Player Genned Things Thread

Page 1 of 4 1, 2, 3, 4  Next

View previous topic View next topic Go down

Player Genned Things Thread

Post  Darya Demeter on Sun Apr 15, 2012 3:54 pm

This thread is for minor companies, weapons and trainings that people have come up with. They are not canon, and the primary purpose of this thread is not to generate weapons for the Oracle game, but for fun and discussion on game balance.

Richenbacher Plasma Weapon Technologies.
In the early days of the Corporate Wars, Richenbacher was a much big player than it is today, due to them being the first company to create feasible plasma weaponry. However, their base in Europe meant that they were effectively an outpost of EI until the UIG formed. Under the free trade laws put in place, EI could no longer keep it's hold over the company, and so it began independent trading. Currently, Richenbacher occupies a stable place in the world markets, being a pioneer in plasma technology even today, as well as their plasma close combat weapons.

Richenbacher's corporate mindset focuses on stablity and relablity. they rarely branch out into new, untested weapons, prefering instead to slowly upgrade what they know works. This has paid off admirably in the case of their plasma swords, which are regarded as safe and reliable weapons, unlike the few competitors left on the market, which tend to be prone to sudden bursts of plasma towards the user. Their ranged weapons selection, however, are overshadowed by the likes of AMS. Although Richenbacher weapons tend to be safer, their lower power output has stopped them reaching a high market share.

Richenbacher also keeps a few agents on hand, mainly as sercurity and field testing.

Starting Pay: 7000 credits (700 X Rank credits per mission)

Bonuses: Free Powered Melee license at character creation.
20% discounts on Richenbacher plasma weaponry.

Weapons
Richenbacher plasma weapons are made to be safer and more reliable than most. This means they only overheat on 9/9 and 0/0. They are not compatible with WF Plasma stablisers (MoW)

Plasma Pistol: Richenbacher Flint Plasma Discharger. (LIGHT)
2D4 5000 credits Medium Range Rate 2 EMPS 5
A small, hand held pistol. Takes energy clips.

Plasma Revolver Rifle: Richenbacher Whirlwind Plasma Rifle (TACTICAL)

2D6 11,000 credits Medium Range Rate 3 EMPS 9
A larger and bulkier weapon than usual, the Whirlwind uses three plasma induction coils set in a rotating fly wheel to provide the high rate of fire. It requires strength 6 to use two handed and strength 8 to use one handed.

Plasma Knife – Richenbacher Arcute Dancer Plasma Dagger. (LIGHT)
D4 + Str 15,000 credits Close Combat Rate 3 EMPS 12

An easily concealable plasma weapon that ignores 4 AV points. The higher cost is due to the decrease in size compared to a normal plasma sword. Requires the Powered Melee license to legally use, and preferably the Powered Melee training.





Last edited by Darya Demeter on Sun Apr 15, 2012 4:08 pm; edited 1 time in total
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Sun Apr 15, 2012 4:04 pm

Laser Sniper Rifle: Takata L45 Flashlance Sniper Rifle. (TACTICAL)
2D8 12,000 credits Long range Rate 2 EMPS 12

A very long weapon, often used for assainations. Counts as a sniper weapon. Additionally, it can be calibrated to go through shields. Because of the size and unweildiness of the weapon, the user recieves a -2 penalty to rolls with it in medium and close range.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  HanJi on Sun Apr 15, 2012 4:12 pm

KAC Shim

While KAC Shim makes the large bulk of their profits off the sales of cheap weaponry of poor quality, and rarely engage in the intercorporate espionage perpetuated by virtually every other corporation, they do maintain a small group of agents for emergency operations. Of course, KAC Shim are nothing if not cheap, and as such their agents recieve comparatively little pay.

KAC Shim Agents recieve: 4000 Credits Starting money, and 400 times Rank credits per mission.
All KAC Shim Agents recieve the following bonuses:
Access to as much KAC Shim firearms or grenades as they desire, provided such weapons are clearly labeled as such for advertising purposes.
Master of Budget Firearms training free at character creation.


