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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Tue May 04, 2010 5:06 pm Post subject: |
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I think that's one way to do it, but I'm not sold on the idea, at least not for a free standing one. I don't think we're capable of building structures like that yet, at least, not for earth-based space elevators. _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun May 16, 2010 11:37 am Post subject: |
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Here's a few weapons I thought I'd share with you guys. Enjoy!
URBAN PUNK
Accessorize your Urban Punk ballistic clothing with these sweet street knives! Special permits are required in some urban sectors. See your local law enforcement corporation for more information.
DUKE MCCOY COMBAT KNIFE
10" inches of pain awaits any punk stupid enough to try and take you on when you're sporting the Duke McCoy combat knife! This wicked knife is made with our patented nano-steel. The hilt employs nano-stick technology for an unbreakable grip (+1 to Strength rolls to resist being disarmed). The Duke McCoy combat knife does Str+d6 damage.
Cost: 100 credits
* For an extra 600 credits you can buy an electrified version that releases a potent burst of electricity on a hit. Targets must make a Vigor roll at -2 or become Shaken in addition to any damage inflicted.
SPRING LOADED BOOT KNIFE
Get the drop on your adversaries with our Urban Punk spring-loaded boot knives! These sleek, nano- sharp knives are crafted with Urban Punk's patented nano-steel to provide the durability and edge you need! Nano-steel springs are triggered by a heel-switch (free action to activate). You can download a Mediastream of the activation process free of charge at our Urban Punk domain! These boot knives do Str+d4 damage and impose a -1 penalty to sight-based Notice rolls to detect them. Spring-loaded boot knives must be purchased with our Urban Punk street boots. Available in a variety of colors and styles.
Cost: 100 credits
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And a combat shotgun:
BLACK KNIGHT “TIGER CLAW” CLOSE ASSAULT SHOTGUN
When the fighting gets close and ugly, the Tiger Claw saves the day! Now sold with bio-degradable projectiles! Own the infamous combat shotgun that shoots tiny shards of plastic designed to deal maximum tissue damage!
• The ultimate man stopper, finally available by mail-order
• Range: 4/8/12
• Damage 1 to 3d6. Shotgun rules apply!
• An amazing RoF 3. See the cowards run!
• 12 shot magazine
• 10lbs.
• Auto
• Own one for only $ 1,299 credits!
Note that local regulations prevent us from selling the Tiger Claw to certain regions of the world.
Optional rule: the tiny plastic slivers fired from the Tiger Claw are very difficult to remove, so anybody who was wounded by a weapon of this type incurs an additional -1 penalty for Healing rolls. _________________ David Jarvis
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Last edited by thurak on Mon May 17, 2010 7:15 am; edited 1 time in total |
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OSIAdept Veteran

Joined: 19 Oct 2007 Posts: 883
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Mon May 17, 2010 7:13 am Post subject: |
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Gotta love typos.
Thanks for pointing that out. _________________ David Jarvis
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Brutorz Bill Novice
Joined: 28 Sep 2009 Posts: 40
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Posted: Tue May 18, 2010 10:13 pm Post subject: |
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| Really looking forward to the final product! |
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun May 23, 2010 11:13 am Post subject: |
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Thanks Brutorz Bill, I appreciate it! _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun May 23, 2010 11:17 am Post subject: |
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Just a quick Update and something of an open call:
I'm going to be rolling out the equipment chapter here very soon for a free download, but I would like to get some people to proof it first. Proofreaders will get a free copy of the book when it comes out in both print and PDF.
If you're interested in taking a gander at all the neat toys we've been cooking up, let me know in PM"s or an email, and I'll hook you up. _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun May 23, 2010 12:18 pm Post subject: |
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Here's something I'm working on now:
ATAMA HURRICANE QUAD TURBO JUMP BIKE
Voted the hottest bike of 2087 by Street Racer Weekly, the Atama Hurricane Quad Turbo jump bike is a jump racer's dream come true! Our patented ACR Titan jump system comes standard on all Hurricanes, and our titanium coil jump springs and sleek tri-wheel chassis ensure a sweet landing after sticking that slick new trick you just learned!
