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#1
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
I love making custom things for games (sometimes to the annoyance of the GM) and I love to see what other people have come up with.
I'd like to start a running list where people can voluntarily contribute custom pieces of equipment, spells, 'ware, or whatever else to be a resource for other people to look at and use or draw inspiration from. If this already exists, I cant seem to find it and I'd love to see it. I have a whole bunch of stuff that I'll post later (It's saved on my laptop) |
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#2
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Target ![]() Group: Members Posts: 75 Joined: 8-March 11 From: Everywhere Member No.: 23,690 ![]() |
yes much to the annoyance of your GM start with 40P sucide bomber vest. I hate that thing!! (IMG:style_emoticons/default/mad.gif)
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#3
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
Thought i throw these in here from my work in progres gear suplement, some of them have no fluff test and some of the rules are still work in progres.
Stundart pistol: 8S(e) –half SS — 2(b) 6 400¥ *Heavy pistol ------------------------------------------------------------------------------------------------------------------ Nyph perfune. Acts as tailored pheromones 2 for 3h. 500¥ per dose availebility 18 ----------------------------------------------------------------------------------------------------------------- Stock removal Removing a guns stock gives it -1 to conceleability 1 6 kit 100¥ 4R ----------------------------------------------------------------------------------------------------------------- THOR PDW THOR PDW is the latest offering from Ares arms to personal defence weapon market, its mostly marketed toward mercenary and security vehicle drivers as well as to those bodyguards who need SMG firepower in a small and discreed package. The THOR features a special chamber system that provides 2 points of recoil compensation and integrated powered folding stock and foregrip, it's also smaller then other SMG:s, add +1 to conceleability. It's also available with an internal smartlink for 5000¥, cannot mount underbarrel accessories. 5P - SA/BF/FA 2(4) 50© 15R 3500¥ ----------------------------------------------------------------------------------------------------------------- PJSS Howdah pistol Both barrels can be shot at once with a +1 DV and a–1 Recoil modifier 8P - SS - 2(b) 14R 4500¥ *Heavy pistol ---------------------------------------------------------------------------------------------------------------- PJSS Pro Hunter Pistol 7P -2 SS - 1(b) 14R 4500¥ *Heavy pistol ----------------------------------------------------------------------------------------------------------------- Dragonsbreath rounds These shells use low-explosive propellant charges to expel burning powdered zirconium out of the barrel, basically turning the shotgun into flamethrower. When using these shells use tazer ranges. 6P -half I 12R 140 ---------------------------------------------------------------------------------------------------------------- Gas shells These shells are designed for police to use against barricaded suspect, used to deliver gas(tear commonly) to suspect by shooting the shell trought the barrier. Gas shell releases a cloud of gas over an area with a diameter of 10 meters. When trying to shoot the shell into other side of the barrier douple the damage and compare that to the modified armor value of the barrier, if the damage doesn't exceed the armor the shell doesn't penetrate and releases it gas payload to users side of the barrier. -1 -1 I 10R(or chemicals witch ever is higher) 100+chemical ------------------------------------------------------------------------------------------------------------------ Sabot round A sabot round consists of a small, dense core surrounded by a lightweight jacket (the sabot itself). When the round is fired, the sabot falls away within a few yards ofthe muzzle, leaving the projectile to travel on at extremely high velocity increasing the effective range of the slug. Increase the shotguns range by 50% when using these. - - B 4R 40 ------------------------------------------------------------------------------------------------------------------ Bean bag round Shotgun round intended to disable or stun the person being shot at without killing him. Bean bag rounds reduce the target’s Body by 3 when checking for knockdown. Uses same ranges as shot rounds. -(Stun) +2 6R 40 ------------------------------------------------------------------------------------------------------------------ Franchi PA4 A smaller short barreled(-2 to Concealability) cousin of the Franchi SPAS 22 assault shotgun. Comes with a folding stock and an internal smartlink. 7P -1 SA (1) 4(m) 14R 1800¥ ----------------------------------------------------------------------------------------------------------------- Ares DFBP shotgun This new piece from Ares is a nice addition to shotgun market. It's bull-pup desing allows it to be shorter then other similar shotguns(-1 to Concealability) and it's dual tube feed gives it a very high ammo capasity for a pump-action shotgun. Includes an internal smartlink. 7P -1 SA 1 7(m)x2 12R 1500¥ ---------------------------------------------------------------------------------------------------------------- Higher Caliber Gun is modified to fire higher caliber bullets then it normally does, this gives the gun +1 to DV. 2 10 shop 2500¥ 10R ---------------------------------------------------------------------------------------------------------------- |
