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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
15 posters

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Post  Tansai Kay Tue Jan 08, 2013 12:41 am

Shinwa Robotics

Shinwa can be described as a giant middle finger to both Y&S and Comoros by the SY. Created to challenge Y&S' dominance of the combat robotics market, like its sister company Hachimann, Shinwa focuses on combining deadly weaponry with beautiful designs. They particularly specialise in robotic security network, each robot working seamlessly with each other.

Al of their designs are based off of mythology from around the world. This would usually be against SY policy, except that it means they hold the copyrights to these creatures, and Comoros don't.

It was initially set up in the Corporate Wars to help defend SY spires and other facilities. However, it nearly collapsed around 20 years ago, when one of it's top scientists/robot engineers, Numahaki Ao, turned traitor and took control of the robots protecting a SY spire, plunging it into chaos. She entered and destroyed several research labs, before being driven back by a team of Shinwa agents (this action being the only reason the UIG has not shut down Shinwa). This event collapsed Shinwa's market, and they have only recently begun to recover. Ao's other activities, such as additional attacks on other Corporations and the UIG (including the destruction of the Herald Island UIG Research Facility), suspected links to the Cult warmaster Lamentation, and providing robotic support for numerous anti-Corporation and anti-UIG groups, has propelled her onto the UIG's most wanted list. So far, despite Shinwa's best efforts, she alludes capture.
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Post  Shinobu Fri Jan 18, 2013 5:54 pm

I really wanted this training to exist back at the start of Oracle when shieldless Ida was dropping constantly, and now I've finally got around to writing it. Thoughts?

Living on the Edge
HP 30+
Endurance 5


When the world turns against you and it looks like you’re done for – that’s when you’re at your best. When you have 9 or less HP (but are above 0 HP), you gain +1 to all STATS and Skills, even if this takes you over the human limit of 10.
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Post  HanJi Fri Jan 18, 2013 10:06 pm

I actually really like that concept. Perhaps a roleplaying requirement that the player must seek out dangerous situations on a regular basis?
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Post  Marjorie Mon Jan 28, 2013 3:00 pm

HanJi wrote:I actually really like that concept. Perhaps a roleplaying requirement that the player must seek out dangerous situations on a regular basis?

I like that this is a training for Ida and entropomancers. Yesssss.
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Post  Tansai Kay Tue Feb 05, 2013 6:25 pm

Weight of the Sword
Mastered weapon (Heavy sword/heavy plasma sword/heavy psiblade)
Strength 8


You are skilled in using the weight of your heavy sword to slice through armor. Each attack with your weapon ignores AV equal to 1/4 times your strength.
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Post  Darya Demeter Wed Feb 06, 2013 1:23 am

Intimidation Aura
Presence 9
Attitude 7
Shield 4
Lying and Acting 5


You can cause a non-damaging psychic aura to appear around yourself for the purposes of intimidation. This can take any form, such as lightning bolts, flames, a huge skull to appear behind you, ect. Roll to activate (using the Shield power for the purposes of profession) and spend TE as normal. For the rest of this scene, you gain a bonus to all intimidation based Presence Attitude rolls equal to halve the level of shield used (round down). Opponents can resist this by passing a Intelligence+Psychology check to tell you are bluffing with a penalty equal to the level of shield used. Other telepaths get an extra +4 due to their experience with telepathic powers.
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Post  Tansai Kay Tue Feb 12, 2013 8:33 pm

Searchlight
Illuminate training (MU)
Shield 5
Cloak 5
Observation 4


By adjusting the frequency of light you emit with the Illuminate training, you can disrupt invisiblity fields, stealth suits, telepathic cloak (invisible mode only) and other aids to stealth, as well as assisting you in finding hidden opponents. Roll to activate using shield for purposes of profession (although this cannot exceed your level of cloak) and spend double TE, before choosing to produce a cone of light or an aura, as with the illuminate training.

