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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Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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).
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).
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
+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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
HanJi- Posts : 1344
Join date : 2012-01-17
Age : 31
Location : Seoul
Re: Player Genned Things Thread
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.
Stats: As the needle rifle (core rules), but ignores 12 AV. Uses energy cells, explodes like other plasma weapons. Costs 12,000 credits.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
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.
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.
HanJi- Posts : 1344
Join date : 2012-01-17
Age : 31
Location : Seoul
Re: Player Genned Things Thread
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.
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.
HanJi- Posts : 1344
Join date : 2012-01-17
Age : 31
Location : Seoul
Re: Player Genned Things Thread
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.
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.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
Reflexive Fighting
Reflexes 9
Close Combat 7
You fight with your quick reactions, rather than your aglitity. You may use Reflexes+Close Combat rolls to his your opponents, rather than Agility+Close Combat.
Prescient Defence
Prescience 4
When you activate your Prescience in combat, you can choose for it to add half the level used to your defense next round rather than your action total for attacks. This doubles as normal if you spend the turn blocking.
Prescient Dodge
Prescience 6
You can activate Prescience to add half the level used to the penalty opponents take next round when you use active dodge. If you use full dodge, this doubles so you gain a bonus equal to the level of Prescience used.
Reflexes 9
Close Combat 7
You fight with your quick reactions, rather than your aglitity. You may use Reflexes+Close Combat rolls to his your opponents, rather than Agility+Close Combat.
Prescient Defence
Prescience 4
When you activate your Prescience in combat, you can choose for it to add half the level used to your defense next round rather than your action total for attacks. This doubles as normal if you spend the turn blocking.
Prescient Dodge
Prescience 6
You can activate Prescience to add half the level used to the penalty opponents take next round when you use active dodge. If you use full dodge, this doubles so you gain a bonus equal to the level of Prescience used.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
A new weapon and weapon upgrade from AMS.
AMS PR95 ARTEMIS PLASMA SNIPER RIFLE
Class: Tactical Firearm
Damage: 2d10+2
Cost: 15,000
Range: Long
Rate: 1
EMPS: 10
Ammo: Energy Cells
The "Artemis" Plasma Sniper Rifle is a new design from AMS which takes advantages of developments in the miniaturisation of plasma containment technology. Though it remains a tactical weapon, this rifle creates plasma bolts with a considerably stronger magnetic envelope, which can contain plasma at a higher energy and remain coherent over greater ranges than the standard plasma rifle. The acceleration chamber is also lengthened, causing shots from the rifle to travel faster and be considerably more accurate.
The Artemis has an integrated scope and is accurate enough to be treated as a sniper weapon. The power draw per shot is considerably higher than a regular plasma rifle and is in fact comparable to most heavy weapons; the Artemis can only fire three shots from a standard energy cell, rather than the normal 15. The capacitors also have a longer charge cycle which reduces the rate of fire compared to a standard rifle. The upshot of this high power draw is that the weapon systems must be more robust to handle the increased load, and consequently they are somewhat more resistant to EMP attacks. As a plasma weapon the Artemis still suffers from overheating and installation of an AMS plasma stabiliser is highly recommended.
AMS QUICK-FIX MODULAR SYSTEMS UPGRADE
Cost: 40% of weapon base cost
The "Quick-Fix" upgrade is the generic name for an upgrade AMS technicians can perform on electronic weapons - plasma weapons, laser weapons, and railguns all qualify for this improvement (most things that need energy cells probably can qualify, but final say is up to the GM). The technicians replace the integrated electronic/electrical components of the weapon with sturdy snap-in mounting points, ruggedised connection ports and a new modular electronic set. They also install easy-access ports in the weapon casing. This makes the weapon easier to maintain and allows for dynamic component switching in the field, granting the following benefits:
Firstly, the modular components and ease of access to the weapon's internals make repairing the weapon much easier - attempts to repair a weapon with this improvement receive a +4 bonus in addition to any other bonuses or penalties for tools and environment. The weapon still loses condition when repaired as normal.
Secondly, if the weapon breaks due to an EMP effect (and also overheating, in the case of plasma weapons), it can be rapidly restored to working status in the field by taking a few seconds to swap in a fresh electronic set. A spare component set for a weapon costs 20% of the weapon's base cost and takes the form of a collection of black boxes reminiscent of firearm magazines, but with odd shapes and various connection ports (they can be opened up to expose the electronics for repairs and tinkering, but are usually kept sealed to protect the sensitive parts from damage). When replacing components, the old set is ejected from the weapon's access ports and the new set can simply be slotted into place. This takes one action for a light weapon, two actions for a tactical weapon, and three actions for a heavy weapon (the larger and more complex the weapon is, the more components have to be replaced). After the process is completed the weapon is immediately considered repaired and in working order once again, although it still loses a condition level like weapons repaired normally do. The old set can be kept and repaired later using the normal repair rules, or simply discarded if the user isn't worried about the cost of buying more spare sets to replace it.
AMS throws in one free spare electronics set for the weapon when the upgrade is first purchased.
EDIT: I just stumbled across the Weapon Nanossembler in MoW which does essentially the same thing, but way cheaper and with the magic of nanotechnology. It'll fix a gun in only three rounds. Nevermind the quick-fix, then.
AMS PR95 ARTEMIS PLASMA SNIPER RIFLE
Class: Tactical Firearm
Damage: 2d10+2
Cost: 15,000
Range: Long
Rate: 1
EMPS: 10
Ammo: Energy Cells
The "Artemis" Plasma Sniper Rifle is a new design from AMS which takes advantages of developments in the miniaturisation of plasma containment technology. Though it remains a tactical weapon, this rifle creates plasma bolts with a considerably stronger magnetic envelope, which can contain plasma at a higher energy and remain coherent over greater ranges than the standard plasma rifle. The acceleration chamber is also lengthened, causing shots from the rifle to travel faster and be considerably more accurate.
