Alpha Omega: Difference between revisions
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== Houserules == | == Houserules == | ||
=== Starting === | |||
All player characters start with double starting cash (i.e. 5,000 T). It should be enough to get a decent weapon or two, a not-bad set of armor and some ammo. Windfall cash bonuses are also doubled. | All player characters start with double starting cash (i.e. 5,000 T). It should be enough to get a decent weapon or two, a not-bad set of armor and some ammo. Windfall cash bonuses are also doubled. | ||
=== Combat Tweaks === | |||
All armor has its Melee Kinetic DT and DR increased by 2 each if it possesses either. This is due to the extreme prevalence of armor penetration on melee weapons. Finally, crossbows don't do more damage, at a longer range, than most shotguns, while at half the price. These changes should be reflected in your character stats. | All armor has its Melee Kinetic DT and DR increased by 2 each if it possesses either. This is due to the extreme prevalence of armor penetration on melee weapons. Finally, crossbows don't do more damage, at a longer range, than most shotguns, while at half the price. These changes should be reflected in your character stats. | ||
Damage Modifiers: Use the Melee Weapons Damage Modifier table to calculate ranged weapons damage (except based off Physical Acumen instead of Athleticism). Double the Melee Weapons Damage Modifier for melee weapons. This does increase the effectiveness of unarmed melee attacks somewhat. | Damage Modifiers: Use the Melee Weapons Damage Modifier table to calculate ranged weapons damage (except based off Physical Acumen instead of Athleticism). Double the Melee Weapons Damage Modifier for melee weapons. This does increase the effectiveness of unarmed melee attacks somewhat. | ||
Unarmed Attacks: Without a modifier such as, for example, forearm blades, Unarmed Attacks do damage equal to the largest die in the attacker's | Unarmed Attacks: Without a modifier such as, for example, forearm blades, Unarmed Attacks do damage equal to the largest die in the attacker's Strength dice pool. So a person with an Strength dice pool of, for example, 1d6 + 5d4, would do 1d6 damage instead of 1d4 damage. Brass knuckles increase this by 1 step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, 1d12 to 1d20). Forearm blades double the amount of dice rolled. These are not cumulative. | ||
Hollow-point/AP ammunition cost 100% more per round instead of 1T more per round. | Hollow-point/AP ammunition cost 100% more per round instead of 1T more per round. | ||
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Weapons tweaks listed below. | Weapons tweaks listed below. | ||
=== Augmentations === | |||
Bioware or Mesh Augmentations can be bought as cyberware for equal cost. Certain cyberware or Mesh augmentations can be bought as bioware, ask about this first. | Bioware or Mesh Augmentations can be bought as cyberware for equal cost. Certain cyberware or Mesh augmentations can be bought as bioware, ask about this first. | ||
Characters may be able to purchase certain genetic deviations as cyberware. Costs and Impurity Ratings forthcoming. | |||
Cyberarms and Cyberlegs gain different effects-they are far stronger than human normal but also limited by the structure of the rest of what they're mounted on. Note that having cyberarms or cyberlegs prevents one from spending endurance on any action that they give bonuses to. So someone with cyberlegs couldn't spend Endurance to increase their movement speeds, and someone with cyberarms can't spend Endurance on throwing, grappling, or climbing. Due to these improvements in their usefulness, cyber-arms and cyber-legs cost double. | |||
Cyberarms increase unarmed melee damage as if the user was wearing brass knuckles. Furthermore they add +3 to any skill or quality checks where their improved endurance over flesh and strength would be useful, including grappling, climbing, and throwing. Finally they give the equivalent of the Steady Hands Ability (cumulative with the actual Ability) if both arms are replaced. If the user has bone lacing or a Endoskeletal Replacement these bonuses to skills and qualities are increased to +5 and add a further +1 to melee damage because of their strength and speed. If only one arm is replaced, the bonuses are halved. | |||
Cyberlegs add +3 to any skill or quality checks where their tireless movement and potent strength would be useful, such as running. They also increase a character's movement speeds by 1 step. These bonuses require both legs to be replaced. If the user has bone lacing or an Endoskeletal Replacement the bonus to quality or skill checks is increased to +5 and character movement speeds are increased by 2 steps. | |||
== Player Characters == | == Player Characters == | ||
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[[Blank Sheet|Blank Sheet]] | [[Blank Sheet|Blank Sheet]] | ||
== Custom Abilities == | |||
== Custom Gear == | == Custom Gear == | ||
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Misca Annihilator: damage 2d6 x 2, uses 10 rounds per burst, fires 6 bursts/segment (60 rds/segment)<br> | Misca Annihilator: damage 2d6 x 2, uses 10 rounds per burst, fires 6 bursts/segment (60 rds/segment)<br> | ||
Forearm Blades: As above-double the amount of dice rolled for unarmed damage. A person who does 1d6 unarmed damage would now do 2d6.<br> | Forearm Blades: As above-double the amount of dice rolled for unarmed damage. A person who does 1d6 unarmed damage would now do 2d6.<br> | ||
=== Bioware === | |||
'''Adrenaline Overproduction'''<br> | |||
LaCount Industries is proud to present Adrenaline Overproduction, a biotech modification that greatly increases the production and distribution speed of endorphins, adrenaline, and other chemicals. <br> | |||