The range of the cone is 4X meters, where X is the level of shield used. You gain a bonus of +X to Perception+observation rolls to see hiding opponents within this cone.

If an aura is used, then anyone that can see the light from the aura gains +X/2 to spotting hidden opponents within the aura. (round down) The range of the aura is 3X meters.


TP Flashbang
Illuminate Training
Assualt 6


You can fire a flare, like the illuminate training ablitity, which explodes with a bright flash, radius equal to 0.5 X meters, where X is the level of assualt used. Anyone in this area must roll reflexes+endurance to not be stunned for two rounds, with a penalty of -X.
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Post  Tansai Kay Tue Feb 12, 2013 9:36 pm

Sandstorm
Telekinesis 8
Telekinetic Subtlety
Endurance 8
Prescience 5


Rather than lifting one heavy object, you use your power to lift lots of small objects, such as dust, sand or snow, creating a vortex centred where you choose. This has a maximum radius of X meters, where X is the level of TK used, although this is dependent on having enough material to perform this, and can be done up to your normal telekinesis range. The cloud has the following effects.

Anyone within the cloud takes a penalty of X/2 to perception rolls. Likewise, anyone outside the cloud looking into it takes the same penalty.

Anyone within the cloud takes X/2 damage each round. This is indiscriminate and will hit anyone within the cloud, including the user.Armour helps, but for external armour, a D10 should be rolled each round. If a 1 is rolled, the armour loses a condition level as it is sandblasted. The GM may rule this does not apply to clouds of dust or soft snow or other such materials.

The cloud will disrupt invisibility fields used within it, deactivating them.

The cloud can be maintained for more than one round without additional activation rolls, however this takes a full action and requires the TE cost to be paid again. A cloud cannot be moved, a new one must be activated if you wish to change the centre point. Only one cloud can be active at a time. Other telepathics cannot be targetted from outside the cloud to inside, since the cloud blocks too mch line of sight.

Escaping the cloud requires a full action, and may require an Agility+Athletics roll to perform due to bad terrain at the GM’s digression.

If you have the telekinetic blast wave training, you can use this to keep a 2m radius clear around you as a free action (requires normal TE cost)
Popular among Comoros desert fighters, who use it to trap opponents before closing in for the kill.
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Post  Tansai Kay Tue Feb 12, 2013 10:12 pm

Psi-gauntlets
Unarmed Combat training
Psi-armour 5
Psi-blade 3


Rather than incasing their bodies in psi-armour, the user focuses it over their hands. This grants a bonus to unarmed damage equal to half the level of psi-armour used. This stacks with bonuses from internal cybernetics, such as cyber-limbs and knuckleplates, but not external cybernetics such as plasma blade or the Reaver chainsaw knuckles, neither does it stack with equipment such as knuckledusters or claws. Requires the standard TE cost to activate, lasts for one scene.
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Post  Tansai Kay Thu Feb 21, 2013 10:18 pm

Liberty Black Internal Detonator (Cybernetic, takes up one finger).
Price:1000 credits Installation time: 1/2 an hour Complexity: Simple


The finger is fitted with a custom grenade detonator, which is activated by flipping the top of the finger open and pressing the big red button. Any grenades set to that frequency will explode if they have already been primed.

For an extra 1,500 credits, the detonator can be fitted to explode at a mental command rather than the button press. The high price is mainly due to UIG safety requirements. The older, cheaper models were recalled after an EI agent detonated himself by accident when flipping his middle finger at a WF patrol.
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Post  Tansai Kay Sun Mar 03, 2013 12:13 am

Ai Jinn unique back up call: Construction Drop.

Requires rank 2
Response time ~5 minutes


Having access to a near infinite supply of materials thanks to their extraplanetary mining activities, the Ai Jinn can afford to let some materials go "missing". Any Ai Jinn squad leader of rank 2 or higher can use this backup, which allows them to request 0.5 tonnes of cheap building materials per rank. Additionally, this will be accompanied by two specially trained fast construction workers. This is commonly used to obtain materials for fast defensive construction, but agents have found other usages for it, such as loading it onto a hacked AI driven truck and having it "accidentally" crash and block a main road, or, in one memorable case, requesting an air drop of 3 tonnes of material onto a cyberlin's head.