Last edited by HanJi on Sun Apr 15, 2012 4:24 pm; edited 1 time in total
avatar
HanJi

Posts : 1344
Join date : 2012-01-17
Age : 25
Location : Seoul

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Pinkie on Sun Apr 15, 2012 4:20 pm

Gemini Spine Reticulation Pack

This medium sized back pack is actually a living symbiote that injects three talons into the small of the user's back. These bind to the base of the users spinal coloumn, where an IV Metapistropine pack would usually go. This means that the user can not make use of this symbiote and the IV Brain juice at the same time. The binding serves two purposes. The first being that it enables the user to control the four, two metre long, giant 'spider' legs which unfold from the pack, with the same ease as the agents own arms and legs. These extend from and withdraw into the pack as free actions which the pack provides power for. The second is that the legs may draw power from the user's TE pool even if they do not possess the telepath training. When in use the legs grant a +4 to the agents athletics action total and drains 4TE per round. The pack is also a storage device and may store 3 small items or one medium item. The Pack may also have other uses, the spine binding is experimental. Those who have had their Pack removed report extreme phantom limb sensations. The Pack itself is not obviously alive but has an odd design almost organic/insectoid inspired. The legs themselves seem to be cyberneticly enhanced giant spider legs, they effectively have 2 AV points, 5 HP each (which is not added to the user's total but is used for the purposes of called shots) and are strong enough to lift even a heavily augmented Nuke.
avatar
Pinkie

Posts : 1180
Join date : 2012-01-17
Location : ---

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Sun Apr 15, 2012 4:27 pm

Disguise Training
Arts and Culture 3
Lying and Acting 5
Stealth 4


This training indicates that you are well versed in making yourself look like someone else. It also covers mannerisms and voice acting.

Without this training, you can attempt to create a disguise with a Int+ Lying and Acting roll. This training allows you to add the higher of your stealth or arts and culture rolls to this as a modifer. It also gives the same bonus for Prescence rolls made to maintain the disguise.

EDIT: Seeing through a disguise requires a preception +observation check with the XS from the Int+L&A roll as a penalty, and it does not give a bonus for Prescence rolls.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Sun Apr 15, 2012 4:45 pm

Kinetic Rifle – AMS Adderbite. (TACTICAL)
2D6+2 2000 credits Medium Range Rate 2 EMPS Immune

A basic tactical firearm commonly used by low budget security guard companies. Doesn’t do anything special, but is cheap and can provide a good rate of fire and damage, particularly in large groups. Uses SMART ammunition.

Knock Out Baton- Aegis-Air-Lyte Man o’ War Baton. (TACTICAL)

D6+Str/Knock Out 3000 credits Close Combat Rate 1 EMPS 10

Made for usage by police forces to deal with low level criminals, the Man o’ War looks like a standard police baton, but is lined with piezoelectric manipulators which, when activated, can cause an unargumented opponent to lose consciousness.

System: When attacking with the baton, declare if you are going to use the stun ability. If it is used, then damage is done as normal, but the opponent must also make a Perception + Endurance roll with a penalty of the attacker’s XS+2. If the ability is not used, then the rate increases to 2.

Tactical Grenade Launcher - Y&S Tac 1 Micro-Grenade Launcher (TACTICAL)
Damage as Grenade 10,000 credits Medium Range Rate 1 EMPS 12

A scaled down version of the Y&S Tac 2 Cohesive Grenade Launcher, the Tac 1 is a small, rifle sized weapon that can only fire micronades, but allows them to have a much further range. The rifle has space for six grenades, and also requires an energy cell to propel them. A single energy cell allows 15 shots to be fired before it requires reloading.