'''EFFECT:''' <br> | |||
When activated, Adrenaline Overproduction adds +2 to all physical skill or quality checks, and removes any penalties from wounds, but costs 1 Endurance per active segment. Costs 3,000 T.<br> | |||
Impurity Rating 2 | |||
'''Blood Surrogate'''<br> | |||
Blood Surrogate from Vendar replaces your blood and bone marrow with superior, genetically-engineered tissue, greatly increasing healing rates and decreasing the chance of bleeding out. Our patented Quik-Clot (TM) technologies ensure that all but the most grievous wounds will be sealed in seconds. As a side effect of the patented oxygen carrier enhancements, endurance will be increased by an average of 25 to 50% as well.<br> | |||
'''EFFECT:''' <br> | |||
Level 1-doubled regeneration rates, bleeding rate decreases five times as fast (every two cycles), +5 Endurance. Costs 1,800 T.<br> | |||
Level 2-tripled regenerating rates, bleeding rate decreases ten times as fast (every combat cycle), +10 Endurance. Costs 3,600 T.<br> | |||
Impurity Rating 1/level | |||
'''Bone Lacing''' <br> | |||
Tired of broken bones? Plate your skeleton in high-tech organic polymers and reinforce it with lightweight amorphous diamond fibers to increase its strength. | |||
'''EFFECT:'''<br> | |||
Halved falling damage, +1 to unarmed damage, +1 to Melee Kinetic damage thresholds. Cost 1,500 T.<br> | |||
Impurity Rating 1 | |||
=== Cyberware === | === Cyberware === | ||
Horsepower! | Horsepower! | ||
Forearm Blade 'Vibro' Option<br> | '''Endoskeleton Replacement'''<br> | ||
This extremely invasive surgical procedure involves removing the entire skeleton and replacing it with a far heavier model with servo-motors and an internal powerplant to run this skeleton. Surrounding vital organs with heavy fibrasteel plates greatly increases survivability, but the extensive modification (it requires the replacement of the entire skeleton) is expensive and difficult to employ at best. This is incompatible with Skeleton Lacing. An Augmented Endoskeleton also allows characters to make better use of cyberarms and cyberlegs-greatly increasing their bonuses. | |||
'''Effect:'''<br> | |||
+6 to Strength, +2 to unarmed damage, +1 to damage thresholds, +10 HP, Halved falling damage. Cost 9,000 T.<br> | |||
Impurity Rating 8 | |||
'''Forearm Blade 'Vibro' Option'''<br> | |||
Forearm Vibroblades modify a user's forearm blades to vibrate rapidly, increasing cutting power. Vibroblade systems for forearm blades add Armor Penetration 2 and cost 2,000 T. | Forearm Vibroblades modify a user's forearm blades to vibrate rapidly, increasing cutting power. Vibroblade systems for forearm blades add Armor Penetration 2 and cost 2,000 T. | ||
Ground Speed Booster<br> | '''Ground Speed Booster'''<br> | ||
The Telan Blitzkrieg is the latest in movement enhancement technology, using a combination of leg and pelvic reinforcement as well as state of the art artificial muscle to leave its competitors in the dust. Unlike normal cyberlegs, the Blitzkrieg increases speed without the need to replace the entirety of your legs with metal and plastic. The net result of these enhancements greatly increases ground speed. | The Telan Blitzkrieg is the latest in movement enhancement technology, using a combination of leg and pelvic reinforcement as well as state of the art artificial muscle to leave its competitors in the dust. Unlike normal cyberlegs, the Blitzkrieg increases speed without the need to replace the entirety of your legs with metal and plastic-although it certainly helps. The net result of these enhancements greatly increases ground speed. Speed Boosters cost double if implanted in a subject without a pair of cyberlegs. | ||
Effect:<br> | '''Effect:'''<br> | ||
Level 1-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 2-2,000 T<br> | Level 1-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 2-2,000 T<br> | ||
Level 2-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 3-4,500 T<br> | Level 2-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 3-4,500 T<br> | ||
Impurity Rating: 3/level | Impurity Rating: 3/level | ||
'''Wired Reflexes'''<br> | |||
Wired Reflexes increase a person's reaction speed by installing coprocessors and superconducting wiring in their nervous system to speed up the transmission of sensory data as well as motor responses. The latest model from Telan, the Lightning, shows significant improvement over human norm, greatly increasing reaction speed. Overhauling an AI with superconducting wiring is also possible and a common modification in combat designs. | |||
'''Effect:'''<br> | |||
Level 1-+2 to Reaction-3,000 T<br> | |||
Level 2-+4 to Reaction-6,000 T<br> | |||
Impurity Rating: 2/level | |||
'''Sensory Coprocessor'''<br> | |||
A helpful modification, a sensory coprocessor filters through the data received by one's senses but is ignored in favor of what is seemingly more important, improving the sensory acuity of the user. They come with several optional submodules for use, including a threat indicator, a weapons database, and other data filtering methods. Most critically, they receive the data first, allowing them to be programmed to filter out distractions and irrelevancies. | |||
'''Effect:'''<br> | |||
Level 1-+1 to Alertness checks, additional +1 for Detection checks,-1,000 T<br> | |||
Level 2-+2 to Alertness checks, additional +2 for Detection checks-2,000 T<br> | |||
Impurity Rating: 1/level | |||
'''Additional Sensory Coprocessor Modifications''':<br> | |||
Threat Indicator-A Threat Indicator module increases the sensory coprocessor's ability to detect threats, adding an additional +1 to all Sense Action checks made. Cost 500 T.<br> | |||
