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> Everyday Gear for runners
Redshirt
post Dec 20 2005, 11:13 PM
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Long time lurker, first time poster:

Im looking into creating a mundane gear creation guide for those odds and ends the creative players tend to ask for. "Mundane" in as much that it would help define gear that would be available in the world, but not described in the books, or create new gear the particularly inventive may endevour to create .

The intention isnt to allow players to create new firearms, magical items, hacker items, vehicles, and the like (those books are coming from what I understand), but rather the things they wish they had and may be useful to runners (either in general or for a specific run). Barring duplication of existing items.

Ive started to compile availability-, cost-, build requirement-, etc... -charts to aid in generating these things.

Instead of micromanaging the entire inventory of items required to build ANY given object, I have a more abstract method of derriving the parts and concluding the outcome. GM approval is, of course, epitome to the feasibility of anything the PCs wish to try and pull :D I mean "make". A good way to keep from making gamebreaking items.

A question to the community, would you be interested in such a tome?

If so, Id like to present what I have thus far and get your feedback for further development.
- Thanks in advance
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stevebugge
post Dec 20 2005, 11:21 PM
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Sounds interesting. SO if I understand correctly this would be the collection of cost/availability of common tools (like Crowbars and Bolt Cutters) and the how-tos of building crazy gadgets (Water Balloon sling shots, Rube Goldberg machines, Crystal Radios etc). Maybe also include home-brew explosives and toxins, and some improvised weapon tables?
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Redshirt
post Dec 20 2005, 11:35 PM
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Basically correct.

In fact, there is a "Chemical" category to generate interesting ...well, chemicals. The uses are near endless.

It is still a work in progress, but before I spent another long night working on it, I thought Id ask if anyone was interested.

Some examples will also (ultimately) be included as examples of the possibilities.

The goal in listing odds and ends items (crowbars, etc, which is abstractly covered in "Tool kits") isnt meant to slow things down, but to be more a guide for the stranger things imagined.

For example, what if someone with a high electronics skill wanted to make a specific purpose item (cant think of anything at the moment). He would need electronic parts to do so. Whats the quality of those parts? cost? availability? after all, military grade electronics arent at Radio Shack, but you can make some interesting things from that which IS available.

The sum of those parts, and any other parts, as well as the purpose of the completed item, sophistication, legality, construction costs, and other factors, would allow a gamemaster to dictate its variety of uses and consequences of using it.

Well, you get the idea I hope.
Please ask or interject anything that may seem important for tackling this project.
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stevebugge
post Dec 20 2005, 11:40 PM
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I for one think it's a great idea, and would love to see it. I'd be willing to help to the extent that I have free time. I've always been one for creative tricks (like integrating surveillance kits in to household appliances)
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mattness pl
post Dec 21 2005, 12:10 AM
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MacGyvers of the (Sixth) world - Unite :D
(Redshirt - good idea. When you'll publish this stuff?)
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Redshirt
post Dec 22 2005, 03:30 AM
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At least some interest is expressed. Thats enough for me to want to continue.

Now, considering that the Build rules in game are fairly open (rightly so), what would you (that means anyone who reads this) want to build?

Ive backtracked on something I originally said I wouldnt do. That is, I will include the ability to replicate an existing item, but treated as "Improvised" version of its inspiration... with some drawbacks (glitches occur more frequently depending on the projects complexity).
One example was a target tracking Sentry Gun on tripod. All the parts are available to construct a low cost replica of the "Smartgun platform" (Smartgun link, ext. smart link, a pocket pc, goggles, some motors, a tripod from a camera or such...). Since the entire project is rather complex (i.e. Build list "Complex" or Intricate") the chance for glitches increase to 1's or 2's.

I would like to know what ideas everyone else may have as a means to determine if there are things Im forgetting to consider.
lets hear some ideas or some thoughts on what you would like to see possible in an expanded Build capacity.
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Westiex
post Dec 22 2005, 09:58 AM
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One thing you'll need to do to some degree is decide whther you're doing an SR3 or an SR4 list.
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Redshirt
post Dec 23 2005, 02:00 AM
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sorry. I forgot to mention its a 4th ed project.
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stevebugge
post Dec 23 2005, 02:52 AM
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Do you think it would be fairly safe to assume that things like Silicon Crystal Growers, Computer controlled High Precision Metal Lathes, Centrifuges, Heavy Impact metal form molds, and other heavy industrial tools of that ilk will pretty much always be outside of the average runner's reach, or perhaps use of such an item for a required component of a build could be a run unto itself.
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warrior_allanon
post Dec 23 2005, 04:38 AM
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oh trust me lots of people are probably interested but no one is saying anything because your doing it
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eralston
post Dec 24 2005, 07:20 AM
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I just ended a campaign with a character who kept this in his trunk:

1 Chainsaw, 2 gallons gasoline, 1 chemistry textbook, 1 steam plant textbook, 1 tool kit, 1 pair combat boots, 1 fire extinguisher, 1 roll duct tape, 1 box UV glowsticks, 2 Savior Reloads, 1 North American Atlas, 1 deck of poker cards, 1 set of chips, 1 forensics kit, 1 generic black armored Jacket, 1 set decal patches for armored jacket, 100m stealth grapple line, 1 catalyst stick, 1 grapple-gun, 1 set climbing gear, 1 Travel Guide for Hawaii, 1 Magemask, 1 Standard Transportable Satellite Dish, 1 lockpick gun (6)

Especially: set decal patches for armored jacket needs to make it in, because disguise is a generally underused tactic and it really facilitated it a couple of times.

One of our players is also obsessed with a whole family of knowledge skills starting with the "1,001 things you can do with a blender" skill, which all revolve around mundane items with amorphous game costs, so it's good you're doing this.
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Redshirt
post Dec 25 2005, 04:58 AM
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Obviously having players "acquire" heavy industrial technology to complete a project is something that will require GM control. This isnt going to let the PCs build a Mars Explorer, but do interesting, runner-esque things otherwise.

Of course, there is the possibility that if ambitious runners (read Suicidal) wish to do the extreme stuff, it may require some rather high profile runs on megacorps to get what they need... 1 small piece at a time.

Here's a taste of what is going into the Guide:
Project Description: PC indicates intention of project.

Intended project Rating: PC indicates the outcomes rating, dictating skill level for a user of the project; the level of complexity (Simiple, Basic, Complex, Intricate, Exotic).

Classification of project: Electronic, Mechanical, bio, Chem, ...; used to help figure out what skills will be needed too.

Materials required (and Availability): Standard materials, Specialty, Exotic goods and the range of Avails; Quality of goods (adjusts construction pool, cost, avail).

Build rating max: (basically notes the highest pertaining skill to project as max in the builders capability; so Guy cant build a nuke with his physics 1 skill :D )

Parts: basic, Complex, Intricate, Exotic. Coupled with the nature of the part (i.e. "Mechanical: Complex"); Blackmarket parts (same as in book).

The Process: Design (and Skills required to Design a project), Parts/Materials, Required Tools(and Skills for those tools if applies),Construction skills (required; Time to construct:)

Improvising: (the inherantly poor nature of a copy vs. the real thing; Improvised item Glitch expansion).

Skill ideas: a list that expands on "Knowledge" skills that would be incredibly useful in building, designing, constructing, etc whatever is generated. of course, emphasis is on spurring the imagination of the PC instead of creating new skills and rules. Since the Knowledge skills are boundless, this is just a primer.

Examples: here I plan on giving some examples of particularly creative ways this Guide can be used.

Throughout, I have stressed GM management and approval for everything. If a project is extensive, it would surely be an easy plot hook if nothing else. Its still not an excuse to allow a player to pursue something that would destroy a game.

If word ever got out on some projects, unwanted attention is usually acquired... and by black-suited, deltaware types.

Comments? Suggestions? Please do add. I came here for constructive input.








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Redshirt
post Jan 7 2006, 12:27 AM
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Ok. if the number of views is indicative, this project is going to be tossed out.

The topic seems (in retrospect) misleading and very few seem interested in the actual project.

Oh well. Chaulk it up to experience and let it go. Thanks anyhow for the few that thought it was worth a few brain cells.

Maybe I will post some of the items as fodder for the masses at a later date.
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stevebugge
post Jan 7 2006, 12:57 AM
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I still think it's an interesting idea, too bad I don't have many backers. Oh well. I guess the Shadowrun meets Home Improvement project goes back on the shelf. It seems like there was a good framework for design & build rules too.
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Birdy
post Jan 9 2006, 12:12 AM
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There is a nice book on that already:

"...and a ten foot pole"

Granted, most inhabitants of Polen I met where shorter but as an equipment list it still is nice.
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Redshirt
post Jan 9 2006, 03:32 AM
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heh "Polen".

I think I will change direction on this and try and conceive a list of gear that runners might want to have on them, other than the book stuff.