Diluted Carnalate
Cost 200/350 credits a bottle. Potency 8 Class C


While Carnalate is useful, sometimes something a bit more subtle is needed. Here, the spray is mixed with other perfumes to hide it from detection, although this does weaken the spray's effectiveness.

The 200 credit bottle gives a +1 bonus to prescence for a scene, and anyone trying to work out that the spray is being used takes a -8 penalty to their Perception+Science roll. The 350 credit bottle gives a +2 bonus to presence for a scene, but whoever it is used on takes only a -4 penalty to their roll to discover the spray's usage.

Each dose lasts one scene, and one bottle contains 4 doses.
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Post  Tansai Kay Fri Mar 08, 2013 9:57 pm

Telepath Takedown License (3)
Law Enforcement License
Rank 2


On certain missions (which must be approved by the UIG), you may carry and use anti-telepathic drugs such as psitropine which are usually class A drugs and therefore illegal. It is often given to bounty hunters going after rogue telepaths. Possession of this license in a Comoros or Order controlled area will be meet with suspicion. Telepathic Enforcement Officers (TEOs) get this for free.
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Post  Tansai Kay Sat Mar 09, 2013 6:03 pm

Ball and Chain (Heavy Close Combat Weapon)
D12+Str 3,000 credits Rate 1 Range: Up to 5 m EMPS Immune

The ball and chain consists of a large metal ball attached to a long chain which is thrown at people. Attacks at range are made with Perception+close combat. For close quarter situations, the other end of the chain has a small knife attached (use knife stats but with a rate of 2). This weapon requires two hands to use regardless of strength, and requires at least 9 strength to use. If the user has telekinesis 5 or higher, they can use their free action (and spend appropriate TE) to use telekinesis to steer the ball, granting a bonus to hit equal to half the level of TK used (minimum 5).
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Post  Tansai Kay Sat Mar 09, 2013 10:34 pm

Y&S Mark III Cyberhorse
Enforcer Class
45,000 credits

COMBAT
HP 50
Shield 0
AV 3
Defense 4
EMPS 17

ATTACKS
Kicks AT 13, Damage D8+22 Rate 1

STATS
Str 11
End 13
Agi 11
Ref 8
Perception 7
AI 7
Pres 6

SKILLS
Athletics 9, Close Combat 4, Observation 4, Stealth 3

DESCRIPTION: Owned by the rich who want to show off how much land they have that they can keep horses on it, the base Cyberhorse is one of Y&S' least combat orinitated models. The main advantage of cyberhorses is their speed. Even when mounted by an agent in full combat armour, a cyberhorse can move up to 35 m per round before sprinting.

Other Variations
Combat cyberhorses: These cyberhorses are made for use in combat situations. Rarely used, but sometimes you see a WF agent obsessede with cowboys or an EI division dressed up as knights. Occansionally the Order use these, but they prefer to breed horses the natural way. Increase the AV to 6 and close combat to 7, and the price to 60,000

Each mission a cyberhorse is used, there is a 25% chance its AI will increase by 1. At 11, it becomes sapient, and will begin to react more like a pet.
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Post  Tansai Kay Sun Mar 10, 2013 9:45 pm

Napalm Shell Cannon: Pryonics Agni Incrediary Shell Bomber. (Overrisk)
3D10+8D6 damage 32,000 credits Long Range Rate 3 EMPS 25

Rather than use napalm as a source for a continous flame, such as the flamethrower, the Napalm Shell Cannon fires a large capsule of Napalm which explodes on impact, doing 3D10 damage to the struck target and then an additional 8D6 as an area attack radius 6m, which also sets things on fire. The capsules it fires cost 500 credits each, and are the size of a heavy grenade.
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Post  Tansai Kay Wed Mar 27, 2013 12:45 am