The Artemis has an integrated scope and is accurate enough to be treated as a sniper weapon. The power draw per shot is considerably higher than a regular plasma rifle and is in fact comparable to most heavy weapons; the Artemis can only fire three shots from a standard energy cell, rather than the normal 15. The capacitors also have a longer charge cycle which reduces the rate of fire compared to a standard rifle. The upshot of this high power draw is that the weapon systems must be more robust to handle the increased load, and consequently they are somewhat more resistant to EMP attacks. As a plasma weapon the Artemis still suffers from overheating and installation of an AMS plasma stabiliser is highly recommended.
- Design Notes:
- This one is mostly designed by comparison to the standard plasma rifle in core and the countersniper in MoW; improving damage from the plasma rifle's 2d8+1 to 2d10+2 represents the greater power of the individual shot, and is also close in power to the countersniper's 2d10. The reduced rate offsets this increased damage potential compared to the standard plasma rifle, and is again equivalent to the countersniper's rate of 2d10. The raw damage is slightly better than the countersniper and AV penetration signficantly better, but the Artemis is also a lot more expensive and suffers from overheating, so it balances out. Generally speaking, the Artemis isn't as good as the sniper setting on that Shi Yukiro super laser rifle, which also does 2d10+2 damage at Rate 2 (!?), has way better EMPS, does not overheat and ignores shields - it may not ignore armour but in almost all cases two accurate shots will do more damage than one shot from the plasma sniper unless shooting something with insane AV, which is really the situation when the plasma weapons should be shining.
AMS QUICK-FIX MODULAR SYSTEMS UPGRADE
Cost: 40% of weapon base cost
The "Quick-Fix" upgrade is the generic name for an upgrade AMS technicians can perform on electronic weapons - plasma weapons, laser weapons, and railguns all qualify for this improvement (most things that need energy cells probably can qualify, but final say is up to the GM). The technicians replace the integrated electronic/electrical components of the weapon with sturdy snap-in mounting points, ruggedised connection ports and a new modular electronic set. They also install easy-access ports in the weapon casing. This makes the weapon easier to maintain and allows for dynamic component switching in the field, granting the following benefits:
Firstly, the modular components and ease of access to the weapon's internals make repairing the weapon much easier - attempts to repair a weapon with this improvement receive a +4 bonus in addition to any other bonuses or penalties for tools and environment. The weapon still loses condition when repaired as normal.
Secondly, if the weapon breaks due to an EMP effect (and also overheating, in the case of plasma weapons), it can be rapidly restored to working status in the field by taking a few seconds to swap in a fresh electronic set. A spare component set for a weapon costs 20% of the weapon's base cost and takes the form of a collection of black boxes reminiscent of firearm magazines, but with odd shapes and various connection ports (they can be opened up to expose the electronics for repairs and tinkering, but are usually kept sealed to protect the sensitive parts from damage). When replacing components, the old set is ejected from the weapon's access ports and the new set can simply be slotted into place. This takes one action for a light weapon, two actions for a tactical weapon, and three actions for a heavy weapon (the larger and more complex the weapon is, the more components have to be replaced). After the process is completed the weapon is immediately considered repaired and in working order once again, although it still loses a condition level like weapons repaired normally do. The old set can be kept and repaired later using the normal repair rules, or simply discarded if the user isn't worried about the cost of buying more spare sets to replace it.
AMS throws in one free spare electronics set for the weapon when the upgrade is first purchased.
- Design notes:
- The objective of this upgrade is to help mitigate the dangers of EMP and overheating for characters who are particularly invested in at-risk weapons, especially heavy weapons users, who may have difficulty taking backup weapons with them on missions. Rather than having to spend several minutes fixing the weapon, the ability to fix it immediately in a fight can keep a combat effectiveness high. Having to take a couple of rounds out to perform the fix is still a considerable disadvantage to being EMP'd or suffering overheating, and condition loss remains a problem, so it doesn't negate the threat entirely. Even if fixing the gun in a firefight isn't a desirable option, it becomes a much more viable option to fix the weapon during a brief quiet moment in the assignment, between fights or scenes, where there may not have been time to fix the weapon normally. For maximum reliability, combine with the Reinforcement upgrade (which can mitigate the condition loss associated with repairing the weapon), EMPS boosters, plasma stabilisers, etc.
EDIT: I just stumbled across the Weapon Nanossembler in MoW which does essentially the same thing, but way cheaper and with the magic of nanotechnology. It'll fix a gun in only three rounds. Nevermind the quick-fix, then.
Stephen Lincoln- Posts : 134
Join date : 2013-06-19
Location : Inside the mind of Carcer
Re: Player Genned Things Thread
A new training for people who like to fight with precision.
Snap Aim
Reflexes 8
Perception 8
Relevant Weapon Skill 6
A skilled and perceptive wielder can be trained to take advantage of their fast reactions and use even the smallest moments to line up their shots (or strikes), rapidly sighting in on their targets and attacking with increased precision. By spending their free action, someone with this training can quickly aim at their target, granting a +1 bonus to hit and damage for their next set of attacks (which may be in the same round). If using a sniper weapon, this bonus improves to +2, and further improves to +3 if the user also has the Sniper Advanced Aim training, but it is not affected by the Sniper Lock-On training. This bonus does not stack with that granted by a normal aiming action; if the user has aimed normally before attacking, that bonus supersedes this one.