I dont know. If anyone else has a good idea for a direction, Im all ears.
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stevebugge
post Jan 9 2006, 05:39 PM
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QUOTE (Redshirt)
I think I will change direction on this and try and conceive a list of gear that runners might want to have on them, other than the book stuff.

I dont know. If anyone else has a good idea for a direction, Im all ears.

A sort of Runner's Toolbox? I like the idea, probably more manageable to start than the original project would have been.

Maybe we can brainstorm a list of tools here, then start narrowing them down and building rules for their use once there is a good list? At the very least we could flesh out what would be in the various specialty "kits" of tools.

Hmmm. SOme basics to get started.

Wire Clippers / Strippers

Tape (with the wide variety of special use tape out there, tape could almost get it's own section)

Glue & Other Adhesives (same as for tape)

Crowbar. essential for the B&E guy

Pliers

Drill / Bit Driver

Ok so all we need to really do is translate the Home Depot Catalogue to SR4 :grinbig:
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Redshirt
post Jan 10 2006, 01:19 AM
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hehe. id rather like to stay away from the stuff thats TOO mundane :)

Here is some ideas I kicked around lastnight before going to bed (and subsequently staying awake thinking about):
[Keep in mind this is only an initial brainstorm and lacks some of the specifics I will define later. These are just ideas and not game breakers. Things like Fire Extinguisher will have specific instances of use (uh fire damage). Others will also have specifics directly associated with its usage.]

From the Colorado based "Sky Hill Outfitting company" specializing in Safety equipment and Outdoor adventure gear.......... (think catalog as you read through the ideas).

Retractable 10 foot pole: Constructed of nonconductive polymers, this retractable pole collapses into a convenient 2 foot length for ease of transport.

AutoClimber: This harness is equipped with a wench system that can be used with most grapple systems to enhance the ascending and descending capabilities of the wearer. A convenient battery pack 3”x6” in size fits in its own pouch on the waist-belt of the wearer and powers the Autoclimber for up to 50’ of ascension or 100’ dissension. The optional extended safety system can be applied for manual ascent and descent with autobreaking functions to stop a climber from descending too quickly. This feature may be overridden, but the user accepts all responsibility for damage to the unit, harness, or personal injury or death.
Additional battery packs may be acquired; increasing the powered assist distances 1 fold for each extra battery.

Tactical Equipment Harness: This is a load-bearing equipment harness that allows for ease of storage for those items the user needs quick access to.
Base harness includes shoulder and waist supports for modular storage containers to be snapped onto.
Optional equipment includes: Left hand holster, Right hand holster, chest/ waist storage pouches, liquid containers (100ml, 250ml sizes available), padded storage box (for delicate items), knife sheaths, sword sheaths, Tough-Tube ™ storage compartments, backpacks (small capacity, medium capacity, large capacity, and extra-large capacities available), Mirage Oasis ™ water dispensing unit (2 liter and 4 liter units available), shoulder mount lamp (batteries not included), laser pointer (for visual marking only), and appliqué armor for center torso, back, shoulders, groin, and thighs.
The Tac Equip Harness can be seamlessly integrated with the Autoclimber system and any electrical options added can draw power from its batteries.

Personal Locator system: Originally used by medical personnel of the worlds militaries, these devices are for swift response to those in need of urgent medical attention.
The PLS has 2 units, a Biomonitor marker(Sensor Tag) and a locator system (using Stealth Tags). The marker system is worn by individuals who have occupational risks that may endanger their wellbeing. It monitors the wearers vital signs. When the wearer becomes incapacitated, the marker automatically sends an electronic beacon to the locator units. The locator units have a screen that identifies the marked individuals distance, direction, and elevation changes from the locator.
This may be connected to imagelinks for display and may also be connected to the wearers Doc Wagon account for further safety. The batterylife of a marker unit once it is activated is 48 hours.

MicroSCUBA: The microSCUBA line includes such innovative utilities such as the microRespirator which is for emergency air if standard gear fails. A tank of compressed air and respirator mouthpiece are securely incased in a package of 10”x 2” diameter and includes enough air for approximately 10 minutes.


Fireworks: small, explosive fireworks with a variety of displays, these are good distraction creators.

E-works: Generates a electronic fireworks display on any electronic visual reseptors. (effectively a whitenoise generator for image displays).


Aerosol mist canister: Spray and see laser trails.
Aerosol Mag canister: Spray a mist of magnetic particles. Fool MAD systems.