• Acc 20, top speed 45
• ACR Titan jump system allows speed jumps along both the vertical and horizontal axis up to half the acceleration rating of the bike! Jumps require a driving check, but allow the character to ignore penalties for movement over difficult ground for that round only!
• Titanium coil jump springs add a +1 to drive checks when making turbo jumps!
• Toughness 5 (1)
• Crew: 1+1
• Cost: $ 30,000 credits _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun May 30, 2010 5:10 pm Post subject: |
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PRO GUARD SILICON BONE INJECTIONS
Popular with soccer moms, politicians and media icons looking for trendy protection without sacrificing beauty and style, this eco-friendly bone reinforcement system consists of a series of injections of our patented super-dense silicon paste over bones covering vital areas of the body. The paste forms a molecular bond with the patient's bone structure, strengthening and protecting against all forms of attack.
Item Quality: Streetware
Availability: Available on the open market.
Functions: (2 points) Bone Reinforcement (+1 Toughness)*
Defect Points: 1 (-1 penalty to cybertrauma rolls)*
Cost: 25,000 credits
* Characters may purchase additional injections. Each additional injection costs 12,500 credits and adds an extra +1 bonus to Toughness, but also incurs an additional defect point.
PRO GUARD KEVLAR SUB-DERMAL PLATING
Perfect for the security guard and street cop, our light-weight Kevlar plates fit snug over muscle tissue and protect against ballistics up to a .50 caliber round!
Item Quality: Streetware
Availability: Available on the open market.
Functions: (1) Level 2 dermal plating (+2 Armor)
Defect Points: 2 (-2 penalty to cybertrauma rolls)
Cost: 42,500 credits _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Tue Jun 01, 2010 9:17 am Post subject: |
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Here's an experimental Milspec weapon: the AGA X-2 Particle Beam Rifle
AGA X-2 PARTICLE BEAM RIFLE
Produced by Act of God Armaments, the AGA X-2 particle beam rifle is a directed energy weapon which fires electrons at near-light speeds to impact on targets with nearly 1 gigajoule of kinetic energy. The speed at which this weapon fires and the resultant force renders modern ballistic armor nearly useless.
While a potentially devastating weapon, the AGA X-2 has its share of problems. The weapon has to recharge after it is fired, which takes 2 rounds. Additionally, some models are prone to overcharging which can result in atomic explosions. Any time snake eyes is rolled on a Shooting attack the weapon's energy cartridge has reached critical mass and will explode, doing 3d10 damage to everything in a large burst template within 1d4 rounds. The cartridge can be ejected and thrown, providing the character has time to do so.
• Range: 10/20/40
• ROF: 1
• Hydrogen cells provide 10 shots before needing to be replaced.*
• Takes 2 rounds to recharge before it can be fired again.
• 2d10 damage
• AR 4
• Military weapon. Not available on the open market.
• *Unstable! If the energy cell overcharges, it will explode!
_________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun Jun 06, 2010 11:38 am Post subject: |
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In the past week or so I've been working on Bioware systems for Interface Zero. I had a bit of a quandary about cybertrauma and how that applies to a biological implant (like a cloned organ, or a muscle augmentation), and decided that cyberware and bioware behave different enough that they should have different effects if they fail.
So bioware will require a roll on a Bio-trauma table rather than the cybertrauma table. Failure on the bio-trauma table indicates the bio-system is starting to fail, either due to direct damage from something (like a shotgun) or because the body is rejecting the foreign tissue.
The reason why the bioware fails is really just a trapping. GM's are free to come up their own explanation to fit the game. In all cases, failure will generate X levels of fatigue depending on the roll.
Here are some examples of Bio-systems:
BIO-SOLUTIONS™ SERIES BIO AND CHEMWARE
When you chose to invest in one of our Bio-Solutions™ line of products, you're choosing the best bioware credits can buy. At Kenta Cyber Dynamics, we spend millions each year researching and developing the cleanest organ-replacement systems so you can rest easy knowing that if you need a new limb or kidney, you won't need to get on a long donor list. At Kenta Cyber Dynamics, we can clone one from your own DNA or if you wish, build it with our cutting edge cyber-technology. Our air filtration implants provide maximum protection against harmful toxins, gases and air-borne diseases so common in 2088. Remember, for every problem there's a solution— a Bio-Solution!