Snap Aim
Reflexes 8
Perception 8
Relevant Weapon Skill 6
A skilled and perceptive wielder can be trained to take advantage of their fast reactions and use even the smallest moments to line up their shots (or strikes), rapidly sighting in on their targets and attacking with increased precision. By spending their free action, someone with this training can quickly aim at their target, granting a +1 bonus to hit and damage for their next set of attacks (which may be in the same round). If using a sniper weapon, this bonus improves to +2, and further improves to +3 if the user also has the Sniper Advanced Aim training, but it is not affected by the Sniper Lock-On training. This bonus does not stack with that granted by a normal aiming action; if the user has aimed normally before attacking, that bonus supersedes this one.
- Design Notes:
- This training allows combatants who normally find their free action going to waste make use of it for a small bonus, as long as they're skilled enough. It's especially good for snipers who find themselves in a situation where they can't afford to take full rounds to aim. A small +1-3 bonus to hit and damage seems fair for a single training, especially since it has reasonable pre-reqs and involves sacrificing a free action. As written it applies to any sort of attack - ranged and close combat - but it could be altered to only apply to ranged attacks if necessary.
Last edited by Stephen Lincoln on Thu Jul 04, 2013 8:05 pm; edited 1 time in total
Stephen Lincoln- Posts : 134
Join date : 2013-06-19
Location : Inside the mind of Carcer
Re: Player Genned Things Thread
A new Federation-special weapon from AMS, in the vein of the TR11 Blackbird and the Takata L80 Assault Laser. But with plasma.
AMS PR101 "STORMCROW" VARIABLE POWER PLASMA RIFLE
Damage: As mode
Range: As mode
Rate: As mode
EMPS: 17
Cost: 20,000c (only available to WF)
The Stormcrow is a brand new AMS plasma weapon with a revolutionary new system which allows the weapon's acceleration and containment systems to be rapidly reconfigured in the field. By using a free action, the user can toggle between any of the weapon's preset firing modes - a semi-auto mode for engaging enemies at range, a rapid-fire mode for attacking groups and laying down suppressive fire, and a shotgun mode for when targets get up-close and personal. The weapon looks much like a standard plasma rifle from the outside (although the worksmanship and quality are obviously superb); the emitter aperture has an irising opening which varies in size as the firing mode is changed, and inside the weapon the acceleration coils are mounted on railings which allow them to change position as required for the different modes.
Because the systems are variably powered instead of fixed and optimised for a specific mode, they are slightly less efficient than normal plasma weapons of a comparable pattern and produce less powerful shots, but the increased versatility more than makes up for this - as does the increased tolerance to to the power fluctuations caused by EMP attacks. Note that as this weapon is normally only available to WF agents it is already considered "diced-up" and does not further benefit from this bonus. As a plasma weapon the Stormcrow has the normal risk of overheating, and will critically fail on a roll of 8/8, 9/9 or 10/10, but it ignores AV equal to its maximum damage, as usual.
FIRING MODES
Semi-Auto: Damage 2d8+2, Medium Range, Rate 2
Rapid-Fire: Damage 6d6, Medium Range, Rate 1 (Machine)
Shotgun: Damage 1d10/3d10, Medium/Close Range (at close range damage is Mashing, +4 bonus to hit within 5m), Rate 1
MODIFYING THE STORMCROW
Some Agents like to take advantage of the system's configurability and modify the system's presets to change the weapon's performance. With a successful Intelligence+Mechtronics roll and a few minutes work, a firing mode can be removed, a new firing mode can be added, or a firing mode can be replaced with an alternative. When creating a new mode, choose a normal firing mode and modify it as follows:
High-Power: Use a higher proportion of power to accelerate the plasma. Dice up the damage for the firing mode. This drastically increases containment failure chance; the weapon now also critically fails on rolls of 6/6 and 7/7 (only 7/7 and worse with a plasma stabiliser fitted). A favourite modification of users who want to inflict maximum damage and are willing to accept the risk involved.
Low-Power: Divert power from the acceleration coils to the containment systems. Dice down the damage of the firing mode (d10>d8>d6>d4). The weapon is much safer with the more powerful containment, and only critically fails on 9/9 and 10/10 (only 10/10 with a stabiliser fitted). A popular alteration with users who want the penetrating power of plasma but are overly concerned about the possibility of backfires.
Rapid-Charging: Divert power from acceleration to capacitor regulation, increasing fire rate. Dice down the damage as with the low power mode, but increase the weapon's rate by 1 (for the Rapid-Fire mode, change the weapon damage to 12d4 instead - the RoF also becomes so high that you must allocate a minimum of 2 dice to each target in a burst if attacking multiple enemies). This is slightly less stable than normal, and the weapon now critically fails on rolls of 7/7 and worse (8/8 and worse with a stabiliser fitted). Often applied by users who are experts with the weapon and can make the most out of the extra shots.
Self-Destruction: Disable the acceleration coils and put all power into plasma generation and containment. Once the plasma is fully charged, the containment is released without accelerating the plasma, causing the weapon to catastrophically fail - it explodes, doing 6d10 damage in a 3m blast. There is a slight delay of a second or two between pulling the trigger and detonation, and in this time the weapon can be thrown like a grenade (albeit at only half normal distance and with a -4 penalty because of the non-aerodynamic properties of the weapon) or quickly placed somewhere to be used as an improvised demolitions charge. If the user is not expecting this to happen (for instance, their weapon has been sabotaged), they may realise what is happening with a successful Reflexes+Observation roll, and throw the weapon away before it explodes in their hands. This mode is often used by agents who believe they may be captured and wish to prevent proprietary WF technology falling into enemy hands.