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#4
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Target ![]() Group: Members Posts: 75 Joined: 8-March 11 From: Everywhere Member No.: 23,690 ![]() |
Thought i throw these in here from my work in progres gear suplement, some of them have no fluff test and some of the rules are still work in progres. Stundart pistol: 8S(e) –half SS — 2(b) 6 400¥ *Heavy pistol ------------------------------------------------------------------------------------------------------------------ Nyph perfune. Acts as tailored pheromones 2 for 3h. 500¥ per dose availebility 18 ----------------------------------------------------------------------------------------------------------------- Stock removal Removing a guns stock gives it -1 to conceleability 1 6 kit 100¥ 4R ----------------------------------------------------------------------------------------------------------------- THOR PDW THOR PDW is the latest offering from Ares arms to personal defence weapon market, its mostly marketed toward mercenary and security vehicle drivers as well as to those bodyguards who need SMG firepower in a small and discreed package. The THOR features a special chamber system that provides 2 points of recoil compensation and integrated powered folding stock and foregrip, it's also smaller then other SMG:s, add +1 to conceleability. It's also available with an internal smartlink for 5000¥, cannot mount underbarrel accessories. 5P - SA/BF/FA 2(4) 50© 15R 3500¥ ----------------------------------------------------------------------------------------------------------------- PJSS Howdah pistol Both barrels can be shot at once with a +1 DV and a–1 Recoil modifier 8P - SS - 2(b) 14R 4500¥ *Heavy pistol ---------------------------------------------------------------------------------------------------------------- PJSS Pro Hunter Pistol 7P -2 SS - 1(b) 14R 4500¥ *Heavy pistol ----------------------------------------------------------------------------------------------------------------- Dragonsbreath rounds These shells use low-explosive propellant charges to expel burning powdered zirconium out of the barrel, basically turning the shotgun into flamethrower. When using these shells use tazer ranges. 6P -half I 12R 140 ---------------------------------------------------------------------------------------------------------------- Gas shells These shells are designed for police to use against barricaded suspect, used to deliver gas(tear commonly) to suspect by shooting the shell trought the barrier. Gas shell releases a cloud of gas over an area with a diameter of 10 meters. When trying to shoot the shell into other side of the barrier douple the damage and compare that to the modified armor value of the barrier, if the damage doesn't exceed the armor the shell doesn't penetrate and releases it gas payload to users side of the barrier. -1 -1 I 10R(or chemicals witch ever is higher) 100+chemical ------------------------------------------------------------------------------------------------------------------ Sabot round A sabot round consists of a small, dense core surrounded by a lightweight jacket (the sabot itself). When the round is fired, the sabot falls away within a few yards ofthe muzzle, leaving the projectile to travel on at extremely high velocity increasing the effective range of the slug. Increase the shotguns range by 50% when using these. - - B 4R 40 ------------------------------------------------------------------------------------------------------------------ Bean bag round Shotgun round intended to disable or stun the person being shot at without killing him. Bean bag rounds reduce the target’s Body by 3 when checking for knockdown. Uses same ranges as shot rounds. -(Stun) +2 6R 40 ------------------------------------------------------------------------------------------------------------------ Franchi PA4 A smaller short barreled(-2 to Concealability) cousin of the Franchi SPAS 22 assault shotgun. Comes with a folding stock and an internal smartlink. 7P -1 SA (1) 4(m) 14R 1800¥ ----------------------------------------------------------------------------------------------------------------- Ares DFBP shotgun This new piece from Ares is a nice addition to shotgun market. It's bull-pup desing allows it to be shorter then other similar shotguns(-1 to Concealability) and it's dual tube feed gives it a very high ammo capasity for a pump-action shotgun. Includes an internal smartlink. 7P -1 SA 1 7(m)x2 12R 1500¥ ---------------------------------------------------------------------------------------------------------------- Higher Caliber Gun is modified to fire higher caliber bullets then it normally does, this gives the gun +1 to DV. 2 10 shop 2500¥ 10R ---------------------------------------------------------------------------------------------------------------- Thats a good list. I think the last one is in WAR now. |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 ![]() |
The PDW as listed is so good that it makes many other SMGs obsolete. =/
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#6
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
Thats a good list. I think the last one is in WAR now. Nope, that was written after seeing the modification in WAR as what i thought should have been in it instead of that one. The PDW as listed is so good that it makes many other SMGs obsolete. =/ Yes i know that, it's also a whole lot more expensive then most of then, only the urban combat comes anywhere close and the non smartlinked version is almost 50% more expensive then that. (IMG:style_emoticons/default/cool.gif) |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
Alright! Finally booted my laptop up!