Weapons Database-A Sensory Coprocessor with a weapons database can identify any common type of weapon at a glance. Updating this database requires some form of DNI installed. Cost 250 T.<br> | |||
Biomonitor-A biomonitor allows a person to note their current condition at a glance, including bleeding, injuries, fatigue, and any other problems. It adds +3 to medicine rolls, as long as the one doing the treatment can see the output of the biomonitor. In general, this requires some form of DNI, although there are some more obvious but cheaper options. Cost 300 T. | |||
=== Melee Weapons === | === Melee Weapons === | ||
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=== Weapon Mods === | === Weapon Mods === | ||
Electroshock<br> | '''Electroshock'''<br> | ||
Added to a melee weapon (not including ranged weapon melee attachments) an electroshock system adds +2 to a weapon's damage, or allows one to use its handle as a stun baton (listed above). Electroshock mods cost 500 T. | Added to a melee weapon (not including ranged weapon melee attachments) an electroshock system adds +2 to a weapon's damage, or allows one to use its handle as a stun baton (listed above). Electroshock mods cost 500 T. | ||
Vibroblade<br> | '''Vibroblade'''<br> | ||
A vibroblade system can only be added to edged weapons (obviously) and add +1 to damage and +2 to armor penetration. A Vibroblade costs 1,500 T more than a non-vibro version. | A vibroblade system can only be added to edged weapons (obviously) and add +1 to damage and +2 to armor penetration. A Vibroblade costs 1,500 T more than a non-vibro version. | ||
Kinetic Energy Storage System<br> | '''Kinetic Energy Storage System'''<br> | ||
The Kinetic Energy Storage System increases the force of a blunt weapon blow, the additional torque and difficulty to handle said impact adding 2 to its Exertion rating but also adds +2 to damage and +3 to armor penetration. A KESS costs 4,000 T. | The Kinetic Energy Storage System increases the force of a blunt weapon blow, the additional torque and difficulty to handle said impact adding 2 to its Exertion rating but also adds +2 to damage and +3 to armor penetration. A KESS costs 4,000 T. | ||
Customized Grip<br> | '''Customized Grip'''<br> | ||
A customized grip for a melee weapon conforms to the user's hand, giving him or her a +1 to all checks using it but giving others a -1 to use. Custom grips cost 50-100 T in general. | A customized grip for a melee weapon conforms to the user's hand, giving him or her a +1 to all checks using it but giving others a -1 to use. Custom grips cost 50-100 T in general. | ||
Extended Magazine<br> | '''Extended Magazine'''<br> | ||
An extended magazine adds +50% (round up) to the amount of ammunition carried in the weapon's magazine, but adds 0.5 kg to weight and costs 200 T. | An extended magazine adds +50% (round up) to the amount of ammunition carried in the weapon's magazine, but adds 0.5 kg to weight and costs 200 T. | ||
C-Mags<br> | '''C-Mags'''<br> | ||
Many assault rifle and SMG types can use C-Mags, increasing their magazine capacity to 100. This costs 200 T as well. | Many assault rifle and SMG types can use C-Mags, increasing their magazine capacity to 100. This costs 200 T as well. | ||
Smartlink<br> | '''Smartlink'''<br> | ||
A smartlink improves weapon accuracy when interfaced with a DNI. Combining a camera rig, a wireless connection, and specialized software, a Smartlinked weapon is common in the hands of elite security personnel and well to-do criminals with cyberware. Smartlinks for a ranged weapon give +3 to all rolls to use it, mass 0.5 kilograms, and require the user to have a wireless DNI. A smartlinked weapon doesn't require smart targeting but it allows the user to make use of it without a scope. Smartlinks cost 2,000 T. | A smartlink improves weapon accuracy when interfaced with a DNI. Combining a camera rig, a wireless connection, and specialized software, a Smartlinked weapon is common in the hands of elite security personnel and well to-do criminals with cyberware. Smartlinks for a ranged weapon give +3 to all rolls to use it, mass 0.5 kilograms, and require the user to have a wireless DNI. A smartlinked weapon doesn't require smart targeting but it allows the user to make use of it without a scope. Smartlinks cost 2,000 T. | ||
Smart Targeting<br> | '''Smart Targeting'''<br> | ||
A smart targeting computer analyzes windages, ranges, and other factors to ensure accurate distance shots. Smart targeting makes it significantly easier to compensate for these factors, and a gyrostabilizer reduces the amount of sway that the weapon undergoes. Mountable on SMGs, assault rifles and sniper rifles, smart targeting increases by 50% the distance needed for a given DR modifier. If the weapon gains +1 DR for every 10 meters, it now gains +1 DR for every 15 meters instead. Smart Targeting costs 3,000 T. | A smart targeting computer analyzes windages, ranges, and other factors to ensure accurate distance shots. Smart targeting makes it significantly easier to compensate for these factors, and a gyrostabilizer reduces the amount of sway that the weapon undergoes. Mountable on SMGs, assault rifles and sniper rifles, smart targeting increases by 50% the distance needed for a given DR modifier. If the weapon gains +1 DR for every 10 meters, it now gains +1 DR for every 15 meters instead. Smart Targeting costs 3,000 T. | ||
Kinetic Accelerator<br> | '''Kinetic Accelerator'''<br> | ||
A coilgun system built around the barrel combined with a low-friction coating, a kinetic accelerator adds 1 to a firearm's damage and costs 1,000 T. | A coilgun system built around the barrel combined with a low-friction coating, a kinetic accelerator adds 1 to a firearm's damage and costs 1,000 T. | ||