If the person attempting to modify the weapon critically fails the roll, they believe they have succesfully performed the alteration, but in actual fact have only set up the Self-Destruct mode. If they were already trying to set up the Self-Destruct mode, they accidentally trigger the weapon systems and if they have left the power-cell in the weapon it detonates as described immediately. It is entirely possible, spending enough time and enough rolls, to modify the weapon so that it has every possible firing mode in its presets; there is no limit which would prohibit it. The default firing modes are just the ones the weapon comes configured with.
TRAINING COMPATIBILITY
If the user has the Mastered Weapon training with a particular plasma weapon, it also applies to the equivalent firing modes of this weapon (Plasma Rifle applies to Semi-Auto modes, Submachine Plasma applies to Rapid-Fire modes, and Plasma Shotgun applies to Shotgun modes). In the Semi-Auto mode the weapon can be used with the "Plasma Rifle Compound Attack" training, doing 4d8+2 damage (or 4d10+2 with the High-Power variant, or 4d6+2 with the Low-Power and Rapid-Charging variants, and the third shot is lost in the latter case). When using the Rapid-Fire modes, the "Submachine Plasma Cooldown" training applies. Trainings that normally apply to a Plasma Shotgun can be used with the weapon in any shotgun mode.
AMS PR101 "STORMCROW" VARIABLE POWER PLASMA RIFLE
Damage: As mode
Range: As mode
Rate: As mode
EMPS: 17
Cost: 20,000c (only available to WF)
The Stormcrow is a brand new AMS plasma weapon with a revolutionary new system which allows the weapon's acceleration and containment systems to be rapidly reconfigured in the field. By using a free action, the user can toggle between any of the weapon's preset firing modes - a semi-auto mode for engaging enemies at range, a rapid-fire mode for attacking groups and laying down suppressive fire, and a shotgun mode for when targets get up-close and personal. The weapon looks much like a standard plasma rifle from the outside (although the worksmanship and quality are obviously superb); the emitter aperture has an irising opening which varies in size as the firing mode is changed, and inside the weapon the acceleration coils are mounted on railings which allow them to change position as required for the different modes.
Because the systems are variably powered instead of fixed and optimised for a specific mode, they are slightly less efficient than normal plasma weapons of a comparable pattern and produce less powerful shots, but the increased versatility more than makes up for this - as does the increased tolerance to to the power fluctuations caused by EMP attacks. Note that as this weapon is normally only available to WF agents it is already considered "diced-up" and does not further benefit from this bonus. As a plasma weapon the Stormcrow has the normal risk of overheating, and will critically fail on a roll of 8/8, 9/9 or 10/10, but it ignores AV equal to its maximum damage, as usual.
FIRING MODES
Semi-Auto: Damage 2d8+2, Medium Range, Rate 2
Rapid-Fire: Damage 6d6, Medium Range, Rate 1 (Machine)
Shotgun: Damage 1d10/3d10, Medium/Close Range (at close range damage is Mashing, +4 bonus to hit within 5m), Rate 1
MODIFYING THE STORMCROW
Some Agents like to take advantage of the system's configurability and modify the system's presets to change the weapon's performance. With a successful Intelligence+Mechtronics roll and a few minutes work, a firing mode can be removed, a new firing mode can be added, or a firing mode can be replaced with an alternative. When creating a new mode, choose a normal firing mode and modify it as follows:
High-Power: Use a higher proportion of power to accelerate the plasma. Dice up the damage for the firing mode. This drastically increases containment failure chance; the weapon now also critically fails on rolls of 6/6 and 7/7 (only 7/7 and worse with a plasma stabiliser fitted). A favourite modification of users who want to inflict maximum damage and are willing to accept the risk involved.
Low-Power: Divert power from the acceleration coils to the containment systems. Dice down the damage of the firing mode (d10>d8>d6>d4). The weapon is much safer with the more powerful containment, and only critically fails on 9/9 and 10/10 (only 10/10 with a stabiliser fitted). A popular alteration with users who want the penetrating power of plasma but are overly concerned about the possibility of backfires.
Rapid-Charging: Divert power from acceleration to capacitor regulation, increasing fire rate. Dice down the damage as with the low power mode, but increase the weapon's rate by 1 (for the Rapid-Fire mode, change the weapon damage to 12d4 instead - the RoF also becomes so high that you must allocate a minimum of 2 dice to each target in a burst if attacking multiple enemies). This is slightly less stable than normal, and the weapon now critically fails on rolls of 7/7 and worse (8/8 and worse with a stabiliser fitted). Often applied by users who are experts with the weapon and can make the most out of the extra shots.
Self-Destruction: Disable the acceleration coils and put all power into plasma generation and containment. Once the plasma is fully charged, the containment is released without accelerating the plasma, causing the weapon to catastrophically fail - it explodes, doing 6d10 damage in a 3m blast. There is a slight delay of a second or two between pulling the trigger and detonation, and in this time the weapon can be thrown like a grenade (albeit at only half normal distance and with a -4 penalty because of the non-aerodynamic properties of the weapon) or quickly placed somewhere to be used as an improvised demolitions charge. If the user is not expecting this to happen (for instance, their weapon has been sabotaged), they may realise what is happening with a successful Reflexes+Observation roll, and throw the weapon away before it explodes in their hands. This mode is often used by agents who believe they may be captured and wish to prevent proprietary WF technology falling into enemy hands.
If the person attempting to modify the weapon critically fails the roll, they believe they have succesfully performed the alteration, but in actual fact have only set up the Self-Destruct mode. If they were already trying to set up the Self-Destruct mode, they accidentally trigger the weapon systems and if they have left the power-cell in the weapon it detonates as described immediately. It is entirely possible, spending enough time and enough rolls, to modify the weapon so that it has every possible firing mode in its presets; there is no limit which would prohibit it. The default firing modes are just the ones the weapon comes configured with.
