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Player Genned Things Thread

+11
Silvia Tsukuda
Stephen Lincoln
Marjorie
Shinobu
SosieTerrehaute
Tansai Kay
Cobra Jones
Ace Nizky
Ida Salcedo
HanJi
Darya Demeter
15 posters

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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.
Ida Salcedo
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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.
Darya Demeter
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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.
Ida Salcedo
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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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Player Genned Things Thread - Page 2 Empty EI Robotic Weapon Selection Assistant

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.
Darya Demeter
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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..
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Post  Darya Demeter Thu Dec 27, 2012 10:18 pm

Metazpaline (Meta)
500 credits per dose Potency 7 Class C


Metazpaline, commonly called Meta, is a muscle relaxant that, in addition, provides an immensely satisfying high, making it a popular drug for the more high class and secure pursuer of drugs. (Such as rich Spire City denizens). However, for field agents, its main use is hindering opponents in combat. A dose of Meta will reduce strength by 1, although the high can easily be ignored by anyone in a combat situation. A second dose will reduce aglity by 1 point as well. Additional doses after the second have no noticeable effect. While not illegal (except in WF controlled areas), the UIG will look suspiciously at a toxin knife or injector dart of the chemical, so be careful.
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Post  Tansai Kay Sat Jan 05, 2013 1:45 am

Laser Sniper Cannon: Takata L103 Sniper Cannon "Sun Lance"
6D6 Damage 25,000 credits Long Range Rate 1 EMPS 10


The "Sun Lance" resembles a elongated version of a standard issue laser cannon. Instead of being built for damage, it is instead built for stability and accuracy. This weapon can be aimed as a sniper weapon (+4 to AT and to damage each round of aiming, maximum +12).

Although Takata rarely officially names weapons, preferring to use the L103 designation, the weapon earned the name "Sun Lance" for its (technically its predecessor the L101, but the name carried over) use in the Corporate Wars, when a team of Shi Yukiro agents used hover bike mounted versions to great effect against EI forces. The name comes from the agent's tactic of flying in front of the sun to reduce enemy accuracy, which made it appear that the star itself was attacking them.
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Post  Tansai Kay Sat Jan 05, 2013 6:58 pm

Robots
Shield Drone: Shinwa-Aegis Shield Fairy

Value: 12,000 credits + value of shield fitted

HP 10
Shield as fitted
AV 3
Defense 4
EMPS 11

Str 1 End 8 Agi 8 Ref 8 Per 3 A.I. 8 Pres 2

Skills: Athletics 7, Close Combat 1, Computers and A.I 3, Mechtronics 5, Observation 4, Stealth 5

Licenses:
As per programming, these can be anything depending on the rank and authority of the programmer.

DescriptionDesigned to look like a fairy of (Disnefied) myth (male, female and other designs are all available, see catalogue for further details), this small droid darts around the person it is assigned to protect, carrying an inbuilt hard ion shield (Tactical assault shields cannot be carried, as they are too large). Attacks made against the drone are made at a -4 penalty due to its small size and speed.

Unfortunately, due to a programing flaw, the shield fairies are slightly more intelligent that they should be. This is usually a bonus, meaning that they are better at staying safe and looking after the user. However, it also makes them rather possessive of the user, and they will refuse to work with another shield fairy out of jealousy. Only one shield fairy can be active per user at once, or else they will both refuse to work.

Possible Upgrades:
Shield Link: For an extra 500 credits, the drone can be made to sense when another shield carried by the user has been deactivated, and automatically come online.
Reflexive Coating: For an extra 2,000 credits, the drone can be made to reflect light, granting it +2 armour against laser attacks.

Target Painter Drone: Shinwa Painter Fairy

Value: 15,000 credits

HP 8
Shield 0
AV 3
Defense 4
EMPS 11

Str 1 End 6 Agi 8 Ref 8 Per 8 A.I. 8 Pres 2

Skills: Athletics 7, Close Combat 1, Computers and A.I 3, Light Firearms 8 Mechtronics 5, Observation 8, Stealth 5

Licenses:
As per programming, these can be anything depending on the rank and authority of the programmer.

Description: Designed to assist other AI weapons systems with targeting, the Painter drone is armed with a modified pistol which fires a lock on tag at the target, which breaks down after a few seconds. This ignores shields and, if successful, gives all allied AI controlled weapons (which have been programmed to lock on to the target, takes ten minutes and requires Computers and A.I. 4) +2 to hit that target until the Painter’s next round.

It can hold 6 tags before it must reload, and replacement tags cost 500 credits each. (tags sold separately). An EMP blast of 5 or more will deactivate the tag.

Modifications: The pistol can be replaced with a standard laser pistol if desired.

A.I. target tag pistol: Takata L12 Tag Pistol
--- 2,000 credits Medium Range Rate 1 EMPS Immune


A modified tracer tag pistol which fires a lock on tag at the target, which breaks down after a few seconds. This ignores shields and, if successful, gives all allied AI controlled weapons (which have been programmed to lock on to the target, takes ten minutes and requires Computers and A.I. 4) +2 to hit that target until the Painter’s next round.

It can hold 6 tags before it must reload, and replacement tags cost 500 credits each. (tags sold separately). An EMP blast of 5 or more will deactivate the tag.


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Post  Tansai Kay Sat Jan 05, 2013 10:35 pm

Omega Field Supplies Recharge Case.
3,000 credits


Recharge Case is, essentially, a battery in a briefcase with a plug socket on one side. It can supply enough power to recharge 200 HP worth of shield at the normal rate before needing recharging itself. Other appliances that require power can likewise be powered, GM should determine for how long at their digression.
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Post  Tansai Kay Sun Jan 06, 2013 7:49 pm

Trainings

Agile Fighting
Agility 6
Close Combat 6
Unarmed Combat training


In close quarter fighting, you are able to use your speed and agility to your advantage. When using the rate 4 punches, you can add ¼ of your agility (round down) to your attack damage.