Recoil Compensator<br> | '''Recoil Compensator'''<br> | ||
A gas-vent recoil compensator makes a weapon more controllable on automatic or rapid semi-automatic fire, but is incompatible with flash or sound suppression. A gas-vent recoil compensator reduces the Exertion rating of any firearm by 1 (to a minimum of 3 for pistols/SMGs and 4 for rifles) but is incompatible with silencing. A weapon with an integral silencer cannot be equipped with one. A Recoil Compensator costs 1,500 T and mass 0.2 kilograms. | A gas-vent recoil compensator makes a weapon more controllable on automatic or rapid semi-automatic fire, but is incompatible with flash or sound suppression. A gas-vent recoil compensator reduces the Exertion rating of any firearm by 1 (to a minimum of 3 for pistols/SMGs and 4 for rifles) but is incompatible with silencing. A weapon with an integral silencer cannot be equipped with one. A Recoil Compensator costs 1,500 T and mass 0.2 kilograms. | ||
Recoil Control Stock<br> | '''Recoil Control Stock'''<br> | ||
A recoil control stock is designed to ensure that recoil is in line with the shoulder, increasing the accuracy of rapid fire. A recoil control stock weighs 0.5 kilograms, costs 2,000 T, and reduce the Exertion rating of any firearm by 1 (to a minimum of 3 for pistols/SMGs and 4 for rifles). Note that a recoil control stock on a pistol significantly reduces how concealable it is. | A recoil control stock is designed to ensure that recoil is in line with the shoulder, increasing the accuracy of rapid fire. A recoil control stock weighs 0.5 kilograms, costs 2,000 T, and reduce the Exertion rating of any firearm by 1 (to a minimum of 3 for pistols/SMGs and 4 for rifles). Note that a recoil control stock on a pistol significantly reduces how concealable it is. | ||
Underbarrel Shotgun<br> | '''Underbarrel Shotgun'''<br> | ||
Well it's a semi-automatic shotgun that you stick under the barrel of an assault rifle. Most assault rifles can mount one. Primarily useful for shooting out locks, but sometimes the short-range lethality of a shotgun is useful. | Well it's a semi-automatic shotgun that you stick under the barrel of an assault rifle. Most assault rifles can mount one. Primarily useful for shooting out locks, but sometimes the short-range lethality of a shotgun is useful. | ||
Field: Small Arms<br> | Field: Small Arms<br> |
Latest revision as of 06:12, 30 April 2009
This page is for players in MJ12's Alpha Omega game. Players should put their characters on the wiki and link them below.
Houserules
Starting
All player characters start with double starting cash (i.e. 5,000 T). It should be enough to get a decent weapon or two, a not-bad set of armor and some ammo. Windfall cash bonuses are also doubled.
Combat Tweaks
All armor has its Melee Kinetic DT and DR increased by 2 each if it possesses either. This is due to the extreme prevalence of armor penetration on melee weapons. Finally, crossbows don't do more damage, at a longer range, than most shotguns, while at half the price. These changes should be reflected in your character stats.
Damage Modifiers: Use the Melee Weapons Damage Modifier table to calculate ranged weapons damage (except based off Physical Acumen instead of Athleticism). Double the Melee Weapons Damage Modifier for melee weapons. This does increase the effectiveness of unarmed melee attacks somewhat.
Unarmed Attacks: Without a modifier such as, for example, forearm blades, Unarmed Attacks do damage equal to the largest die in the attacker's Strength dice pool. So a person with an Strength dice pool of, for example, 1d6 + 5d4, would do 1d6 damage instead of 1d4 damage. Brass knuckles increase this by 1 step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, 1d12 to 1d20). Forearm blades double the amount of dice rolled. These are not cumulative.
Hollow-point/AP ammunition cost 100% more per round instead of 1T more per round.
Weapons tweaks listed below.
Augmentations
Bioware or Mesh Augmentations can be bought as cyberware for equal cost. Certain cyberware or Mesh augmentations can be bought as bioware, ask about this first.
Characters may be able to purchase certain genetic deviations as cyberware. Costs and Impurity Ratings forthcoming.
Cyberarms and Cyberlegs gain different effects-they are far stronger than human normal but also limited by the structure of the rest of what they're mounted on. Note that having cyberarms or cyberlegs prevents one from spending endurance on any action that they give bonuses to. So someone with cyberlegs couldn't spend Endurance to increase their movement speeds, and someone with cyberarms can't spend Endurance on throwing, grappling, or climbing. Due to these improvements in their usefulness, cyber-arms and cyber-legs cost double.
Cyberarms increase unarmed melee damage as if the user was wearing brass knuckles. Furthermore they add +3 to any skill or quality checks where their improved endurance over flesh and strength would be useful, including grappling, climbing, and throwing. Finally they give the equivalent of the Steady Hands Ability (cumulative with the actual Ability) if both arms are replaced. If the user has bone lacing or a Endoskeletal Replacement these bonuses to skills and qualities are increased to +5 and add a further +1 to melee damage because of their strength and speed. If only one arm is replaced, the bonuses are halved.
Cyberlegs add +3 to any skill or quality checks where their tireless movement and potent strength would be useful, such as running. They also increase a character's movement speeds by 1 step. These bonuses require both legs to be replaced. If the user has bone lacing or an Endoskeletal Replacement the bonus to quality or skill checks is increased to +5 and character movement speeds are increased by 2 steps.