TRAINING COMPATIBILITY
If the user has the Mastered Weapon training with a particular plasma weapon, it also applies to the equivalent firing modes of this weapon (Plasma Rifle applies to Semi-Auto modes, Submachine Plasma applies to Rapid-Fire modes, and Plasma Shotgun applies to Shotgun modes). In the Semi-Auto mode the weapon can be used with the "Plasma Rifle Compound Attack" training, doing 4d8+2 damage (or 4d10+2 with the High-Power variant, or 4d6+2 with the Low-Power and Rapid-Charging variants, and the third shot is lost in the latter case). When using the Rapid-Fire modes, the "Submachine Plasma Cooldown" training applies. Trainings that normally apply to a Plasma Shotgun can be used with the weapon in any shotgun mode.
- Design Notes:
- The Stormcrow is patterned on the Blackbird and the L80 from Machines of War - variable mode kinetic and laser weapons, respectively, but no such equivalent existed for plasma weapons. The damage is described as being worse than equivalent plasma weapons, but you might notice that the stats given are actually the same as for the normal Plasma Rifle, Bloodstorm and Debye Plasma Shotgun - that's because those weapons DO benefit from the Federation dice-up bonus, and so the damage dice for the Stormcrow is actually a step worse than an equivalent WF weapon. The Stormcrow also swaps the sniper mode of those weapons for the alternative shotgun functionality, as accurising plasma weapons is more complex than doing so for laser or kinetic weapons but the incoherent blast mode fits well with the idea of the system. The EMPS is a lot higher than normal plasma weapons, keeping it comparable with the L80, which has an EMPS of 18, more than twice as good as most other laser weapons.
The possibility of modifying the system introduces some mechanical interest for weapon nuts, and the increase in effectiveness achievable only gives the weapon rough equivalence with its standard WF counterparts, with increased risk of overheating as a counterbalance. This does in fact make it not quite as good for that kind of thing as the Blackbird and L80, which are generally dramatically better than their equivalents in a couple of respects and then either slightly worse than or comparable in other respects, without the associated dangers of plasma backfire.
As the weapon is basically designed to mimic the functionality of the existing plasma weapons with its variable modes, it feels like it makes sense to allow trainings for those weapons to apply to the appropriate modes of this weapon, and mastering every firing mode of the weapon requires three whole trainings, in comparison to the cases for the L80 and the Blackbird, which only need 1 and 2 respectively.
That's a hell of a lot of words. I like describing how things work!
Stephen Lincoln- Posts : 134
Join date : 2013-06-19
Location : Inside the mind of Carcer
Re: Player Genned Things Thread
Walk On Water (Training)
Jump 6
Telekinesis 6
By fucking around with both the surface tension of the water and the amount of force you are applying to it's surface, you can step across the water as if it was a paved road. Stepping on the water costs 1 TE per round, and allows you to move at normal speeds. An activation roll is required when first stepping on the water, however later turns do not require this.
Jump 6
Telekinesis 6
By fucking around with both the surface tension of the water and the amount of force you are applying to it's surface, you can step across the water as if it was a paved road. Stepping on the water costs 1 TE per round, and allows you to move at normal speeds. An activation roll is required when first stepping on the water, however later turns do not require this.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
Omega Field Laser Rangefinder
500 credits
A simple handheld device, around the size of a pistol, which allows distance measurements to be made to around the nearest half centimeter. It takes one round to use, and has a 95% success rate on most materials. The GM may rule that a material such as refractive cloth or vehicles treated with special coating may reduce this. The maximum range is 3 km, although every 500m after the first kilometer decreases the success rate by 5% as the laser beam begins to spread out. A clear line of sight is required. The received data can be sent to a computer linked to the device.
Upgrades:
+200 credits: The Rangefinder is built into a standard set of binoculars. Initially this upgrade was standard to allow the large ranges to be observed, but as telemetric vision became more common, Omega made it into an unpgrade so they could justify a price increase.
+200 credits: An Inclinometer and compass are included to provide additional data on the objects location.
Omega-Shinjitsu Rangefinder Eye (Cybernetic)
Requires Anascan GUI
2000 credits 5 hours Simple
Installs the Rangefinder in the side of the subjects head (It's name is a marketing trick). Mechanically the above applies.
500 credits
A simple handheld device, around the size of a pistol, which allows distance measurements to be made to around the nearest half centimeter. It takes one round to use, and has a 95% success rate on most materials. The GM may rule that a material such as refractive cloth or vehicles treated with special coating may reduce this. The maximum range is 3 km, although every 500m after the first kilometer decreases the success rate by 5% as the laser beam begins to spread out. A clear line of sight is required. The received data can be sent to a computer linked to the device.
Upgrades:
+200 credits: The Rangefinder is built into a standard set of binoculars. Initially this upgrade was standard to allow the large ranges to be observed, but as telemetric vision became more common, Omega made it into an unpgrade so they could justify a price increase.
+200 credits: An Inclinometer and compass are included to provide additional data on the objects location.
Omega-Shinjitsu Rangefinder Eye (Cybernetic)
Requires Anascan GUI
2000 credits 5 hours Simple
Installs the Rangefinder in the side of the subjects head (It's name is a marketing trick). Mechanically the above applies.
Tansai Kay- Posts : 709
Join date : 2012-10-15
Re: Player Genned Things Thread
The Shinjitsu Wildlife Codex
In the Corporate superfuture, wildlife is not only significantly rarer than today, but also generally found in places where humans don't want to go, whether it be the sewers beneath Los Angeles or the radioactive wasteland of France. Shinjitsu is one of the few Corporations that regularly visit such hostile locations, and so their Agents see much more animal life in a single assignment than many people do in their entire lives.