Deployable Kinetic Platform –Takata Portable Laser Platform. (SUPPORT)
8D8 15,000 credits Long Range Rate 1 EMPS 15

This backpack sized object contained two small sized laser machine rifles mounted on a deployable weapons platform. It takes a round to set up or to undeploy. When it is set up, large spikes firmly attach the system to the ground, ignoring 20 AV and doing 5 damage to the surface, providing a stable weapons platform much like a permanent turret. Set up does not require a role unless it is in poor circumstances (Bad surface, under heavy fire, ect. The GM should determine this. Use Int + Support). Counts as a machine weapon.

The turret itself has 30 HP and 8 AV. When it drops down to 0 HP, the turret breaks and will need to repaired before it can be reused.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Ida Salcedo on Sun Apr 15, 2012 4:47 pm

Fire Shotgun - Pyronics SB2 Burn-Wave Shotgun (Tactical Firearm)
2D8 Damage//4,000c//Close Range//Rate 1//EMP Immune
A gun that projects a burst of intense flames over a broad but shallow area, making it only usable in close quarters. Deals mashing damage, and when hit the target is set on fire and takes an additional D6 burning damage each round after the first. Because the weapon is so dangerous, any roll of 8/8, 9/9, or 10/10 causes the user to catch on fire for D6 burning damage, even if the attack is a success or critical success. Burning damage does not stack with other burning damage as you can only be so much on fire. AV reduces this damage. Target must spend a full round to try to extinguish the fire with a successful ‘Agility + Reflexes’ roll. Another person can spend one round to automatically put out the fire. Uses napalm canisters.
avatar
Ida Salcedo

Posts : 522
Join date : 2012-01-17
Age : 33
Location : Seoul

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  HanJi on Sun Apr 15, 2012 4:57 pm

Prototype "Tigress" Sword Launcher (Heavy Weapon)

The Tigress Sword Launcher launches swords. Developed by insane EI Nuke Vladimar Petrovosk, this weapon was never put into production due to, frankly, the inherent idiocy of its design. A pair of short swords can be loaded and launched at a target, either simultaneously or individually, as they are fired by a patched together rail gun. The resulting projectiles move slow enough to penetrate shields.

Rate: 2
Damage: D6+4
Requires Strength 8 to wield, and strength 10+ to wield one handed.
Due to inherent lack of aerodynamics of a short sword, users of the Tigress have a -6 penalty to their action total if aiming at anything smaller then a wall.
Should the Tigress deal maximum damage, the short sword shatters, and the damage is treated as mashing. If this does not occur, the short swords are recoverable and useable.

"It's a gun, Frank. A Gun that shoots Swords."


Last edited by HanJi on Sun Apr 15, 2012 5:05 pm; edited 1 time in total
avatar
HanJi

Posts : 1344
Join date : 2012-01-17
Age : 25
Location : Seoul

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Pinkie on Sun Apr 15, 2012 5:00 pm

Hybrid circular saw/tactical blade launcher.

For my own purposes I will not be revealing who manufactures this horrid thing.

In its base state, this tactical balde launcher uses two magnetic blocks to propel the blade forward and spin it at high velocity. The launcher is a rate one weapon which fires the circular saw for 2d8 damage. If maximum damage is rolled randomly sever a limb, you may aim for a specific limb and if you deal sufficent damage the limb is severed. However the weapon does not deal mashing damage, it was designed for clean cuts with the agents antomy specifically in mind. The blade launcher does not give the user defense even if they have gun melee. This is due to the fact that as a free action (literally the touch of a button) the magnetic blocks snap back folding alongside the barrel of the gun and two long arms fold from the top and bottom of the gun to meet and lock in the hole in the middle of the circular saw, they then extend the blade away from the gun a little and begin spinning it. In its powered melee weapon form the Circular saw is a rate two weapon which deals d10 + strength mashing damage. Likewise if maximum damage is rolled randomly sever a limb but cannot be intentionally aimed for a specific limb due to how fast and how much vibration the weapon produces
avatar
Pinkie

Posts : 1180
Join date : 2012-01-17
Location : ---

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Pinkie on Sun Apr 15, 2012 9:13 pm

Gemini symbiotes

So yeah this is all the stuff I had planned to keep under my hat till I actually ran Gemini. Apparently I have very little self control these days.

