bonuses for knowledge rolls; for example, working out how a car to drive a car wouldn't get the bonus, but once you start driving, you would get it. All chips have EMPS 8 (Immune if not in use) and take an hour between being put in and being usable.
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