Ever since an unfortunate incident early in their history when a stretch of the Hamburg sewers were labelled as safe despite the presence of a number of alligator-like creatures, Shinjitsu has also been aware that noting the creatures present in a particular area is vitally important for accurate mapping. However, it was considered impractical to try and add the local wildlife to the maps themselves. The solution was the Shinjitsu Wildlife Codex - the definitive guide to animal life in all regions of the world that have been mapped by Shinjitsu. It comes in several volumes, divided up by areas of the world, and each volume is regularly updated when an Agent brings in their report. Each volume is available commercially, at a mere 5000-10,000 credits, depending on the region, including all future updates. While this may sound expensive (and is), collecting the information is no simple task, and Shinjitsu has no real competitors in the wildlife documentation market so can charge whatever it wants. Groups going to remote regions who decide that the Codex isn't worth the price often regret their decision when being savaged by animals they thought were harmless.
To ensure that as much information as possible is gathered, Shinjitsu Agents are offered a financial incentive of 200 credits for each new species they can identify and provide footage of. In addition, they may be recognised in the Codex as significant contributors to a particular volume and edition - sometimes even sole contributors. Most trips provide only a couple of new additions to Shinjitsu's archives, but some can rewrite whole sections of the Codex, particularly in areas where the wildlife needs to adapt fast or perish.
While not Shinjitsu's primary source of revenue, the Wildlife Codex does provide them with a decent revenue stream, and certain of their Agents become very adept at documenting creatures that others might not even recognise as a new species. While EI have attempted a couple of similar schemes, they have generally been a spectacular failure, although one of them did prodice some excellent footage of a pair of EI Agents with flesh-eating ants inside their armour that has since been used in a number of comedy programmes. What none of them have produced yet is conclusive evidence of Shinjitsu or Shi Yukiro sabotage, despite strong suspicion on the part of a number of authorities. For now, the Codex remains without a competitor.
In the Corporate superfuture, wildlife is not only significantly rarer than today, but also generally found in places where humans don't want to go, whether it be the sewers beneath Los Angeles or the radioactive wasteland of France. Shinjitsu is one of the few Corporations that regularly visit such hostile locations, and so their Agents see much more animal life in a single assignment than many people do in their entire lives.
Ever since an unfortunate incident early in their history when a stretch of the Hamburg sewers were labelled as safe despite the presence of a number of alligator-like creatures, Shinjitsu has also been aware that noting the creatures present in a particular area is vitally important for accurate mapping. However, it was considered impractical to try and add the local wildlife to the maps themselves. The solution was the Shinjitsu Wildlife Codex - the definitive guide to animal life in all regions of the world that have been mapped by Shinjitsu. It comes in several volumes, divided up by areas of the world, and each volume is regularly updated when an Agent brings in their report. Each volume is available commercially, at a mere 5000-10,000 credits, depending on the region, including all future updates. While this may sound expensive (and is), collecting the information is no simple task, and Shinjitsu has no real competitors in the wildlife documentation market so can charge whatever it wants. Groups going to remote regions who decide that the Codex isn't worth the price often regret their decision when being savaged by animals they thought were harmless.
To ensure that as much information as possible is gathered, Shinjitsu Agents are offered a financial incentive of 200 credits for each new species they can identify and provide footage of. In addition, they may be recognised in the Codex as significant contributors to a particular volume and edition - sometimes even sole contributors. Most trips provide only a couple of new additions to Shinjitsu's archives, but some can rewrite whole sections of the Codex, particularly in areas where the wildlife needs to adapt fast or perish.
While not Shinjitsu's primary source of revenue, the Wildlife Codex does provide them with a decent revenue stream, and certain of their Agents become very adept at documenting creatures that others might not even recognise as a new species. While EI have attempted a couple of similar schemes, they have generally been a spectacular failure, although one of them did prodice some excellent footage of a pair of EI Agents with flesh-eating ants inside their armour that has since been used in a number of comedy programmes. What none of them have produced yet is conclusive evidence of Shinjitsu or Shi Yukiro sabotage, despite strong suspicion on the part of a number of authorities. For now, the Codex remains without a competitor.
Silvia Tsukuda- Posts : 1822
Join date : 2013-02-22
Age : 47
Re: Player Genned Things Thread
Hyper-Mass Shurikens
Cost: 100 credits Damage: D2+Athletics/D2+Strength Range: 20 meters Rate 3 EMP Immune
As the Kariudo Hira Shuriken (EB pg 34), except cannot be poisoned and ignore shields.
Cost: 100 credits Damage: D2+Athletics/D2+Strength Range: 20 meters Rate 3 EMP Immune
As the Kariudo Hira Shuriken (EB pg 34), except cannot be poisoned and ignore shields.
Khalid Nader- Posts : 38
Join date : 2013-09-19
Re: Player Genned Things Thread
Optional Rule: Corporate Training.
All Corporations have their own specialty they expect an agent to be proficient in, and therefore put more effort and resources into providing training in these areas. Similar to the Comoros Corporate bonus for training telepathics, each of the major Corporations have a choice of skills that can be increased for a lower xp cost. For a character currently serving with a major Corp, choose two skills from the appropriate list. These two skills cost that character -1 exp to up, to a minimum of 1 point per level.
WF:
Light Firearms
Tactical Firearms
Attitude
Observation
EI:
Medicine
Pilot
Business
Heavy Firearms
Ai Jinn:
Mechtronics
Crime
Street Culture
Drive
SY:
Computers & AI
Close Combat
Stealth
Arts and Culture
Minor Corps have less resources to set up numerous training programs, so tend to specialize very thoroughly, for example Gemini agents receive a -1 to xp costs for science and medicine, Kalahri for drive and looking good.