Player Characters
Custom Abilities
Custom Gear
Weapons Tweaks
Making suboptimal weapons useful for stylistic purposes!
Cyclical Eclipse: Exertion Rating 4, Max Fire Rate 3 rds/Segment
Cyclical Sabre: Built-in laser sight (it's a LASER assault rifle), 20 rounds per cell
Misca Screamer MASR: damage 1d20 + 2, Armor Penetration 1
Misca Annihilator: damage 2d6 x 2, uses 10 rounds per burst, fires 6 bursts/segment (60 rds/segment)
Forearm Blades: As above-double the amount of dice rolled for unarmed damage. A person who does 1d6 unarmed damage would now do 2d6.
Bioware
Adrenaline Overproduction
LaCount Industries is proud to present Adrenaline Overproduction, a biotech modification that greatly increases the production and distribution speed of endorphins, adrenaline, and other chemicals.
EFFECT:
When activated, Adrenaline Overproduction adds +2 to all physical skill or quality checks, and removes any penalties from wounds, but costs 1 Endurance per active segment. Costs 3,000 T.
Impurity Rating 2
Blood Surrogate
Blood Surrogate from Vendar replaces your blood and bone marrow with superior, genetically-engineered tissue, greatly increasing healing rates and decreasing the chance of bleeding out. Our patented Quik-Clot (TM) technologies ensure that all but the most grievous wounds will be sealed in seconds. As a side effect of the patented oxygen carrier enhancements, endurance will be increased by an average of 25 to 50% as well.
EFFECT:
Level 1-doubled regeneration rates, bleeding rate decreases five times as fast (every two cycles), +5 Endurance. Costs 1,800 T.
Level 2-tripled regenerating rates, bleeding rate decreases ten times as fast (every combat cycle), +10 Endurance. Costs 3,600 T.
Impurity Rating 1/level
Bone Lacing
Tired of broken bones? Plate your skeleton in high-tech organic polymers and reinforce it with lightweight amorphous diamond fibers to increase its strength.
EFFECT:
Halved falling damage, +1 to unarmed damage, +1 to Melee Kinetic damage thresholds. Cost 1,500 T.
Impurity Rating 1
Cyberware
Horsepower!
Endoskeleton Replacement
This extremely invasive surgical procedure involves removing the entire skeleton and replacing it with a far heavier model with servo-motors and an internal powerplant to run this skeleton. Surrounding vital organs with heavy fibrasteel plates greatly increases survivability, but the extensive modification (it requires the replacement of the entire skeleton) is expensive and difficult to employ at best. This is incompatible with Skeleton Lacing. An Augmented Endoskeleton also allows characters to make better use of cyberarms and cyberlegs-greatly increasing their bonuses.
Effect:
+6 to Strength, +2 to unarmed damage, +1 to damage thresholds, +10 HP, Halved falling damage. Cost 9,000 T.
Impurity Rating 8
Forearm Blade 'Vibro' Option
Forearm Vibroblades modify a user's forearm blades to vibrate rapidly, increasing cutting power. Vibroblade systems for forearm blades add Armor Penetration 2 and cost 2,000 T.
Ground Speed Booster
The Telan Blitzkrieg is the latest in movement enhancement technology, using a combination of leg and pelvic reinforcement as well as state of the art artificial muscle to leave its competitors in the dust. Unlike normal cyberlegs, the Blitzkrieg increases speed without the need to replace the entirety of your legs with metal and plastic-although it certainly helps. The net result of these enhancements greatly increases ground speed. Speed Boosters cost double if implanted in a subject without a pair of cyberlegs.
Effect:
Level 1-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 2-2,000 T
Level 2-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 3-4,500 T
Impurity Rating: 3/level
Wired Reflexes
Wired Reflexes increase a person's reaction speed by installing coprocessors and superconducting wiring in their nervous system to speed up the transmission of sensory data as well as motor responses. The latest model from Telan, the Lightning, shows significant improvement over human norm, greatly increasing reaction speed. Overhauling an AI with superconducting wiring is also possible and a common modification in combat designs.
Effect:
Level 1-+2 to Reaction-3,000 T
Level 2-+4 to Reaction-6,000 T
Impurity Rating: 2/level
Sensory Coprocessor
A helpful modification, a sensory coprocessor filters through the data received by one's senses but is ignored in favor of what is seemingly more important, improving the sensory acuity of the user. They come with several optional submodules for use, including a threat indicator, a weapons database, and other data filtering methods. Most critically, they receive the data first, allowing them to be programmed to filter out distractions and irrelevancies.
Effect:
Level 1-+1 to Alertness checks, additional +1 for Detection checks,-1,000 T
Level 2-+2 to Alertness checks, additional +2 for Detection checks-2,000 T
Impurity Rating: 1/level
Additional Sensory Coprocessor Modifications:
Threat Indicator-A Threat Indicator module increases the sensory coprocessor's ability to detect threats, adding an additional +1 to all Sense Action checks made. Cost 500 T.
Weapons Database-A Sensory Coprocessor with a weapons database can identify any common type of weapon at a glance. Updating this database requires some form of DNI installed. Cost 250 T.
Biomonitor-A biomonitor allows a person to note their current condition at a glance, including bleeding, injuries, fatigue, and any other problems. It adds +3 to medicine rolls, as long as the one doing the treatment can see the output of the biomonitor. In general, this requires some form of DNI, although there are some more obvious but cheaper options. Cost 300 T.