BIO-SOLUTIONS ADVANCED MUSCLE AUGMENTATION
Want to look uber-cut? Want a rock hard six pack? You need our advanced muscle augmentation package! Our Bio-Solutions™ advanced muscle augmentation adds a measurable increase in power, not to mention unbelievable definition and tone to your musculature. It's perfect for football players, body builders, pro wrestlers and Kalvin Kreme models!
Item Quality: Streetware
Availability: Available on the open market.
Functions: (2 points) Adds a +2 damage bonus to melee and unarmed attacks.
Defect Points: 2 (-2 penalty to bio-trauma rolls)
Cost: 42,500 credits
BIO-SOLUTIONS BOOSTED REFLEXES
Tired of getting geeked in Blood Throne Online because you were too slow to avoid your opponent's battle axe? Want to be nothing more than a blur in your rival's targeting sights, but don't want invasive surgery? Then you need Bio-Solutions™ boosted reflexes! For the low cost of 25,000 credits, you receive a series of injections that will increase hand-eye coordination, jack up your visual acuity and generally increase your reflexes to nearly twice what they were!
Item Quality: Streetware
Availability: Available on the open market.
Functions: (1 point) The character gains a +1 bonus to her Parry attribute.
Defect Points: 1 (-1 to Bio-trauma rolls)
Cost: 25,000 credits
BIO-SOLUTIONS NANOWEAVE MUSCLE AUGMENTATION
Those of you serving in the military, as corporate security, bounty hunters or in some other high threat profession know that sometimes your life depends on being in top physical condition. Our Bio-Solutions™ nanoweave muscle augmentation is designed with you in mind. We start with muscle fibers cloned directly from your DNA and then, using our patented nano-induction technology, we tightly weave additional layers of cultured muscle tissue from primates to create a hybrid strain three times stronger than the average human!
Item Quality: Hyperchrome
Availability: Available on the open market.
Functions: (3 points) Adds a +3 damage bonus to melee and unarmed attacks.
Defect Points: 1 (-1 Penalty to Bio-trauma rolls.)
Cost: 75,000 credits
BIO-SOLUTIONS TAILORED ANTIBODIES
A step above our Bio-Solutions™ Boosted Immune System, these tailored antibodies strengthen your body's ability to fight off disease and also work against various toxins!
Item Quality: Hyperchrome
Availability: Available on the open market.
Functions: (2 points) +2 to Vigor rolls against poisons and diseases transmitted through physical contact.*
Defect Points: 0 ( No penalty to Bio-trauma rolls)
Cost: 50,000 credits
* Does not stack with the Bio-solutions Boosted Immune System bioware. _________________ David Jarvis
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OSIAdept Veteran

Joined: 19 Oct 2007 Posts: 883
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Sun Jun 06, 2010 12:50 pm Post subject: |
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| OSIAdept wrote: | | Well i like the bioware idea but as alternative you could have them roll on the cybertrauma table but with a bonus to the roll considering that bioware would be geneticaly tailored to the host |
That might not always the case though. Consider that characters might not have enough credits ( especially at Novice and maybe even Seasoned ranks) to afford quality bioware, so the most realistic option for them is to get Gutterware; cheapo body parts sold in back alleys and organs that were cloned from sheep or pigs. _________________ David Jarvis
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thurak Seasoned
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Posted: Sun Jun 06, 2010 3:14 pm Post subject: |
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I think you also make a good point though.
Bioware should be less invasive than cyberware because it's 100% organic, for lack of a better term. I'll have to think on this a bit. _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Tue Jun 08, 2010 9:13 am Post subject: |
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Yeah that might work, sort of like the race creation rules, where instead of cybertrauma/bio-trauma rolls, you balance the bioware with an equivalent point value of side effects/defects.
