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Player Genned Things Thread

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Silvia Tsukuda
Stephen Lincoln
Marjorie
Shinobu
SosieTerrehaute
Tansai Kay
Cobra Jones
Ace Nizky
Ida Salcedo
HanJi
Darya Demeter
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Post  Ida Salcedo 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.
Ida Salcedo
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Post  Darya Demeter 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.
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Post  Darya Demeter 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.
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Post  Darya Demeter 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
Darya Demeter
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Post  Darya Demeter 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.
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Post  Darya Demeter 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.
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Post  Darya Demeter 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
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Post  Darya Demeter 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.
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Post  Darya Demeter 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.
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Post  Darya Demeter 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.
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Post  Ida Salcedo Tue Jun 26, 2012 10:02 pm

So, I've been poking around at a system designed to make Conviction points do a lot more than the game uses them for - basically it makes them into Fate points from FATE.

The first draft of it is here, and I'd appreciate it if people could read over it and tell me what they think. If you like it, tell me why. If you think it's terrible, tell me what makes it so bad. If it doesn't interest you and you don't have any real opinion as a result, tell me that. Any feedback is good feedback.
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Post  Darya Demeter Sun Jul 22, 2012 6:21 pm

EMP Resistant Telepathic Shield. (TRAINING)
Shield 5
Mechtronics 5


By adjusting the make up of their telepathic shield, the telepath can create a shield that renders them and their equipment immune to EMP damage while it is up. It costs double the normal amount of T.E. to produce. EMP attacks will not damage the shield.

Mastered Vehicle
Drive/Pilot 8, depending on what class of vehicle is involved.


Like Mastered Weapon, the player should pick a vehicle to master when taking this training. Each scene that the character is driving a vehicle, they obtain a temporary convinction point only related to the driving/piloting of the vehicle. E.g if Ace has Mastered Vehicle Helicopter, he could use the conviction point to fire the helicopters guns or perform tricky stunts, but he couldn't use it to fire his pistol out of the window.
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Post  Ida Salcedo Thu Jul 26, 2012 8:57 pm

Continuous Laser Rifle – Takata ML3 Continuous Stream Laser (Tactical Firearm)
2D6 Damage_______6,000c_______Medium Range______Rate 1______EMPS 5
A specialised weapon designed for use against targets without cover, the ML3 fires a single continuous laser beam rather than individual shots. If the attack hits, the user can choose to keep the beam firing. As long as the beam is not intercepted, the user must make a “Perception + Tactical Firearms” roll with a cumulative -1 penalty each round, and the beam’s damage increases cumulatively by 1D6 each round as the concentrated power sears into the target. If something comes between the target and the beam, the user can make a “Reflexes + Tactical Firearms” roll as a free action to move and keep a lock on the original target if it is plausible in the circumstances. If the user fails this roll, or does chooses not to attempt it, the weapon reverts back to no penalty and 2D6 damage.
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Post  Darya Demeter Thu Aug 09, 2012 1:29 pm

Fire Pistol: Pyronics Volcanic Vent Pistol.
D4 1,200 credits Rate 1 Range 40m EMPS Immune

The VV is Pyronics' attempt to get into the light firearms market. It fires a much smaller burst of ignited napalm than even the fire rifle, but it's useful against foes with no shields. Uses napalm canisters. If the opponent takes damage, they are on fire, with all associated rules.
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Post  Cobra Jones Sun Aug 19, 2012 10:09 am

Here's a new training that I had absolutely no ulterior motive in writing. Not sure if it's the best take on the idea, but it popped into my head so I went with it.

Vehicle Preparation
Intelligence 7
Mechtronics 6

Through your careful maintenance and modification, your division's vehicles are always ready for those unexpected problems they keep running into.

Once per scene, you can give one character of your choice a temporary Conviction point which can only be used on 'Drive', 'Pilot' or other checks to control a vehicle you have worked on.
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Post  Darya Demeter Tue Aug 21, 2012 6:36 pm

Light Mobile Anti-Aircraft Unit

HP 40
AV 4 (Doesn't apply to gunner)
MPH 40
Cost 120,000 credits

Weapon Systems: Fired by the gunner using Perception + Support Weapons
Vulcan Class Autocannon
3D8 damage Rate 3 Range Long EMPS Immune
+4 to hit and to damage against arial opponents. -4 to hit and to damage against ground and sea based opponents. Takes SMART clips, can carry 20 in it's internal ammunition before reloading is required.