Melee Weapons
Ranged Weapons
Raust AK-112
It's been over 300 years since the first AK-47 was built, but something like a few nuclear wars, aliens appearing, and three generations of science haven't made it any less deadly. The Raust AK-112 is based on the AK-47 but chambers common 7mm rifle ammunition instead of the now rarer 7.62mm. Great for anyone who needs a rifle but can't spring for something expensive.
Field: Small Arms
Skill: Rifles and Shotguns
Ammunition: 7mm Rifle
Weight: 3.1 kg
Damage: 2d6
Magazine: 30 rounds
Max Rates of Fire: 3 rds/segment (semi-auto), 5 rds/segment (full-auto)
Exertion Rating: 5
Range Rating: 4
Maximum Effective Range: 400 meters
Minimum Effective Range: 2 meters
Reload Time: 4 segments
Special: None
Approximate Cost: 2,000 T
Structural Integrity: 40
Weapon Mods
Electroshock
Added to a melee weapon (not including ranged weapon melee attachments) an electroshock system adds +2 to a weapon's damage, or allows one to use its handle as a stun baton (listed above). Electroshock mods cost 500 T.
Vibroblade
A vibroblade system can only be added to edged weapons (obviously) and add +1 to damage and +2 to armor penetration. A Vibroblade costs 1,500 T more than a non-vibro version.
Kinetic Energy Storage System
The Kinetic Energy Storage System increases the force of a blunt weapon blow, the additional torque and difficulty to handle said impact adding 2 to its Exertion rating but also adds +2 to damage and +3 to armor penetration. A KESS costs 4,000 T.
Customized Grip
A customized grip for a melee weapon conforms to the user's hand, giving him or her a +1 to all checks using it but giving others a -1 to use. Custom grips cost 50-100 T in general.
Extended Magazine
An extended magazine adds +50% (round up) to the amount of ammunition carried in the weapon's magazine, but adds 0.5 kg to weight and costs 200 T.
C-Mags
Many assault rifle and SMG types can use C-Mags, increasing their magazine capacity to 100. This costs 200 T as well.
Smartlink
A smartlink improves weapon accuracy when interfaced with a DNI. Combining a camera rig, a wireless connection, and specialized software, a Smartlinked weapon is common in the hands of elite security personnel and well to-do criminals with cyberware. Smartlinks for a ranged weapon give +3 to all rolls to use it, mass 0.5 kilograms, and require the user to have a wireless DNI. A smartlinked weapon doesn't require smart targeting but it allows the user to make use of it without a scope. Smartlinks cost 2,000 T.
Smart Targeting
A smart targeting computer analyzes windages, ranges, and other factors to ensure accurate distance shots. Smart targeting makes it significantly easier to compensate for these factors, and a gyrostabilizer reduces the amount of sway that the weapon undergoes. Mountable on SMGs, assault rifles and sniper rifles, smart targeting increases by 50% the distance needed for a given DR modifier. If the weapon gains +1 DR for every 10 meters, it now gains +1 DR for every 15 meters instead. Smart Targeting costs 3,000 T.
Kinetic Accelerator
A coilgun system built around the barrel combined with a low-friction coating, a kinetic accelerator adds 1 to a firearm's damage and costs 1,000 T.
Recoil Compensator
A gas-vent recoil compensator makes a weapon more controllable on automatic or rapid semi-automatic fire, but is incompatible with flash or sound suppression. A gas-vent recoil compensator reduces the Exertion rating of any firearm by 1 (to a minimum of 3 for pistols/SMGs and 4 for rifles) but is incompatible with silencing. A weapon with an integral silencer cannot be equipped with one. A Recoil Compensator costs 1,500 T and mass 0.2 kilograms.
Recoil Control Stock
A recoil control stock is designed to ensure that recoil is in line with the shoulder, increasing the accuracy of rapid fire. A recoil control stock weighs 0.5 kilograms, costs 2,000 T, and reduce the Exertion rating of any firearm by 1 (to a minimum of 3 for pistols/SMGs and 4 for rifles). Note that a recoil control stock on a pistol significantly reduces how concealable it is.
Underbarrel Shotgun
Well it's a semi-automatic shotgun that you stick under the barrel of an assault rifle. Most assault rifles can mount one. Primarily useful for shooting out locks, but sometimes the short-range lethality of a shotgun is useful.
Field: Small Arms
Skill: Rifles and Shotguns
Ammunition: 20mm Shotgun
Weight: 1.5 kg
Damage: 2d12 - 1 (Point Blank: 3d10 - 1), Slug: 2d12
Magazine: 3 rounds
Max Rates of Fire: 2 rds/segment (semi-auto)
Exertion Rating: 11
Range Rating: 2
Maximum Effective Range: 30 meters (shot), 100 meters (slug)
Minimum Effective Range: nil
Reload Time: 2 segments per round of ammunition
Special: Spread 2
Approximate Cost: 1,200 T
Structural Integrity: 30
Miscellaneous
NPCs
Feel free to add some. You might get points for it.
Mooks
Mooks are generally non-important characters with no real level of skill.
Human Extra: The goons all action movie heroes get sent after them. Not very bright or personable, but numerous!.