Agile Defence
Agile Fighting
Agility 8
Reflexes 8


When fighting hand to hand, you are able to block and dodge far faster than most people are able to. At the beginning of the round, declare that you are using this training, and you will receive a bonus to your defence equal to ¼ of your agility score (round down as usual). This uses your free action for the round.

Agile Offense
Agile Fighting
Agility 8
Reflexes 8


By giving up your free action for the round, you gain a +2 to your action total this round for close combat attacks.

Lightning Onslaught
Agile Defence
Agile Offense
Agility 11
Mastered Weapon (close combat weapon)


When fighting, your speed is so fast, few can even hope to keep up with you. Like the Akita cell, people in close combat with you lose their free action as long as you are wielding your mastered weapon. The opponent can keep their free action if they lose their defence, since they are no longer attempting to defend themselves from your blows. Opponents with the Agile Defence training only halve their defence, rather than lose it entirely, and other Lightning Onslaught training users are immune (neither character loses their free action, as they are able to keep up with each other)
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Post  Tansai Kay Sun Jan 06, 2013 8:44 pm

Telepathic Extinguisher
Assault 6


You are trained in the art of putting out fires…WITH YOUR MIND! This is non-hazadous to other living beings, due to the mysterious nature of applying the might of subspace to fire via your brain. In game play terms, make an activation roll as usual. The fire is reduced by one dice for each level of assault used.


Last edited by Tansai Kay on Sun Jan 06, 2013 8:49 pm; edited 1 time in total
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Post  Cobra Jones Sun Jan 06, 2013 8:45 pm

Brutal Smash
Strength 8
Endurance 8
Unarmed Combat Specialist


You know how to push yourself to the limits and strike as hard as your body is capable of – though even an agent’s physiology doesn’t make it easy. Once per scene, you can add your Endurance to a single Power Strike unarmed attack. If you make this attack against an object or vehicle, the damage ignores AV equal to your Strength.
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Post  Cobra Jones Sun Jan 06, 2013 8:50 pm

EURASIAN AIRGENEERING D-73 “ROCKET RAT” SKYBIKE
175,000¢

The Rocket Rat is the perfect example of a vehicle too dangerous to see production in any sensible market. Eurasian Airgeneering set out to create a vehicle that would be small, quick, and simple to control, much like a motorbike, to make expansion of the EI Airforce easier. What they ended up making certainly filled these criteria – but while its controls were easy to understand, its incredibly high acceleration and awkward construction meant steering was incredibly difficult and made the Skybike a nightmare to actually fly and come out alive. For these reasons, the Skybike was assigned the project number D-73 (the “D” standing for “Discarded”) and scrapped. However, video footage of the prototypes being tested leaked onto the WDN and soon they had hundreds of Agents asking when it would be released onto the market (and how much they’d have to pay to get one before everyone else), and like any good EI-owned company Eurasian Airgeneering threw caution to the wind, tweaked just enough of the design to technically pass UIG safety demands, and put it up for sale.

Despite its name, the Rocket Rat doesn’t look like a motorbike - it has a much stronger resemblance to a group of missiles fused together. The cockpit is open to the air, allowing the pilot to use their own weaponry rather than the Rocket Rat’s machinegun which is quite ineffective against enemy aircraft. The control system is designed to be faster to learn than a plane, but steering is difficult and with the Rocket Rat’s intense acceleration it quickly becomes almost impossible to control.

Vehicle Statistics
HP 30
AV 3
MPH 600 (Once the Rocket Rat reaches this speed, it increases by 50 each round)
DM +1 (Decreases by 1 each round once Rocket Rat is at 600+ MPH, to a maximum of -5)

Weapons: Machinegun (Stats as Machine Pistol, attack using “Perception + Support Weapons”.)

To attempt to slow the Rocket Rat, the pilot can attempt a Reflexes + Pilot roll (including the vehicle’s DM penalty) at the end of their turn. If they succeed, the Rocket Rat’s top speed and Driving Modifier are reduced by 50 and increased by 1 respectively, and they do not increase at the start of the pilot’s next turn. This cannot bring the Rocket Rat’s Driving Modifier above its starting value.
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Post  HanJi Sun Jan 06, 2013 10:31 pm

Haemavine Injection Arrow 200 Credits

The Haemavine Injection Arrow is essentially a long, metal tube, filled with haemavine, with a needle on one end, and flights on the other. The user must make an Perception+Medicine roll to identify a suitable injection site, then make a Perception+Tactical Weapons roll with a -6 penalty in order to hit the precise shot. If successful, it will heal 10HP.

Nanowire Capture Arrow 150 Credits

Damage: As Bow

While using the Capture Arrow, the shooter takes a -4 to hit, due to the arrows less aerodynamic design. If successful, the target is considered caught by the nanowires, which deploy upon contact. If the Shooters XS is 4-7, the target’s legs have been tied up and they may not move. If the XS is 8 or greater the targets arms have been bound and they may they may not use their hands or arms except to try and escape.
If the user attempts to escape, they automatically lose D2 random limbs.
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Post  Tansai Kay Sun Jan 06, 2013 11:09 pm

Galvaniser SMART clip
250 credits


This specialised SMART putty clip includes an internal battery system which gives the bullets fired by the clip a small galvanic charge, adding +D4 galvanic damage to each shot. However, each clip will only supply six light firearm shots, three tactical firearm shots, or one heavy shot. Machine bursts cannot be used.
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