Pintol Mounted Machine Gun
8D6 Damage Rate Machine Range Medium EMPS Immune


Used primarily by the Ai-Jinn during the Corporate Wars, this two-crew vehicle is a good addition to an infantry battalion, particularly one going up against the EI air force. The main weapon system is the Vulcan Autocannon, which is calibrated and positioned to hit air units but struggles with units at the same level as itself. The machine gun is used to fend off ground attacks if needed. The driver is inside the vehicle, but the gunner is open to the air.
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Post  Darya Demeter Sun Sep 09, 2012 11:57 am

AMS Edenmaker Pollution Powered Rifle.
Damage: Special 10,000 credits Rate 1 EMPS immune

Created by an enviromentally concious WF technicain by the name of Joey Barrelson, the Edenmaker is unique in that it gets its ammunition from the pollutants in the air around it, extracting and compressing them into shots. How long it takes to load itself, and how much damage it does, depends on the area that it was used in. It can hold a maximum of 15 shots of any kind. Due to technical limitations, it will only create bullets of the same type as is currently loaded in it. (OOC: This rule can be negated if the GM and players think they can keep track of what bullet came from what area)

Sterile Area (Lab, hospital, ect): No effect, not enough pollutants for it to absorb.
Low pollution (Most Spire Cities): 1 shot per ten minutes, D6 damage
Moderate Pollution (Open Cities, cleaned Old Cities): 1 shot per 7 minutes, 2D6 damage
High Pollution (Most old cities, Amin Border Spire): 1 shot per 3 minutes, 3D6 damage
Very High Pollution (Outside an Ai Jinn refinary, Australia): 1 shot per minute, 4D6 damage
What-the hell-are-you-even-doing-here-level-of Pollution (Dangling over an Ai Jinn refinary vent) 1 shot every 30 seconds, 5D6 damage.

The GM should decide what the situation warrents.
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Post  Tansai Kay Sun Oct 28, 2012 1:38 pm

BIO Hunter (Training)
Science 4

You have been trained in hunting down BIOs. You may add your science skill to damage when attacking them. You also gain a +4 for rolls that involve identifying new BIOs and analyzing their abilities. Having the BIO Keeper training as well gives an additional +2 to rolls.
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Post  Tansai Kay Sun Nov 04, 2012 10:10 pm

Abassi Psi Systems Psi-Point Weaponry.

While one of Comoros' most powerful weapons is that it is able to use and understand Resonance weapons, they are too expensive and too rare to equip the majority of their agents with. Hence the on going research by Abassi Psi systems into telepathically reactive materials. Several of these materials have been created, but their cost was thought to be too high, until the idea of using very small quanties of them to enhance other weapons was hit on.

Legally, these items require a level 4 telepathics license from the UIG to use, and each purchase comes with a short self taught course on how to use the weapons. Anyone can use them, but only psychics can get the special powers to activate.

Due to Comoros' status as the cultural corporation, most of the weapons are designed after Indian and African weapons. This is partially to preserve, in a small way, ancient cultures, and partially so those bastards at AMS don't get their hands on the trademarks for the ReInnovate line.

Psi-point knife: Abassi Psi-point Katar.
D4+Str 3,500 credits Rate 3 Close Combat EMPS Immune


Based of the Indian weapon, the Psi-point is normally a simple katar with a tip made of a strange metal. When in the hands of a psychic however, things become slightly different. By spending up to 6 TE, the user can cause all attacks made with the knife per round to ignore 1 AV per 3 TE spent, as the material the knife is made out of reacts to the telepathic energy and heats up, acting like a weaker plasma blade.

Psi-Spear: Abassi Psi-point Assegai
D8+Str 5,000 credits Rate 2 Close Combat EMPS Immune


Named for the African spear, the very tip of this weapon is made out of a material that expands when telepathic energy is applied to it. The wielder can spend either 2 or 4 TE per round to make the weapons damage D8+Str+X, where X is the TE spend divided by 2 till the end of the round.
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Post  Tansai Kay Tue Nov 06, 2012 11:17 am

Gatling Laser: Takada L70 Heavy Laser Repeater (Heavy Weapon)
10D8 Damage 15,000 credits Long Range Rate 1 EMPS 12