Tri-beam Laser: Takata San Beam Rifle
1/2/3 D10 10,000 credits Medium Range Rate 1 EMPS 12

The weapon looks like a more bulky version of a normal laser rifle, with three seperate barrels. The weapon contains a number of auto-guidance systems to make up for it's unweildiness. Damage is determined by selecting a number of barrels to use to fire. If one barrel is chosen, then the gun does 1D10 damage, if 2, 2D10, if 3, 3D10. Each shot uses the same amount of charge from an energy cell, since in the one shot and 2 shot modes, some power is diverted to the guidence systems to assist with aiming.

If the 1D10 mode is used, the user receives a +4 bonus to hit
If the 2D10 mode is used, the user receives no bonus or penalty
If the 3D10 mode is used, the user receives a -4 penalty.

Takes energy cells at the rate of a normal tactical firearm. Requires strength 8 to use one handed. Can be calibrated to ignore shields.
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Post  Tansai Kay Sat Mar 30, 2013 8:36 pm

Takada Supreme Range
+100% standard price

Like the Western Federation, Takata keeps the best weaponry for agents of their own or of their parent company. Unlike the Western Federation, they don't make these standard issue, instead allowing their agents to purchase them exclusively for a higher cost. This is a privilege, and will be denied to any agent with a poor record, and if an agent messes up, these items are often confiscated due to their rarity.

Items in the range include laser pistols, rifles, and cannons. Laser SMGS are not available. Treat the weapon as being diced up. Whenever rank points are lost, the player must roll under the number of rank removed on 1D10. Failure means the weapon will be confiscated and must be repurchased.
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Post  Tansai Kay Mon Apr 01, 2013 4:47 pm

Imparted Shield (TRAINING)
Shield 6
Telekinesis 5


By paying double the normal TE cost, you can summon a telepathic shield (HP as normal for the level of shield used) around someone else. The target must be within 50 m of you, and you must use your free action each round to maintain it, like a normal shield.

This is commonly used by body guards or people who want to minimize fatalities. Although there is no official policy on this, agents with this training are often called in to deal with hostage situations by the UIG, thanks to their power to protect the hostage from afar. This is usually rewarded with some money and rank points.
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Post  HanJi Mon Apr 01, 2013 10:09 pm

Enhanced Security Bypass Devices

Cost: 8000 Credits

Since the invention of Nanopicks, electronic systems have gained favour over mechanical locks, leading to many upstanding criminals feeling outpaced.

Enter the Ai-Jinn, who had been working on the next generation of Security Bypass Devices for years, a project that had been in development for years, and has yet to reach an open market. It is claimed that the technology simply isn't there yet to provide a significant improvement on the existing Bypass. Current estimates peg the BypassPro to be released in about five years.

In truth, the product has been functioning and utilized by the Ai-Jinn for the past three. It is available only to Ai-Jinn agents of rank 2 or greater, and even then, only to agents of good repute amongst the Corporation.

The Enhanced Security Bypass Device provides a +3 to all attempts to open electronically secured locks, which stack with Lock Analysers and other bonuses in the usual manner. However, due to the unstable nature of the programs involved, the device will trigger alarms on a roll of Double 9 or Double 10

To prevent the ESCBD falling into enemy hands, each unit is equipped with a scanner tuned to detect both the subjects ID chip and the rerouting device that makes the Ai-Jinn Changeable ID possible. If the device is unable to confirm both of these signals, it detonates, dealing 2D6 damage to the immediate area and annihilating itself completely.
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Post  Tansai Kay Sat Apr 06, 2013 1:11 am

Plasma Needle Rifle - AMS Dagger Launcher Plasma Rifle

Stats: As the needle rifle (core rules), but ignores 12 AV. Uses energy cells, explodes like other plasma weapons. Costs 12,000 credits.
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Post  Tansai Kay Wed Apr 10, 2013 6:35 pm

Gemini-Y&S Anti-TE Range

One of the top anti-psychic researching companies in the world is the Gemini Corporation, thanks mainly to their understanding of the mechanics of the human brain. This allowed them to create the psi-baffler cybernetics, which they have recently adapted into weaponry with the assistance of Y&S. These weapons fire custom bullets which absorb the energy of active telepaths when fired. Although they have a lower fire output than standard weapons of the same type, they are often used as back up weapons for people who know they will be fighting telepaths.