Hider Nanites Hider nanites are designed with infiltration and subterfuge in mind. When injected, they can be directed with the use of a PAN to either simulate the presence of an implanted piece of cyberware or to mask the presence of a real piece of cyberware. Note that Hider nanites do not actually create or simulate the effects of cyberware, they can simply fool sensors (such as MAD) and scanners into seeing or not seeing certain pieces of cyberware. Hider nanites can also be applied as a paste to the outside of the body to simulate the appearance of external cyberware, but this cuts the nanites off from regenerating and the disguise will crumble away after 24 hours unless a new coat is applied. This can be useful for infiltration where cyberware would be an obvious giveaway or getting through areas where cyberware is forbidden. Note this may not protect against a detailed examination or against magical scanning, but Hider nanites can simulate basic connectivity, EM radiation, sound, and wireless signals. A Perception (Eight) test is required to successfully notice that Hider nanites are being used if they aren’t being specifically looked for. ----------------------------- Nanohair Essence Cost- 0.2 Cost- 8,000 Availability- 9 Nanohair is a nanocybernetic replacement for natural hair. The subject’s scalp is removed and replaced with hair constructed of reprogrammable nanites. The nanites can be programmed to imitate any style, color, texture, and length of hair. A full transformation takes approximately one full minute and is undetectable except by the most determined electronic scrutiny. Nanohair is not compatible with any other form of hair modification. ---------------------------- Bomb Suit The Bomb Suit is the armor of choice for EOD personnel and other explosives handlers. The suit is extremely tough but not the most comfortable in the world, its bulk and limited mobility makes it impractical for use in combat. The suit is outfitted with a Chemical Seal, Fire Resistance 6, Radiation Shielding 4, a special automated toolkit for use with explosive ordinances, a liquid analyzer and chemical sniffer sensors. Any tests done to disarm or otherwise work with explosives take no penalties as a result of the bulkiness of the suit. The suit requires five minutes to put on or take off and has a carrying case for transport. Cost- 5,000 Ballistic 7 Impact 20 ----------------------------- Dragonlance System (Not Complete) Dragonlance System This is a radical modification for the Internal Airtank system that adds a tubing system and ignition leading to the palms of the hands. This system essentially gives the bearer a short-range flamethrower with the nozzle mounted in the palms of the hands. This system adds an additional 5,000 nuyen to the cost of an Internal Airtank system. The air tank system cannot be used to hold air until it is cleaned out and sterilized by someone with technical knowledge. The extreme heat of the weapon means that unless special fire-resistant gloves are used with the system or it is routed through cyberhands, the user takes 1 box of fire damage per use. A one hour tank holds enough fuel for four shots; a two hour tank can be fired eight times before requiring refueling through a chest-mounted port. The weapon uses taser ranges. There is talk of this system being modified by the truly insane to move the discharge nozzle to the roof of the mouth. Using the weapon this way inflicts 1 box of damage. ------------------------------ The Chaingun The Chaingun is designed to be a multi-use weapon that can fulfill a number of different needs in a variety of environments. The gun has a 100 round integral drum that cannot be modified though the drums can be switched mid-combat. Reloading the drums themselves is akin to reloading a revolver and must be done one round at a time. The Chaingun comes with an integral Imaging Scope and a Rigid Stock. Firing the Chaingun in fully automatic mode uses Light Machine Gun ranges and uses the Automatics skill. Firing the Chaingun semi-auto uses Assault Rifle ranges and the Automatics skill. Firing the Chaingun in single-shot mode uses Sport Rifle ranges and uses the Longarms skill. Damage= FA 6P / SA 6P / SS 8P AP= -1 Mode= SS/SA/FA Armor Used= Ballistic Availability= 13R Cost= 3,500 -------------------------------- The Ripper (Think the Spinfusor