It should be noted that as far as it applies to the one shot/whatever I run, all of the below is Gemini only and since it is experimental equipment, still, it currently has no price tag. (by which I mean I have no idea what an appropriate price would be)

ZIPlinen Suit (credit for the name goes to Ben)
This stunning suit has the ability to change between Black tie, white tie, evening dress and smart casual as well as most other three piece ensembles but they take more time. The jacket even posses pockets as and where you would expect as well as buttons. However the suit is actually a living organism, which must be melded to the recipients flesh, with which it then binds. As such the suit is able to heal and repair itself. Unfortunately it does not fold and crease with movement as a regular suit would and this is immediately noticeable to anyone familiar with suits. The suit has to be some variation on suit and cannot be anything else. However the benefits are almost certainly worth it. The outer layer of the ZIPlinen's cell surface membrane is coded to be as close as possible to the metallic composition of durasteel. Since the cells are linked together as a biological lifeform rather than a sheet of metal the suit only provides AV 3. It does not impose an agility penalty due to the aforementioned binding, unless the user attempts to wear armour over it. Even a basic flak jacket imposes a -2 penalty to agility, since the user must apply move through what is effectively two sets of armour. Every point of AV over 1 adds another cumulative -1 penalty to agility, note this supersedes rather than adds to any agility penalty imposed by the armour. Note that this does not apply to tough skin or sub dermal nanotech plates, although these would be very difficult to install post-binding. The suit's binding to the skin is permanent but it can be removed by soaking the entire suit in a very specific toxin solution for a full ten minutes. This kills the ZIPlinen rendering the suit worthless which can then be peeled off.

Brain Leech
A particularly interesting symbiote to the telepathically adept, the brain leech is the brainchild of Gemini bioware agent Logash Captor. He afforded his success in turning over the Ai-Jinn agent, that he had just closed a very profitable business deal with, over to the undercover UIG ranger who listening in at the time to the drink he was drinking. Something called a Brain juice sunrise. Wondering why he had to live without such control of his telepathic prowess all the time Logash got a research facility, every Telepathically altering chemical currently known and set to work genengineering a creature to meet his specifications. Six months and one utterly destroyed research facility later, Mr. Captor returned to us with only the s-disc containing the pattern for this symbiote on it. He is quoted only as saying, “There, now I’m going to get a drink.” The brain leech latches onto the recipients Advani Apparatus and acts as a secondary processor. This allows the recipient to sustain a Telepathic power into a subsequent turn without reactivating or expending the time necessary even to do so. In the case of Telekinesis this would allow the user to maintain control of an object, fire another Assault at an adversary or renew their shield. Effectively the brain leech stores a copy of the Telepathic ability the agent activated. Doing so requires a full action and for the user to spend twice the usual TE cost. It has been rumoured that some Telepaths have found a way to use the leech to activate two Telepathic powers simultaneously and as such Gemini are keeping a tight regulation on this symbiote. Becoming paired with a brain leech permanently reduces the symbiote partners TE pool by 5, as the leech uses this to survive.

Scarlet Armament
This strange, red pulsating symbiote bears some resemblance to UIG hybrid weapons in that it is able to switch between forms. When not attached to a living recipient it appears as a darkly glowing viscous gloop, which must be kept below freezing at all times. When bound to an arm it takes the form of a dark red gauntlet, which extends down as far as the user’s elbow, with gently pulsating veins of bright red glowly stuff. The gauntlet adds 2 points of melee damage to the user’s strength, has a rate as unarmed combat strike being employed and, if used to block, is treated as a melee weapon. As a standard action the user can instruct the symbiote to draw itself up and along their arm, forming a Tactical rifle that completely encompasses the user’s wrist and hand. The rifle fires a short bursts of electric pulse, designed to overwhelm the targets nervous system. The rifle is considered a machine weapon that deals stun damage. However the rifle draws enough energy to fire by slowly consuming the recipients arm, consuming 2 hp per shot fired. In part due to this and the high recoil of the rifle, the user must roll under their endurance on a d10 to ensure the second pulse hits the target and then under their endurance to ensure the third and final pulse also hits. The target takes an XS-6 penalty to their check to resist if only one pulse hits, if two pulses hit they have an XS-3 penalty and if all three pulses hit the target has a penalty of XS to their roll (which I believe is perception + endurance?). The rifle itself is silent, yet recipients report unnatural shrieking upon firing. Oddly none of them reported or seemed at all perturbed by this. The user may also instruct the gauntlet to drain 2 HP from their arm in order to ignore 1 point of AV. Interestingly, the armour does not appear at all damaged when examined afterwards.