All Corporations have their own specialty they expect an agent to be proficient in, and therefore put more effort and resources into providing training in these areas. Similar to the Comoros Corporate bonus for training telepathics, each of the major Corporations have a choice of skills that can be increased for a lower xp cost. For a character currently serving with a major Corp, choose two skills from the appropriate list. These two skills cost that character -1 exp to up, to a minimum of 1 point per level.
WF:
Light Firearms
Tactical Firearms
Attitude
Observation
EI:
Medicine
Pilot
Business
Heavy Firearms
Ai Jinn:
Mechtronics
Crime
Street Culture
Drive
SY:
Computers & AI
Close Combat
Stealth
Arts and Culture
Minor Corps have less resources to set up numerous training programs, so tend to specialize very thoroughly, for example Gemini agents receive a -1 to xp costs for science and medicine, Kalahri for drive and looking good.
Khalid Nader- Posts : 38
Join date : 2013-09-19
Cybernetics 2.0
[Inspired by Shadowrun/Carcer]
As the title suggests these house rules are intended to provide the cybernetics system with a sense of structure. The biggest change is the introduction of core cybernetics. These cybernetics are base installations which have a number of module slots with which to upgrade them and their own discrete set of module options. This way you will only need to keep record of up to a dozen cybernetics and their modular bonuses. It should be noted that most of the framework for this was already a part of Corp's cybernetic system in the form of pre-requisites, which also remain extant. Numerous misc changes and additions brought up by this system will be addressed below.
Core cybernetics:
-PSE (10 MS)
-Synaptic modulation (20 MS+End)
-Smeaker (6 MS)
-Cardiomechanics (20 MS)
-Krieg Skin Plus (8 MS)
-DX4 Cyberarm (10 MS)
-DX1 CyberHand (6 MS)
-DX9 Cyberleg (10 MS)
A mind map of the modules can be found here for ease of use.
Synaptic modulation gains the unique benefit of an additional module slot per point of Endurance a character possesses.
New core cybernetics:
DX1 Reaver Cybernetic Hand
5000c
Installation, Simple 2 hours.
Module slots: 6
A handy upgrade, these have full 360* articulation around the knuckle, allowing for all sorts of party tricks (+2 to escaping handcuffs & similar restraints). They also grant ambidexterity to those not already blessed with it. These hands do not grant close combat defence as the fluidity of movement required to mimic the movement of a human hand necessarily lowers the metal’s toughness.
Why not feet? Well simply because there are not enough pre-existing cybernetics installed there. I consider this a great shame since deployable; roller skates, “knuckle” chainsaws and toe missiles seem like an obvious oversight to me.
Krieg Skin+
Cost 4000
Installation: Simple, 4 hours
Module slots granted: 8
Don't you hate cleaning? Isn't it such a tedious chore? I mean hygiene is of utmost importance but when you have a meeting after sleeping in following a night out on the town/LAM well, really, who has the time? It is such a 14th century problem. This cybernetic is installed between the epidermis and the dermal layer and periodically cleans the user's skin. Please note that you still need to wash and change clothes regularly.
Misc changes:
General modules:
These modules can be applied to any Core cybernetic.
-EMPS boosters. Takes up 1 module slot per booster, one cybernetic made have up to 5. Increases the cybernetic's EMPs by 2 each. Costs 1/10 of the cybernetic's base price.
-Crystal weave coating.
As EB 40 but is applied to cybernetic modules rather than core cybernetics and takes up an additional module slot.
More new things!:
Reaver Ammo port:
Installation: Simple, 1 hour
Cost: 100c
Module space: 0
Tired of running out of ammo in your integrated systems? Just need to be able to lay down suppressing fire for 14 seconds? We have the solution. A port is installed at the user’s elbow into which the ammo-feed from an https://oracle.forumotion.co.uk/t76p15-weapons-and-equipment#9524 is plugged into. Easily concealed when not in use.
Module Adaptation training
Prerequisites:
Endurance 8
3 core cybernetics
Your body has become accustomed to cybernetic surgery and easily accommodates the change from an old module to a new one. When swapping out a cybernetic module you already possess, reduce complex installations to simple ones and halve the installation time. This never applies to core cybernetics or filling out their module slots for the first time. This training is typically taken by prototype cybernetic testers and EI agents who prefer to tailor themselves to particular missions.
Super secret optional rules.
Cultists
Have a tendency to ignore safety in order to gain greater capacity, if you do not rule that cultists are exempt from this system altogether. Examples included active nananium plates and the all seeing eye upgrades which allow for an inordinate number of Av and sensory enhancements respectively.
As the title suggests these house rules are intended to provide the cybernetics system with a sense of structure. The biggest change is the introduction of core cybernetics. These cybernetics are base installations which have a number of module slots with which to upgrade them and their own discrete set of module options. This way you will only need to keep record of up to a dozen cybernetics and their modular bonuses. It should be noted that most of the framework for this was already a part of Corp's cybernetic system in the form of pre-requisites, which also remain extant. Numerous misc changes and additions brought up by this system will be addressed below.
Core cybernetics:
-PSE (10 MS)
-Synaptic modulation (20 MS+End)
-Smeaker (6 MS)
-Cardiomechanics (20 MS)
-Krieg Skin Plus (8 MS)
-DX4 Cyberarm (10 MS)
-DX1 CyberHand (6 MS)
-DX9 Cyberleg (10 MS)
A mind map of the modules can be found here for ease of use.
Synaptic modulation gains the unique benefit of an additional module slot per point of Endurance a character possesses.