from Tribes. Awesome, but I never figured out an appropriate damage code for this weapon) The Ripper is a custom-built gun designed to fire monofilament-edged metal discs at a target. The gun uses low-energy magnetic acceleration to spin and propel the discs foreword and to put a spin on the discs so they maintain a (relatively) straight flight path. The monofilament discs can be switched out for rounded-edge discs to inflict Stun damage. Discs can be skipped off of flat and solid surfaces but this is a very tricky shot to make. After long periods of use, the weapon’s batteries must be recharged (Taking one hour); the weapon can be recharged quickly by using a Power Clip (5 minutes). Due to the gruesome nature of the wounds and the lethality of the weapon, use and ownership of the weapon is highly illegal however plans for its construction are available in the more obscure corners of the Matrix. Ammo- 15(d) RC- - Mode- SS (Cannot be modified) Damage- Availability- 20F ---------------------------- M303 Thundergod (Looks like the weapon on pg 118 of Shadows of Asia) The M303 Thundergod was designed as a low-tech solution to armored vehicles where expensive launchers and missiles were unavailable or impractical. The Thundergod is essentially a rifle-sized cannon designed for serious armor penetration. The recoil from the special rounds negates the possibility of modifying the weapon to fire fully automatic and may only fire once per combat round. The intense muzzle energy also renders silencers useless. The Thundergod requires special rounds and may not fire or be modified to fire any other type of round. Because of its design, the Thundergod incurs a -6 penalty when a user is attempting to hit a target smaller than a motorcycle, including people. The Thundergod uses Sport Rifle ranges and comes with a bipod, shock pad, and rigid stock. M303 Thundergod (Heavy Weapon) Damage 10p // AP -2 // Mode SS // RC - // Ammo 10© //Availability 15R // Cost 3,000 Thundergod Rounds (May only be fired from the M303 Thundergod) Damage Mod +2 // AP Mod -10 // Armor Used (B) // Availability 10R // Cost 150 (Per 10) ----------------------------- I have tons more, but most of it isn't complete yet. None of this stuff has been playtested yet so there are probably balance issues. |
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#8
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
M303 Thundergod (Heavy Weapon) Damage 10p // AP -2 // Mode SS // RC - // Ammo 10© //Availability 15R // Cost 3,000 Thundergod Rounds (May only be fired from the M303 Thundergod) Damage Mod +2 // AP Mod -10 // Armor Used (B) // Availability 10R // Cost 150 (Per 10) as the gun can only fire this one ammo type, i can't understand why you listed one damage code for gun and then modifiers for the ammo, instead of just listing the guns damage as 12P AP -12. |
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#9
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
as the gun can only fire this one ammo type, i can't understand why you listed one damage code for gun and then modifiers for the ammo, instead of just listing the guns damage as 12P AP -12. For the damage code, I see what you mean. I might re-tool it such that it can use any ammo. It's supposed to be a bare-bones anti-vehicle weapon, it makes sense that it would be able to accept standard ammunition. |
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#10
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 584 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
The Ripper (Think the Spinfusor from Tribes. One year later (to the day) Unreal Tournament used the name "Ripper" for the same concept. It even had the bouncing you mention. |
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#11
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Moving Target ![]() ![]() Group: Members Posts: 772 Joined: 12-December 07 From: Fort Worth, Texas Member No.: 14,589 ![]() |
Lucid Dream(Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2) Lucid Dreamscape(Mental, Area) Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2 The target feels that he is in a dream. He will interact with others as though they were metaphors of his subconscious(believing his enemies represent a fear of intimacy, or believing he can fly.) The caster cannot control what the target interprets, nor can he control the target's actions. The subject may make a Willpower(+Counterspelling) Test with a threshold equal to the spell's Force if anyone suggests he is dreaming. If he succeds the target will "wake up" and negate the spell. |