Resplendent Production Facility.
This symbiote takes the excess of naturally occurring chemicals and toxins and over the course of 24 hours produces, and stores, a drug. The type of which depends on the un-inhibitor sequence currently expressed within its cells. The drug must be class B or lower and the Facility can store up to a maximum of three doses of any drug. Please note that this is while in symbiosis with an agent, should the agent be particularly active and eat accordingly or be in possession of twenty plus other upgrades it may produce two doses over the course of a day. The facility releases a dose of the drug in question into the agent’s bloodstream as a free action or the user can remove a dose with a syringe if they have the appropriate skills (medicine 5 and cybernetics and robotics 3). The symbiote can also aid in the breakdown of any drug or toxin injected into the agent, meaning that while they are still susceptible the effects and after effects of any drug or toxin of class B or below are halved in duration. If the agent is envenomed then the facility can absorb the entire dose, riding it from the agent’s system, but doing so will take the facility out of commission for an entire day during which its passive breakdown of injected drugs and toxins also does not occur. In the case of a class A drug the GM should have it interact with the facility in any way they deem appropriate. In the case of god’s blood the facility does not aid in breaking down the substance or lessening its effects, it does make it easier for its symbiote agent to cope with withdrawal symptoms but only by offering an alternative chemical dependency.
avatar
Pinkie

Posts : 1180
Join date : 2012-01-17
Location : ---

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Mon Apr 16, 2012 12:46 am

Looking at it, the Whirlwind is pretty broken. Would 2D4+1 be better damage?
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Pinkie on Mon Apr 16, 2012 1:00 am

I only object on the grounds that I hat rolling d4's
avatar
Pinkie

Posts : 1180
Join date : 2012-01-17
Location : ---

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Mon Apr 16, 2012 1:02 am

D8s, D12s and D20s can all be used as D4s.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Ace Nizky on Mon Apr 16, 2012 1:17 am

What makes it most broken is the rate of 3. Perhaps you could lower that and keep the damage the same, or even improve it.
avatar
Ace Nizky

Posts : 1335
Join date : 2012-03-06
Age : 33
Location : Not Vastaag

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Mon Apr 16, 2012 1:23 am

Ace Nizky wrote:What makes it most broken is the rate of 3. Perhaps you could lower that and keep the damage the same, or even improve it.
I kind of want to keep the rate high, since I don't want it to be a powered down version of the AMS gun...in the morning I'll do a bit of statistical analysis on it, find a good damage level (assuming mastered weapon applies)
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Ida Salcedo on Mon Apr 16, 2012 8:06 am

Pinkie wrote:I only object on the grounds that I hat rolling d4's
Just do what I did and get some 12-sided d4s online.
avatar
Ida Salcedo

Posts : 522
Join date : 2012-01-17
Age : 33
Location : Seoul

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Mon Apr 16, 2012 12:37 pm

Ok. So I looked at it, and I think that actually, D6+1 is a good damage for the whirlwind, keeping the rate the same. It's less powerful (when mastered) than the standard plasma rifle up to an action total of 22, where they become, statistically, about the same in damage.

That being said...