New core cybernetics:
DX1 Reaver Cybernetic Hand
5000c
Installation, Simple 2 hours.
Module slots: 6
A handy upgrade, these have full 360* articulation around the knuckle, allowing for all sorts of party tricks (+2 to escaping handcuffs & similar restraints). They also grant ambidexterity to those not already blessed with it. These hands do not grant close combat defence as the fluidity of movement required to mimic the movement of a human hand necessarily lowers the metal’s toughness.
Why not feet? Well simply because there are not enough pre-existing cybernetics installed there. I consider this a great shame since deployable; roller skates, “knuckle” chainsaws and toe missiles seem like an obvious oversight to me.
Krieg Skin+
Cost 4000
Installation: Simple, 4 hours
Module slots granted: 8
Don't you hate cleaning? Isn't it such a tedious chore? I mean hygiene is of utmost importance but when you have a meeting after sleeping in following a night out on the town/LAM well, really, who has the time? It is such a 14th century problem. This cybernetic is installed between the epidermis and the dermal layer and periodically cleans the user's skin. Please note that you still need to wash and change clothes regularly.
Misc changes:
- Misc changes:
- -The process socket should be considered as its own core cybernetic with only advanced socket and dual sockets as module upgrades (These could easily be incorporated into PSE or Smeaker core cybernetics if needed.)
-Kreig facial reconstruction & Celebrity face are cosmetic surgeries which do not add cybernetic components to the body and therefore do not take up any module slots.
-The weaponised limb cybernetics are an ambiguous mess and are therefore unified below, to fit into the module system. There is now one cybernetic, licensed and distributed by Reaver, instead of three discrete cybernetics.
Reaver weaponised limb module:
Cost: Light/Tactical/Heavy: 5000/8000/11000
Installation complex, 5/10/15 hours
Module space: 4/7/10
You must also buy the weapon you wish to integrate if you do not already possess it. Weapon upgrades are considered to take up additional module space. By default each upgrade takes up an additional slot but this is subject to GM’s discretion. Certain weapon upgrades should not bee added as dictated by common sense such as weapon enlargement and wrist grips. A Heavy machine weapon takes up 11 module spaces as it needs to be able to draw on a second ammo clip in order to fire once.
Integrated weapons initially incur an adaptation penalty of -2 to their action totals as the user becomes accustomed to wielding a weapon that is a part of them. Each week this penalty is reduced by 1 for three weeks until the user has a +1 bonus. If the weapon is swapped out for a different one then the adaptation bonus is reset.
For an additional 1000c you need no longer spend your free action deploying the weapon before firing (the bonus previously offered by the Ebonite cybernetic limb). This upgrade requires the hand core cybernetic and takes up one module space of the hand’s module capacity.
Sometimes people want to replace their limbs with weapon examples include cultists, nukes and Shi Yukiro agents. These operations should be considered simple and to take ¾ of the standard time and cost. Cult cybernetics which replace limbs as standard should be considered to have already gone through the 3/4ths reduction. These start with a +0 AT bonus and increases by 1 each week until it reaches +3.
Geo sonar array.
I'm not going to hide that I hate this cybernetic. I find it too powerful compared to stealth cybernetics & tech. As such under this system it would be 4 cybernetic modules, each of which can be applied once to a cyberleg or cyberhand core cybernetic. Each one grants a +2 bonuses and takes up 2 module slots. The bonuses stack. So having all four still provides the full +8 bonus but takes up a considerable amount of system space.
General modules:
These modules can be applied to any Core cybernetic.
-EMPS boosters. Takes up 1 module slot per booster, one cybernetic made have up to 5. Increases the cybernetic's EMPs by 2 each. Costs 1/10 of the cybernetic's base price.
-Crystal weave coating.
As EB 40 but is applied to cybernetic modules rather than core cybernetics and takes up an additional module slot.
More new things!:
Reaver Ammo port:
Installation: Simple, 1 hour
Cost: 100c
Module space: 0
Tired of running out of ammo in your integrated systems? Just need to be able to lay down suppressing fire for 14 seconds? We have the solution. A port is installed at the user’s elbow into which the ammo-feed from an https://oracle.forumotion.co.uk/t76p15-weapons-and-equipment#9524 is plugged into. Easily concealed when not in use.
Module Adaptation training
Prerequisites:
Endurance 8
3 core cybernetics
Your body has become accustomed to cybernetic surgery and easily accommodates the change from an old module to a new one. When swapping out a cybernetic module you already possess, reduce complex installations to simple ones and halve the installation time. This never applies to core cybernetics or filling out their module slots for the first time. This training is typically taken by prototype cybernetic testers and EI agents who prefer to tailor themselves to particular missions.
Super secret optional rules.
- EMP & cybernetics:
- Core cybernetic’s EMP resistance is tied to their condition level. For every level below 10 the cybernetic loses one EMPS, and for every level above gains +1 EMPS. All of the cybernetics module bonuses are also lost if the cybernetic is EMP’d. You could easily justify reversing this system if you felt like it, since high end equipment is typically more susceptible to EMP than lower tech alternatives.
EMPS boosters, as core p50, can work with this system. They should be considered a general module upgrade which costs 10% of the core cybernetics base price and takes up one module slot per booster. The exception to this being ICE which as it is primarily nanotech and too small to benefit from EMPS boosters.
Cultists
Have a tendency to ignore safety in order to gain greater capacity, if you do not rule that cultists are exempt from this system altogether. Examples included active nananium plates and the all seeing eye upgrades which allow for an inordinate number of Av and sensory enhancements respectively.
Last edited by Coraline on Sun Jul 06, 2014 8:53 am; edited 1 time in total
Coraline- Posts : 827
Join date : 2013-03-09
Location : On the run
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