Short-out Foam: Spray into an electrical devices components to short out the connections.

D.O.G.: A microdrone that you can place in an area to detect motion, MAD, or Thermal discrepancies. It will alert you of any changes on your receiver unit.

Explosive ordinance disposal kit: bang bag (for covering explosives for “safe” detonation), electronics kit, articulate mechanical arms with hands, defuse foam, electronic diagnostic kit, helmet with face blast shield, EOD suit,(drone disposal units available in Spring 2071!).

Metal eating acid:
Plastic desolver acid:
Organic desolver acid:


Emergency Rations: MREs

Personal Fire extinguisher: good for covering 1 human in fire exstinguishing foam.

Fire resistant parka: Emergency use fire escape parka with flame resistant material and a clear vision panel for safer navigation out of a fire.

Cocoon foam: medical foam impregnated with stim, slap, or tranq for use on critically injured.

Casualty extraction net: think Chewie and 3PO.


[ The actual game play rules for these items will vary depending on some GM management, but a guideline will be accompanying each item.]
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stevebugge
post Jan 10 2006, 06:24 PM
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That's a lot of cool gear, lots of it I'd include in games. Some of these items may just need to be updated from the Cannon Companion and Fields of Fire (I think they had WEB Gear and Field rations for example). I kind of tend to want to see the mundane stuff too because questions frequently come up in our games like "Does a crowbar have reach if used as a club?" (We eventually decided no it wasn't long enough) or "how long does the battery pack on a cordless circular saw last?" Basically we're finding that lots of really basic tools aren't covered anywhere. I'm happy to work on the more mundane side of things.
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Redshirt
post Jan 10 2006, 07:28 PM
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I havent looked at my Cannon Companion in a while. Guess its timet o break it out and make sure Im not doing too much overlapping.

More ideas to follow.

Steve, you have a message from me.
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stevebugge
post Jan 12 2006, 04:37 PM
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Looks like this may be growing some legs after all. I've done a little brainstorming on the tools side of this. Anyone have any ideas be sure to add them to this thread.
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Redshirt
post Jan 13 2006, 05:13 AM
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Yes, the project has indeed been revitalized, but in a new direction. Steve and I would like to hear ideas that players and GMs would like to see included in a project such as this.

The idea is simple: Provide some every day gear that runners could find useful that isnt outlined already. Be creative. We would love to hear some feedback.
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stevebugge
post Jan 17 2006, 09:45 PM
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Ok, I've been kind of in the process of putting everything and the kitchen sink in to an outline, so that I can move to part 2, getting rid of all the truly ridiculous and useless stuff. I may start putting up some topics to debate the finer points of various mundane items.
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Redshirt
post Jan 18 2006, 03:12 AM
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Yeah, we should start a new thread since people are probably turned off from the initial posts and dont read the bottom.

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Crystalmonkey
post Jan 18 2006, 03:22 PM
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How about a couple of different weapons/programs?

A Speargun would be nice for underwater combat, and it would be interesting to hear how the guy caught a spear because of his reflexes. It could even be used above water, which brings a whole new meaning to the term "spear chucker".

A Lasgun (Also known as a Laser Rifle), though I would think this would be a rare weapon. Given the technology, this may or may not be possible except in VR.

A Chainsword. Think chainsaw, except in a sword form. It's powerful and a lot easier to wield.

The Two-Ponged Defense, a program based on a very old game in the 20th century known as pong, is designed to incorporate two attacks simultaneous, one weak "Blackout (1)" attack followed immediately with a "Blackhammer (3)" attack, in order to catch the opponent off-guard. Black IC would probably not fall for this, but other hackers might. The advantage is not in the power, but in the dual attack. (Making it more likely you will hit and lock them into the system.) Cost: 4000 :nuyen:

ADP, the Agent Defense Program, combines the abilities of 3 agents together to form a fighting unit. The first agent is loaded with "Track (3) Sniffer (3) Stealth (3)", the second with "Blackhammer (3) Armor (3) Analyze (3)", the third with "Medic (3) Armor (3) Analyze (3)".

The first agent is used to trace the hacker back to it's source, then spy on his communications. The first agent can be uploaded with exploit for a small fee. The second agent is the combat portion of the team, using Analyze to find it's target and Blackhammer to teach it a lesson. The second agent can be uploaded with Blackout for an additional fee. The third is the medic, used to heal the second agent. The third can be uploaded with Blackout for a small fee.
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