Stablised Plasma Rifle: Richenbacher Soldier Plasma Carbine (TACTICAL)
2D6+1 10,000 credits Medium Range Rate 2 EMPS 9

Counts as a plasma weapon. Is basically a lower powered version of the AMS plasma rifle. So yeah.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Mon Apr 16, 2012 1:33 pm

Topinga

Set up by a retired Shi Yukiro member, Topinga started as a chain of martial arts training facilities in Japan open to the public, and spread across the world. In 2487, they had a stroke of luck when a group of defecting Western Federation agents offered to give their expertise as ranged weapons trainers. They were hired, and the company branched out into firing ranges and other training facilities as well. Heavy UIG backing, in return for discounted rates for UIG officers and their families to recieve training there, has prevented the company from being absorbed into Comoros, and they occupy a a small, but stable, area of the world market.

They are constantly on the look out for new trainers and techniques, and they have a surprisingly large number of retired agents and UIG officers working for them, since they do pay well. They also keep a small division of their own agents around, who are primarily involved in recuirment and inflitration missions. Several Shi Yukiro combat techniques have been spread by Topinga agents who have inflitrated their ranks and learnt from the masters.

Agents: 5500 credits starting money.
550 x rank per mission.

Increasing any combat skills costs 1 less exp for Topinga agents.

EDIT: Minimum cost for increasing the skills is 1.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Thu May 10, 2012 10:27 pm

Arliv Weapons Incorporated.

Long ago, during the Corporate Wars, a biotech company focusing on sea life ruled Scandinavia. Their actions were so horrible that when the UIG rose to power, the company was destroyed in a full, military attack for crimes against humanity.

Arliv Weapons was a subsidiarity of Aldiek, but broke away before it was destroyed. It clung on, existing as a specialty weapons and luxury goods manufacturer for the rich, mainly due to the massive price decreases for EI agents, which has resulted in them being absorbed into the Corporation. Their main money spinner, despite their name, is actually their line of aquatic pets, real animals being a very costly status symbol, and the Varberg aquarium center, one of the largest concentrations of biodiversity on the planet.

Their weapons are often based off of sea life, and are characterized by their smooth, green-blue finish. They tend to be non-typical, and are often dismissed as over-priced gimmicks by people who prefer traditional, AMS weapons.

EI agents can buy the weapons at a 20% discount.

Light Firearms
Water Droplet Hand Cannon: Archerfisk Stealth Compressed Water Magnum
D6/D10 9,000 credits Range: Special Rate 3 EMPS 9

Made as a rival to the AMS Ice Shadow, the Archerfisk features a small, but immensely powerful water compression device which allows it to fire literal water droplets at incredibly high speeds. Half a liter of water can provide 30 shots. The high speed of the drops mean they evaporate after 10 meters of travel due to air resistance, but in close combat range the large droplets do more damage (D10 in close combat range). Like the Ice Shadow, the Archerfisk gives a -16 penalty to scanners detecting it.

Tactical Firearms
Harpoon Rifle: Skorpionfisk Handheld Harpoon Gun.
2D8 15,000 credits Range: Medium Rate 2 EMPS Immune

The Skorpionfisk (Scorpion Fish) is a large tactical weapon which fires, as it says on the tin, harpoons. They move at a slow enough speed to pierce through shields (ignore shields), and, once in, are very difficult to remove (Strength+Medicine check to remove. Does 5-XS damage as the barbed edge is ripped out of the body). They take harpoons, which are loaded in clips of 8 and cost 500 credits per clip. This high cost means that the weapon is only really used by rich idiots hunting on Vaastag. For an extra 500 credits, the harpoon clip can be made to look like a white whale or a giant squid.

Tactical Machine Gun: Hajtanger Barbed Machine Weapon
4D8 15,000 credits Range: Medium Rate 1 EMPS Immune

The Hajtanger (Shark Tooth) fires small lumps of SMART putty shaped like a shark tooth. They ignore 2 AV, which can stack with armor piecing clips. Counts as a machine weapon.