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#12
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,656 Joined: 29-October 06 Member No.: 9,731 ![]() |
Dancing Fool (Manipulation, Mental)
Type: M Range: LOS Duration: S DV: (F/2) - 1 Dance Party (Manipulation, Mental) Type: M Range: LOS(A) Duration: S DV: (F/2) + 1 Dancing Fool instills in a single metahuman target an irresistible compulsion to dance. Each net hit scored by the caster applies a -1 dice pool modifier to all of the target's actions as they shake their moneymaker. At the gamemaster's discretion, a character who suffers a dice pool modifier higher than his Willpower is completely preoccupied and unable to take any action other than dancing. Dancing Fool and its area-effect variant, Dance Party, only affect metahumans. Confidence (Manipulation, Mental) Type: M Range: Touch Duration: S DV: (F/2) - 3 Confidence confers, well, confidence on a single voluntary subject. Each hit scored by the caster grants the subject a +1 dice pool modifier to all uses of Social Active skills as long as the spell is sustained, as anyone interacting with the subject is impressed by his or her poise and self-assurance. At the GM's discretion, this modifier may be reduced or negated if the third party knows that the subject is under the effect of a Confidence spell. |
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#13
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
I try to keep myself from going down the mental path of building vehicles and firearms...
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#14
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
One year later (to the day) Unreal Tournament used the name "Ripper" for the same concept. It even had the bouncing you mention. I had considered that, but it wasnt quite what I was going for. I also thought of an idea for Orichalcum-tipped/tip-coated bullets, but I have NO idea what they'd be useful for. Astral Goggles These goggles use a micro-layer of charged orichalcum over the eye-plate to enable the wearer to Astrally perceive. Note, he may not interact with the Astral beyond what he would normally be able to, only perceive it. Due to the complexity (and fragility) of such a device, these goggles may not have any other vision modifications added to them. Cost- 9,000 Availability- 2R |
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#15
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 584 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
Are you saying a character using these goggles is not dual-natured (Astral Perception makes the character dual-natured)? Can the goggles "tell" when they're being worn or not and become dual-natured when they are? Or is the effect more like anchoring an Astral Window detection spell?
But the "Ripper" you proposed had its name inspired by Unreal Tournament? |
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#16
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
Are you saying a character using these goggles is not dual-natured (Astral Perception makes the character dual-natured)? Can the goggles "tell" when they're being worn or not and become dual-natured when they are? Or is the effect more like anchoring an Astral Window detection spell? It's similar to the Astral Perception Adept power. QUOTE But the "Ripper" you proposed had its name inspired by Unreal Tournament? Possibly. I created it a while ago so I dont remember specifically. |
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#17
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
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#18
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 584 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
It's similar to the Astral Perception Adept power. Ah so the wearer is astrally present (dual natured) and so can engage purely astrally present constructs and beings in combat. I was wondering due to the part "he may not interact with the Astral beyond what he would normally be able to" but saying it's like the Astral Perception adept power makes it clear. Sounds very handy.