Core Qualities: Strength 11 (5d4), Agility 11 (5d4), Conditioning 11 (5d4), Vitality 11 (5d4), Discipline 8 (4d4), Intelligence 8 (4d4), Charisma 8 (4d4)
Secondary Qualities: Athleticism 11 (5d4), Physical Acumen 11 (5d4), Fitness 11 (5d4), Will 10 (5d4), Wisdom 8 (4d4), Wit 8 (4d4), Presence 9 (4d4)
Tertiary Qualities: Reaction 10 [Active in Segment 3], Phsyis 10
Defense Rating: 5
Endurance: 19
Health Pool: 22
Drawbacks: Oblivious To Danger (-2 to Reaction rolls, +2 to Fear checks)
Fields:
Core Fitness 2 (Running, Swimming, Climbing, Throwing, Tumble)
Melee Combat 2 (One-Handed Melee, Two Handed Melee, Unarmed Melee, Grapple)
Small Arms 2 (Pistols/SMGs, Rifles/Shotguns, Bows/Crossbows)
Skills:
Intimidation 3
Street Smarts 3
Armor:
Armored Clothing (DR 1 vs High-Velocity, Energy, and Chemical damage, DR 3 vs Melee)
Weapons:
One of-
SPAS-12 (2d10 damage/2d12+1 at point blank, up to 2 shots/segment, Exertion 8, Spread 2, 40 m eff. range, Range Rating 2)
Uzi (2d4 + 1 damage, 4 shots semi-auto, 8 shots auto/segment, Exertion 4, 175 m eff. range, Range Rating 2)
Raust PD-3 Mini (1d6 damage, 4/8 shots semi/fullauto, Exertion 3, 150 m eff. range, Range Rating 2)
Plus one of-
Club (1d10 damage, 3 attacks/seg, 5 Exertion)
Brass Knuckles (1d6 damage, 5 attacks/seg, 4 Exertion)
Dagger (1d6 + 1, 4 attacks/seg, 4 Exertion, can be thrown at -2, AP 1)
Ninja: A ninja! Rather more awesome than the average Nameless Mook. (Note that these are the stats for one ninja, not a ninja that is part of a group :p)
Core Qualities: Strength 12 (6d4), Agility 12 (6d4), Conditioning 12 (6d4), Vitality 12 (6d4), Discipline 12 (6d4), Intelligence 12 (6d4), Charisma 12 (6d4)
Secondary Qualities: Athleticism 12 (6d4), Physical Acumen 12 (6d4), Fitness 12 (6d4), Will 12 (6d4), Wisdom 12, Wit 12 (6d4), Presence 12 (6d4)
Tertiary Qualities: Reaction 12, Phsyis 12
Defense Rating: 7
Endurance: 24
Health Pool: 24
Abilities:
Quick Reflexes (+5 to all Reaction Scores, +1 to Defense Rating, and +5 to all Resist Checks based on Agility.)
Fields:
Core Fitness 2 (Running, Swimming, Climbing, Throwing, Tumble)
Melee Combat 2 (One-Handed Melee, Two Handed Melee, Unarmed Melee, Grapple)
Espionage 2 (Theft, Stealth, Escape Artist, Deceive. Defeat Security)
Alertness 2 (Sense Action, Read People, Concentration, Detection)
Skills:
One Handed Melee 2
Throwing 2
Stealth 2
Armor:
Stealth Suit w/ armoured clothing (+3 bonus to stealth checks, DR 1 vs High-Velocity, Energy, and Chemical damage, DR 3 vs Melee.)
Spider Climb boots w/ stealth boot tech (+6 to climbing skill checks, +2 to Quality checks involving tests of balance, +3 to all stealth checks involving attempts at silence.)
Weapons:
A number of-
Shuriken (1d6+1 damage, 3 throws/segment, Exertion 5, 20m eff range, 2m min range, range rating 1, AP 1)
Throwing Knives (2d6 damage, 2 throws/segment, Exertion 6, 25m eff range, 3m min range, range rating 1, AP 1)
Plus one of-
Dagger (1d6+1 damage, 4 attacks/seg, 4 Exertion, AP 1, can be thrown at -2)
Kama (1d8 damage, 3 attacks/seg, 5 Exertion, AP 1)
One Handed Sword (2d8 damage, 3 attacks/seg, 7 Exertion)
Nunchaku (1d8+1 damage, 3 attacks/seg, 4 Exertion, +1 attack when no allies within 1 SIM, -1 when allies within 1 SIM, defensive counter rolls by enemy made at -2 penalty)
Tonfa (2d4 damage, 3 attacks/seg, 4 Exertion, +1 to defensive counter rolls when using 1, +3 when using two)
Elite Mooks
Unnamed characters-but that doesn't mean they aren't hardcore!
Combat Bioengineered: Yeah they're about as scary as you'd think. These guys are the really hardcore types that you don't want to get on the bad side of.