Heavy Firearms
Heavy Concussive Shock Cannon: Fastarackor Sonic Cannon
8 6D6 18,000 credits Range: 20 meters Rate 1 EMPS 20

Based off of the Snapping Shrimp, the Fastarackor uses an large, pincer like mechanism to fire a concussive shockwave forwards 20 m, which will continue through any objects with less than 3AV. Anyone without ICE technology being hit by the blast must take a Perception+Endurance check with the firer's XS as a penalty or be stunned for two rounds and only be able to make simple actions (Slowly walking, ect)

Takes Energy Cells.

Close Combat Weapons
Combat Spiral Lance: Narwhal Anti-Armor Lance.
D8+Str 9,000 credits Range: Close Combat Rate:2 EMPS Immune

A long, beautiful looking weapon commonly carried by those looking to impress. If the rate is decreased to 1, an attack can be made that ignores 6 points of armor. The weapon also grants +3 to looking good roles.


Last edited by Darya Demeter on Fri May 11, 2012 9:32 pm; edited 1 time in total
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Fri May 11, 2012 1:21 am

Arliv Armours

Nautilus Underwater Light Armour: 10,000 credits
The Nautilus suit was made for underwater combat operations, originally back when Arliv was still part of Aldiek, but recently it has been mainly used by Ichthyan metahumans as a cheaper alternative to underwater cyberframes. The armour is designed for underwater usage, containing a full internal air supply for 48 hours and head lights, although if you can breathe underwater naturally, there is a version with these are removed, which only costs 8,000 credits.

The armour provides 4 AV to the wearer. Because the design is made for underwater travel, agility is limited to 7 on land, but the webbing on the hands and feet of the suit allows for fast travel underwater. (+4 to swimming Agility/Athletics checks. Agility is not limited underwater.)

Jarnigel Heavy Underwater Diving Suit: 60,000 credits
The Jarnigel shares the same original design basis with the Nautilus, being essentially a heavy suit of armour made for underwater combat. However, it was deemed too heavy for usage on land, and so the only real market is research groups and rich idiots who wish to reach the deepest oceans.

The Jarnigel gives an AV of 5, but limits Aglity to 5 on land. However, it is capable of withstanding the pressure of the deepest part of the Earth, the Challanger Deep in the Marina Trench (although it is not advised that you attempt to actually journey there, since that is the maximum safe limit and very few people return from the trip), possess an air supply for 4 days, can hold nutribars and transport them to a hole in front of your mouth for food, and possesses jets which allow fast movement under water. Although it costs as much as a normal submarine, unlike those it allows for dexterousness finger work and very easy sample taking, as well as being invaluable to submarine crews when something goes wrong. It is also popular among rich kids who want to show off by having a load of deep sea animals in a tank in their house that they collected themselves.

Kirurgfisk Spined Combat Armour 10,000 Credits

Normally appearing as a smooth, sleek set of light combat armour, with a muscle twitch command from the user a set of spikes embedded in the armour extend, doing 2 damage anyone attempting unarmed strikes against the wearer and dealing 2+D4 damage to people wrestling with the wearer. The spikes can be extended as a free action. Provides 2AV.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Fri May 11, 2012 9:29 pm

Arliv Underwater Weaponry

Fiskstim Sand Shot Supercavitation Rifle. (TACTICAL)
2D6+1 15,000 credits Range:Medium Rate 2 EMPS Immune


Unlike standard rifles, which model SMART putty into the shape often associated with bullets, the Fiskstim fires a small steam of sand-like bullets at the target. These bullets have a blunt end, which, when fired at high speed, cause a cavity in front of them by displacing the water around them. This allows the gun to be fired underwater at it's full range, unlike most guns, which can only reach a range of around 15m underwater.