Like say, a level muscle augmentation might have a Twitchy" side effect that gives you a -1 penalty to aimed shots.
hmm.. _________________ David Jarvis
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Tue Jun 08, 2010 3:52 pm Post subject: |
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For all you folks who might be wanting to play a drone rigger, here's the cyberware for you:
SAGE IT ROADMASTER™ STANDARD VEHICLE CONTROL INTERFACE
Prepare for a driving experience unlike anything you've ever felt before when you implant our Roadmaster™ vehicle control interface into your body! The Roadmaster™ VCI (Vehicle Control Interface) merges you with your machine on a level previously not possible. Using state-of-the-art nano-processors and a variant of the TAP, the Roadmaster™ VCI allows you to merge your consciousness with the machines you pilot.
Item Quality: Streetware
Availability: Available on the open market
Functions: (1 point) A standard interface allows for direct control of one vehicle or remote operation of a single vehicle or drone. When interfaced with the vehicle or drone, characters gain the following benefits:
•Improved Acceleration: The character can accelerate up to 1.5 times the vehicle's acceleration rating (round down). So a character interfaced with a pickup truck could move the vehicle up to 7 squares on his action instead of 5.
•Enhanced Control: You only suffer -1 penalty to Driving rolls when traveling over rough terrain.
Defect Points: (1) -1 penalty to cybertrauma rolls.*
Cost: 25,000 credits.*
* Want a less invasive system? Upgrade to a Hyperchrome version for 50,000 credits and remove the defect point for no penalty to cybertrauma rolls! _________________ David Jarvis
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Lord Lance Veteran

Joined: 23 Jul 2008 Posts: 855 Location: Vicenza, Italy
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Posted: Wed Jun 09, 2010 12:00 pm Post subject: |
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| thurak wrote: | | Consider that characters might not have enough credits ( especially at Novice and maybe even Seasoned ranks) to afford quality bioware |
This could be a problem in some rpg group. THe money management is really difficult to keep under control even for an experienced master.
This is why I prefer to acquire powerful powerups with PCs advancements (level ups etc.).
Often my players tell me "Ok, I'm a simple "real life" employee and I earn about 15000$ in a year of work. My character is supposed to risk his life to murder, steal etc... Of course I cannot take these works for the same $$$!!!
So for a mission I ask about 10x or 100x that money... "
Then we can debate for a while, but with those arguments they really want to earn easily 100000$+ in a couple of missions... _________________ Lord Lance has no signatures  |
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thurak Seasoned
Joined: 04 May 2009 Posts: 287
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Posted: Wed Jun 09, 2010 12:15 pm Post subject: |
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| Lord Lance wrote: | | thurak wrote: | | Consider that characters might not have enough credits ( especially at Novice and maybe even Seasoned ranks) to afford quality bioware |
This could be a problem in some rpg group. THe money management is really difficult to keep under control even for an experienced master.
This is why I prefer to acquire powerful powerups with PCs advancements (level ups etc.).
Often my players tell me "Ok, I'm a simple "real life" employee and I earn about 15000$ in a year of work. My character is supposed to risk his life to murder, steal etc... Of course I cannot take these works for the same $$$!!!
So for a mission I ask about 10x or 100x that money... "
Then we can debate for a while, but with those arguments they really want to earn easily 100000$+ in a couple of missions... |
Thanks for your feedback.
I think if characters are making that much in a couple of missions ( especially at low ranks), then there's a problem. Personally, I'm really tight when it comes to money in game, because it can throw balance right out the window if not handled properly.
Which is why I'm writing out a detailed section that will provide advice on how to this in the GM's section.
GM's will have a set of guidelines on how much Contractors (Johnsons) should charge for runs and ways to handle negotiations when the characters want to get more credits for their work. Much of this is going to be based off of the character's Reputation.
If your character has a really low reputation, don't expect to be bringing in huge amounts of credits for your work. It's not going to happen. As characters gain a better rep, they'll be able to command more credits per job as their earning power increases. _________________ David Jarvis
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