(Bio-engineered, combat designed)
Core Qualities: Strength 20 (4d6 + 2d4), Agility 20 + 4 (6d6), Conditioning 18 + 4 (5d6 + 1d4), Vitality 16 + 4 (4d6 + 2d4), Discipline 16 (2d6 + 4d4), Intelligence 12 (6d4), Charisma 5 (2d4)
Secondary Qualities: Athleticism 20 + 2 (5d6 + 1d4), Physical Acumen 19 + 4 (5d6 + 1d4), Fitness 17 + 4 (4d6 + 2d4), Will 16 + 2 (3d6 + 3d4), Wisdom 14 (1d6 + 5d4), Wit 9 (4d4), Presence 13 (6d4)
Tertiary Qualities: Reaction: 17 + 1 (3d6 + 3d4), Physis 16 (2d6 + 4d4)
Defense Rating: 9
Endurance: 34 + 4
HP: 34 + 8
Damage Modifier: Melee + 2, Ranged + 1
Abilities:
Fearless (+5 to fear checks)
Steady Hands (+1 to Physical Acumen checks)
Skill Aptitude: Rifles and Shotguns (+2 DPS when using rifles/shotguns, +1 to roll)
Genetic Deviations:
Skeletal 1 (halved falling damage from 50 m or less, immune to fall damage from 15m or less, +1 unarmed damage)
Nervous 1 (+2 to detection and reaction checks)
Integumentary 1 (-1 damage from attacks, halved endurance loss from heat or cold)
Ultravision (Low-Light + IR Vision)
Augmentations: Max Impurity 8
Level 2 Total Fitness Augmentation (+4 to Vitality, Conditioning, and Agility)-Impurity 6
Torso Sleeve (+2 Melee and +1 High Velocity Damage Threshold)-Impurity 2
Fields:
Military Theory 4
Alertness 8
Technology 4
Small Arms 9
Melee Combat 9
Core Fitness 10
Operate Vehicle 9
Skills:
Pistols and SMGs 10
Rifles and Shotguns 10
Heavy Assault Weapons 10
Running 10
Ground Vehicle 10
Armor:
Medium Body Armor (2/3/1/2/1 HV/Melee/Energy/Chem/Void DTs, 5/6/3/3/2 HV/Melee/Energy/Chem/Void DRs, Durability 90)
Helmet w/Respirator (Protection vs. Airborne Toxins)
Weapons:
Misca Pirahna (25 rd. magazine, 3d6 + 1 damage, 3 shots semi-auto, 5 shots auto/segment, Exertion 7 - 2, 550 m eff. range, Range Rating 4)(w/Kinetic Accelerator and Recoil Compensator, Recoil Control Stock) + Laser Sight (+2 to attacks made at 20 m or less)
Mantis Punisher (8 rd. magazine, 2d10 damage, 2 shots semi-auto, Exertion 10, 33 m eff. range, Range Rating 2) + Laser Sight (+2 to attacks made at 20 m or less)
SRT: A member of a corporate or government special response team (i.e. SWAT). Geared up to their eyeballs with bioware, cyberware, and firepower. Often Lesser Nephilim, sometimes Bioengineered. Also they cost a ridiculous amount of money to train and equip.
(Lesser Nephilim/Human)
Core Qualities: Strength 14 + 3 (2d6 + 4d4), Agility 15 + 2 (2d6 + 4d4), Conditioning 16 + 2 (3d6 + 3d4), Vitality 14 + 2 (2d6 + 4d4), Discipline 15 (1d6 + 4d4), Intelligence 12 (6d4), Charisma 11 (5d4)
Secondary Qualities: Athleticism 15 + 2 (2d6 + 4d4), Physical Acumen 16 + 2 (3d6 + 3d4), Fitness 15 + 2 (2d6 + 4d4), Will 15 + 1 (2d6 + 4d4), Wisdom 14 (1d6 + 5d4), Wit 12 (6d4), Presence 13 + 1 (1d6 + 5d4)
Tertiary Qualities: Reaction 14 + 1 (1d6 + 5d4), Physis 14 (1d6 + 5d4)
Defense Rating: 8
Endurance: 31
HP: 30 + 4
Damage Modifier: Melee + 1, Ranged + 1
Abilities:
Fearless (+5 to fear checks)
Steady Hands (+1 to Physical Acumen checks)
Genetic Deviations:
Skeletal 1 (halved falling damage from 50 m or less, immune to fall damage from 15m or less, +1 unarmed damage)
Nervous 1 (+2 to detection and reaction checks)
Augmentations: Max Impurity 7
Level 1 Total Fitness Augmentation (+2 to Vitality, Conditioning, and Agility)-Impurity 3
Torso Sleeve (+2 Melee and +1 High Velocity Damage Threshold)-Impurity 2
Cybereyes w/Infrared, Flash Suppression, Low-Light capability-Impurity 1
Gorilla Blend (+3 Strength)-Impurity 1
Fields:
Military Theory 4
Alertness 8
Technology 4
Small Arms 9
Melee Combat 9
Core Fitness 10
Operate Vehicle 9
Skills:
Pistols and SMGs 10
Rifles and Shotguns 10
Heavy Assault Weapons 10
Running 10
Ground Vehicle 10
Armor:
Medium Body Armor (2/3/1/2/1 HV/Melee/Energy/Chem/Void DTs, 5/6/3/3/2 HV/Melee/Energy/Chem/Void DRs, Durability 90)
Helmet w/Respirator (Protection vs. Airborne Toxins)
Weapons:
Raust AK Unlimited (30 rd. magazine, 3d6 - 1 damage, 3 shots semi-auto, 5 shots auto/segment, Exertion 6, 550 m eff. range, Range Rating 4, can do half-damage when fired to bypass cover with CRCH rounds) + Optical Sight (+1 to attacks made beyond 15 m)
Mantis Punisher (8 rd. magazine, 2d10 damage, 2 shots semi-auto, Exertion 10, 33 m eff. range, Range Rating 2) + Laser Sight (+2 to attacks made at 20 m or less)