System: Each shot, as well as doing damage to the person as usual, will inflict the halve of the damage to a telepathic target's TE. Armor applies as normal. The wepaons do not SMART clips, instead, special clips must be purchased for 250 credits each, which provide the usual number of shots for each weapon type. AP and other varieties are not currently available.

These weapons do not dice up for WF agents.

Example:
Agent La fires a Naviane Pistol at an Order Crusader. The Crusader has 2 AV, and La rolls a 6 for damage. The Crusader takes 4 damage and loses 2 TE.


Weapons
Naviane Anti-TE Pistol

D10 6,000 credits Rate 1 Medium Range EMPS Immune


Named for the woman who some myths say killed the wizard Merlin, the Naviane resembles a magnum in design, and is a popular side arm for EI agents.

Firebird Anti-TE Rifle
2D8+1 11,000 credits Rate 1 Medium Range EMPS Immune

While not as popular as the Naviane due to it's cost, the Firebird is often brought as a back up weapon for a guard unit or armory, and is useful for taking down more heavily armored targets.
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Post  Tansai Kay Sat Apr 13, 2013 4:16 pm

Modified Condition Increasing rules.

As in the book, you can spend a week of downtime to increase the condition of an item by one. After this, you can make an intelligence+mechtronics roll, with a penalty equal to the current condition of the item times the complexity of the item, to increase it again. Even if this roll fails, you still spend the cost of materials.
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Post  HanJi Fri Apr 19, 2013 7:23 pm

Charging Strike

Any character wielding a Heavy Melee weapon with 4 or more points in close combat, can initiate a charging strike. They leap forwards a distance of 1 metre per point of Agility and deliver one attack, taking a -2 penalty to their defence this round.

To initiate the Charging Strike, the user must give up their free action.
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Post  HanJi Sat Apr 27, 2013 6:48 pm

Skills Above Ten: Advanced Agents

To raise a skill above 10 is to transcend the limits ordinarily assumed by the world at large. It requires specialist training that only the truly gifted can follow.

To raise a skill above 10 requires the following training:

Advanced Agent: [Skill]
Prerequisites: Skill at 10
You can increase this skill from level 10 to level 15 at an XP cost of 2 times the current level (similar to stats)
This training only applies to one skill. Other skills will require another training following the same rules.
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Post  Tansai Kay Wed Jun 26, 2013 10:27 pm

Psi Gauntlets:
Psi Armor 6
Psi Blade 4


By projecting the psi-armor around your hands, you can create psychic energy gauntlets which add damage to unarmed attacks equal to half the level of psi-armor used. The cost is as normal, and the gauntlets last for one scene and annot be used with knuckle dusters, ion claws or other external methods of increasing unarmed combat damage such as the chainsaw knuckle duster cybernetic.

TK PUNCH:
Unarmed Combat Specialist
Close Combat 5
Telekinesis 7


When using unarmed attacks against an opponent, you can channel your telekinesis into the blow to do additional damage and throw the opponent backwards. Add your telekinesis to damage, and the opponent must pass a standard resistance roll to avoid being knocked backwards a number of meters equal to the level used. If they are stopped, for instance by a wall, they do not take additional damage although the object that stopped them will take the level of telekinesis used in damage. The knock back effect may not work against heavier enemies, depending on the level of telekinesis used. Although adding the damage costs the same as using the telekinesis as a free action, the user can still make a free action this round. Each use only adds to one rate of attack.
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