A heavy machine laser perfect for gunning down less armored targets. Comes with a tripod that takes three rounds to set up and gives a +4 to using the gun. Requires Str 8 to use in two hands, can be weilded one handed with Str 11 and a artifical skeleton. Takes energy cells, can be calibrated through shields.
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Post  Tansai Kay Tue Nov 06, 2012 11:36 am

Omega Field Supplies "Grenaid" Grenade Holster
1,000 credits

Agents! Tired of fumbling around in muletechs for that last grenade, when you could be blowing up cultists? Want easily accessible explosives that won't fall out or go off? Well, worry not! For here at Omega, we know exactly what you want, which is why we made the Grenaid holster! Simply strap it on, put in your grenades, and you can rest easy knowing that no matter where you are, you can always access them! For those who prefer small packages, try our microgrenade holder at just 800 credits!

System: The holster can hold up to 6 grenades or 4 heavy grenades which can be accessed as a free action. (The microgrenade holder can hold 6 micronades) You can have up to four holsters on you at any time, but they will take up space so you can't carry other holsters easily.

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Post  HanJi Thu Dec 06, 2012 12:05 am

The EI Robotic Weapon Selection Assistant evolved from the confluence of two men. Vladimir Solostock, who's obsessions with the ancient practices and cultural trappings with Golf were overwhelming to the point of near derangement, and Fernando Portos, an EI nuke unable to decide which of his many, many heavy weapons to select for each mission.

Upon being assigned to the same division, they put together the concept over several nights of hard drinking. The idea was a modified robot with its actual weapon systems removed and replaced with a large gun rack, housing an AI capable of threat assesment and making an informed judgement regarding the optimal weapon to use at the time. The AI development was contracted out the same team responsible for the AI Shot Commentator, and uses a similar voice, in this case more reminiscient of an upmarket golf caddy.

I reccomend the plasma rifle Sir. Possibly the scoped kinetic rifle if Sir is feeling sporting.
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Post  SosieTerrehaute Mon Dec 24, 2012 4:25 pm

Supressadreme
Class D
50 credits a dose, sold in boxes of 20 doses for 1000 credits


A slightly bitter gray powder, Supressadreme is a patented chemical that has one function: it stops you from dreaming. Literally, it interrupts certain parts of REM sleep that make you dream, and makes what you dream much harder to recall and harder to effect you afterward. Normally marketed as a "tea", this synthetic chemical has never seen a plant.

There are a host of reasons why people may not want to dream, but it has two primary consumers. The first are those who suffer from chronic nightmares, and in the world of Corporation, there are a fair number of people who cannot sleep or stay asleep due to the pains and tribulations of their subconscious. The second is for people who, for some reason or another, want to prevent people from successfully dreaminghacking them.

Though not addictive, the substance can be habit forming as dreams can come as quite a shock after not having them. There are several side-effects; sleep is less restful, bodies move less during sleep, and some people say dreams are worse when they stop.

Each dose doesn't leave the system for three or so days, even for an agent. Dreams slowly return after the first 24 hours of taking a dose. Agent teams in the grittiest of jobs sometimes pool money to purchase a box to last a week.
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Post  Darya Demeter Thu Dec 27, 2012 7:54 pm

Hachimen Tengu Skeleton
40,000 credits 96 Hours installation time Complex

The patient’s skeleton is replaced with a much lighter alloy skeleton, increasing agility by 2. No other skeleton upgrades or cybernetic limbs can be taken, and the patient’s natural strength is limited to 8.
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Post  Darya Demeter Thu Dec 27, 2012 9:54 pm

Medipsi
700c Potency 10 Class D


When used, recovers 10 HP and 15 TE. Can be placed either over the heart or over the base of the spine when it is used as an IV pack, but this will take the place of a normal med pack or psi pack respectively.

Neurobreak
2000 per dose Potency 9 Class A


Neurobreak is a mixture of fast acting toxins that attack certain areas of the targets brain, making them feel confused and disorientated for a short time, but disappear quickly leaving little trace in the target’s body. When the target is injected, they should make an Endurance+Perception roll at a -4 penalty. If they fail, then for the remainder of the scene their intelligence and presence are decreased by 1, which recover at the rate of one point per hour afterwards. Critically botching this roll will increase the penalty to -2 each. While fairly easy to create, it is a very illegal drug and the manufacture or use of it is punishable by a deduction of up to 20 rank points. It is often used on diplomats and trade representatives to make them more open to deals they would usually reject..
Darya Demeter
Darya Demeter

Posts : 910
Join date : 2012-01-17
Age : 44
Location : Depends.

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