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#19
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
Ah so the wearer is astrally present (dual natured) and so can engage purely astrally present constructs and beings in combat. I was wondering due to the part "he may not interact with the Astral beyond what he would normally be able to" but saying it's like the Astral Perception adept power makes it clear. Sounds very handy. I dont think someone who can just perceive can engage in astral combat. They would be considered dual natured while wearing the goggles, but I dont think that necessarily means they'd be able to engage in astral combat. Unless I'm mis-interpreting the rules. RAW is a little confusing on that point (Pg 182, SR4) |
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#20
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 584 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
I dont think someone who can just perceive can engage in astral combat. They would be considered dual natured while wearing the goggles, but I dont think that necessarily means they'd be able to engage in astral combat. Unless I'm mis-interpreting the rules. RAW is a little confusing on that point (Pg 182, SR4) QUOTE (SR4 p184) Astral Combat Astral combat is resolved in the same way as physical combat. Astrally perceiving and dual natured characters use their Physical attributes and skills to fight opponents with a physical body, and their Willpower + Astral Combat skill to fight wholly astral entities. I had thought Astral Window (SM p168) allowed a sort of 'passive only' detection of nearby Astral space, similar to what you might have been envisaging the goggles provide... but now I check it, the subject must be astrally active and it only lets you see through wards and barriers, so no use after all, sorry (IMG:style_emoticons/default/indifferent.gif) |
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#21
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
I dont think someone who can just perceive can engage in astral combat. They would be considered dual natured while wearing the goggles, but I dont think that necessarily means they'd be able to engage in astral combat. Unless I'm mis-interpreting the rules. RAW is a little confusing on that point (Pg 182, SR4) Astral Perception is enough to engange in Astral Combat... All that is required is for you to be Dual Natured, which Astral Perception provides. |
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#22
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
One year later (to the day) Unreal Tournament used the name "Ripper" for the same concept. It even had the bouncing you mention. There was an earlier version in the original unreal as well, actually, although it was called the razorjack at the time. |
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#23
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 ![]() |
just because I stumbled over it a minute ago and it fits the topic. A self-made new Racial Quality.
New Quality: Pretender Cost: 50 BP A character with this quality is a Pretender. Due to their innate ability to "pretend" to be anybody they want to be, by now only few have been identified and almost all of those are held in megacorp research labs. No one knows how many Pretenders are living among us, most of them probably have no idea of their gift themselves. Those who recognize their ability usually try to stay under the radar, as megacorp research departments are highly interested in exploring and abusing the Pretender phenomenon. Game Information: Pretender characters may make a Studying, an Int+Log (see below, 1 day) extended Test. During the studying time, they cannot focus on anything else, further they tend to not sleep while not suffering from any sleep deprivation. The studying usually consists of extensive data research, legwork and some trial and error techniques that look weird and incomprehensible to bystanders. After the player has picked the Active Skill(s), Skill group or Knowledge Skill(s) he wants to learn, the threshold is calculated as follows: Active skill rating x2, Skill Group rating x5, Knowledge Skill rating x1. Pretenders may learn up to Int/2 (rounded down) skills at a time by adding the desired skill ratings together. They may also improve existing skills by adding the difference between the desired rating and the current rating to the threshold. Skill groups count as two skills. The attained skills function without restriction, but degrade at a rating of 1 per week and are fully lost when a new Studying test is made. The Studying interval may be halved by the rules of "Rushing a test" like any other extended test. Glitches indicate dificulties in the studying process. Increase the threshold by two for every glitch. A critical glitch results in memorizing wrong ideas and aspects, effectively halving the skill rating (rounded down). A Pretender may only be identified through brain examination and psychologic evaluation; 5 hits on an assensing test will only tell they are not simply mundane. This Quality does not count against the 35BP limit, like the Infected Qualities do and is incompatible with any quality granting a Magic or Resonance attribute. Appropriate qualities for Pretender characters are First Impression, Blandness and Wanted. Further, a Pretender character usually excels at Etiquette, Con and Disguise, as these will help him fooling society. |
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#24
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,717 Joined: 23-March 09 From: Weymouth, UK Member No.: 17,007 ![]() |
Considering the quicksilver astral camera takes 30 minutes to develop a single photo, I doubt goggles that instantly let you see into the astral are possible with the current level of tech.
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#25
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Moving Target ![]() ![]() Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 ![]() |
Considering the quicksilver astral camera takes 30 minutes to develop a single photo, I doubt goggles that instantly let you see into the astral are possible with the current level of tech. It works along the same lines as a Lucifer Lamp. According to the fluff, it works by running electricity through orichalcum wire. The goggles work roughly the same way; by applying a micro-layer of oricalcum to the lens of a pair of goggles (as is done with gold and higher end welding goggles) then electrified, the result would be astral vision. |
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Lo-Fi Version | Time is now: 11th July 2025 - 02:32 AM |
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