Salp Submerged Accelerator Cannon. (HEAVY)
4D8+5 30,000 credits Range:Medium Rate 1 EMPS 13


Based off of the sea creatures, the Salp is a modified railgun which, when submerged, in takes, compresses and heats around 2 litres of water. When fired, this blob of superheated steam is accelerated at the target, effectively acting as a very large concussive shot, held together by water pressure. Within 10 meters of the target, the shot does mashing damage due to the immense heat. It cannot be used out of water or another suitable medium, as the air pressure is not enough to hold the steam together coherently.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Sat May 19, 2012 4:11 pm

Machine EMP Rifle: Y&S MK XIII Machine EM Pulse Rifle. (TACTICAL)
2D8 Cost:10,000 credits Rate 1 Medium Range EMPS 20

Based of off the MK V rifle, the MK XIII is designed for taking out multiple, low EMPS foes. Counts as a machine weapon. If both damage dice are assigned to one target, count the damage as one 2D8 damage rather than two 1D8 shots. (Mastered Weapon EMP Rifle does not apply for this weapon)

Heavy EMP Machine Gun: Y&S MK XIX Heavy Machine EM Pulse Gun. (HEAVY)
5D8 Cost:20,000 credits Rate 1 Medium Range EMPS 30


Counts as a machine weapon. If more than one damage dice are assigned to one target, count the damage as one large shot instead of multiple D8 damage shots.

Machine KO Gun: AMS Tranquiliser Knock out Machine Gun (Heavy)
4KO 10,000 credits Rate 1 Medium Range EMPS 18


The Tranquiliser can be fired at up to four different targets a round. Anyone hit by this weapon must pass a perception+endurance check with a penalty based on the number of shots assigned to the target or fall unconscious for D100 minutes

1 shot: (Attacker's XS-3) penalty
2 shots: (Attacker's XS) penalty
3 shots: (Attacker's XS+3) penalty
4 shots: (Attacker's XS+6) penalty
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Thu May 31, 2012 3:24 am

Ranged Tazer - Aegis Ranged Personal Defender (LIGHT FIREARM)
Stun 750c 20m range Rate 1 EMPS 5

Like the Aegis Personal Defender, the Ranged Defender doesn't knock targets out. Instead, it uses a short electrical burst to cause the target to violently spasm. If hit, the target must roll under Perception+Endurance with a penalty equal to the attacker's XS. If they do not succeed, they are rendered unable to act for D4 rounds. This weapon has not effect on Agents or anyone else with ICE technology.

The RPD does not require a light firearms license to carry, due to a carefully crafted campaign by Aegis to convince the UIG that having these on the market would help the world's citizens to defend themselves. Aegis also help fund a UIG run course in using the RPD. However, the high price has caused it to not be widely picked up where it is most needed, for instance, old cities (And the fact that most people are willing to spend an extra 100 credits and get a AMS Cougar and license). Instead they tend to be carried by open city citizens wanting to defend themselves from muggers. For an extra 25 c, an alarm can be fitted to alert others to any attacks.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Thu Jun 21, 2012 5:23 pm

I've been toying with the idea of armor, or a drug, that helps people without an ICE system resist knock out tech, because at the moment it is pretty broken against them. Perhaps a level system?

So when you get hit by a KO weapon, the level of the drug in your system gives you a modifier to staying awake. Level 1 gives +1, level 2 gives +2, ect. It could cost about 500-750 x level credits per dose, which would last perhaps a month, and would probably be used by more high end guard companies.

The armor works similarly but only for actual KO rifles, pistols, ect (The kind that use energy cells) and instead costs 1500 x level credits.

This would make our lives harder, but at the same time it would decrease the brokenness of KO weaponry somewhat.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Darya Demeter on Fri Jun 22, 2012 9:43 pm

Plasma Magnum: AMS Heavy Handheld Plasma Discharger
3D6 damage 5,000 credits Medium Range Rate 1 EMPS 5
A heavier version of the normal plasma pistol. Popular with those who want to impress, since it looks like a massive, fuck-off plasma pistol should, which means that it is equally as popular with EI pencil pushers wanting to show off in the office as with crime lord's who like something bigger to blow people's heads off.
avatar
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 38
Location : Depends.

View user profile

Back to top Go down

Re: Player Genned Things Thread

Post  Sponsored content


Sponsored content


Back to top Go down

Page 1 of 4 1, 2, 3, 4  Next

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum