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  Aint no Grave
Posted by: Stark - 04-25-2018, 12:12 AM - Forum: Tales from the Nexus - No Replies

If they had finished the job, he would have died. Slickers never finish the job though, not when their boss isn't around. He could hear them talking, even as the weight on his chest got heavier and heavier with each fresh pile of dirt.

"Why would anyone live out here?" one asked.

"Jesus, Rick, I don't fucking know man, will you just..." the other replied.

Another clod was added to the growing mound crushing his lungs, snuffing out what little life was left in him.

"Yeah." A pause. "I mean but, why? Why live away from the Free States or the Eastern Sprawl or - fuck, man, anywhere but out here. There isn't anything around, these hicks lived like fucking mongoloids."

"I know. Fuck this is taking forever."

"Why are we even burying him?"

"Boss said bury him, so..."

"Yeah but he ain't here, and he left two of us to dig four graves. The kids wont take long, but this guy and the woman-"

"Well fuck, Rick, what do you wanna do just leave them for the animals?"

There was another long pause, and though the piling of dirt had ceased, the weight seemed to grow on his lungs.

"If boss finds out he's gonna be pissed."

"Man, fuck him. We come out here and straight body an entire family and then he wants to get a heart? Fuck right off. Let's just get back to Midnight City, its gonna take us hours to drive back without burying these assholes."

"Alright. Fine. Looks like its gonna rain anyway."

One of them tossed a shovel at man they were burying, and if the Slickers were paying any attention, they'd see a gush of fresh blood telling them the man was still alive. Barely, but alive all the same. 

But Slickers never finish the job, not when their boss isn't around. They were already walking back to their car. They left William Stark half buried in a shallow grave, his face bloodied and pulped, body bruised and broken, leaking blood from a gutshot. Stark heard the car start and take off away from his ranch - not the loud and growling rumble of a stateless lands car, but the high pitched whine of a city slicker's ride. When it faded away, he was left with the sounds of nightfall broken by the rumble of thunder.

The rain was what finally woke him, summer evening rain like God's own sweet mercy. His real eye was so swollen that he could barely see out of it, but the old cybernetic one  - outdated and crude - clicked and whirred and sent the images of the world to his brain. They had buried him up to his chest, leaving only his head and neck, and his left arm uncovered. He tried first to sit up, but was too weak to move. Panic gripped him, and he tried to thrash against the weight of the earth. 

The shallow grave kept him in its embrace.

He closed his eyes again, and for a moment, was closer to death than he had been when the Slickers were throwing dirt on his broken body. He though of his wife lying dead on the kitchen floor, the pool of blood under her head growing by the second. The fire swallowing the house, the children screaming. Stark had lost everything in just twenty short minutes.

But he hadn't lost it. It had been taken from him.

His eyes opened again. His right arm had been badly damaged, the fine motor control in the cybernetic appendage gone, the skilled hand that had won countless gunfights smashed and useless. But he could still move the arm itself, and the mechanical power was enough to drive the fresh dirt away. Slowly, clumsily, Stark pushed his earthen shackles away, his lungs pumping and burning as the rain turned from a fresh evening whisper to a roar in the night.

He grunted and growled and pulled himself from the grave, his body wracked with pain. Stark hauled himself to his knees, and in front of him were their bodies. Libby and the kids, piled unceremoniously in a heap. Beyond them, the smoldering remains of their home. He put his hands in front of his face and screamed a wordless howl, then another, until all he could do was scream in the driving thunderstorm that had overtaken the land.

When his throat was lined with needles and he couldn't scream anymore, only breathe a soundless husking sigh, he found his way to his feet. Stark picked up the shovel that had been thrown at him as the Slickers had turned to leave, and in the rainstorm, started to dig.

It took him four hours and he collapsed at least a dozen times. Every time he thought he might just lay down and die next to his family, he saw Armitage smiling and lifting the peacemaker - Stark's peacemaker - and blowing a hole in Libby's head. Before his eyes were open, Stark was up and digging again.

When it was done, he stood over the three rock covered graves, leaning on the shovel. He wanted to say something, but his throat wouldn't allow it.

It was a five mile walk into town, and William Stark was half dead, wearing only his jeans and a tattered shirt - the bastards had even stripped him of his boots after shooting him. He started plodding forward, looking ahead as lightning flashed above, driven by the most pure and powerful fire that can burn in a man's belly: vengeance.


  Hacker Shop
Posted by: GM Whistler - 04-17-2018, 05:17 AM - Forum: Temporary Shops - No Replies

Decks
A deck is made up of two central pieces: the body which also includes the keyboard and screen, and the dermatrodes (or 'trodes') which resemble a wired headband and allow the hacker's mind to interface with the cortex.

Ishihara ZX-20
The ZX-20 features Ishihara's proprietary Z3R0 processing technology. Its sheer computational power in a small package makes it a favourite among Midcity's hackers.

Price: $750
DMG: +0
Bonuses: +1 to hacking rolls
Mod Slots: 1
Restrictions: Hackers only. Required for hacking.


Zaibatsu ToughDeck N7
A tank among decks, the Zaibatsu ToughDeck is famed for the advanced hardware firewalls built in to its network stack, protecting the user from targeted attacks.

Price: $900
DMG: +0
Bonuses: +50 IP Rating
Mod Slots: 2
Restrictions: Hackers only. Required for hacking.


Orange Microsystems SleekBook
The SleekBook is noted for its extremely lightweight design built upon the fastest memory chips on the market.

Price: $1000
DMG: +0
Bonuses: +1 EVA vs. IP attacks
Mod Slots: 3
Restrictions: Hackers only. Required for hacking.


Programs

Basic ICEbreaker
Adaptive software designed to counteract ICE.

Price: $100
DMG: +10 IP DMG
Bonuses: 0
Effect: Damages ICE
Restrictions: Hackers only. Single use.

ICEbreaker II
A more advanced ICEbreaker.

Price: $200
DMG: +20 IP DMG
Bonuses: 0
Effect: Damages ICE
Restrictions: Hackers only. Single use.

Worm
A program that embeds its code into a system's ICE, disrupting its function over time.

Price: $100
DMG: +5 IP DMG
Bonuses: 0
Effect: Damages ICE each round for 3 rounds.
Restrictions: Hackers only. Single use.

Decoy
A program designed to mimic a hacker's activity and draw the attention of ICE.

Price: $200
DMG: 0
Bonuses: 0
Effect: Absorbs damage from ICE up to 30 IP
Restrictions: Hackers only. Single use.

Adaptive Decoy
A more advanced decoy program that alters its code signature with each use to avoid ICE systems' heuristic analysis and fingerprinting.

Price: $1000
DMG: 0
Bonuses: 0
Effect: Absorbs damage from ICE up to 40 IP
Restrictions: Hackers only. 4 round cooldown after destruction before it may be deployed again.


Trojan Horse
A cloaking program designed to hide the hacker's signature, making them look like part of the system.

Price: $300
DMG: 0
Bonuses: 0
Effect: Cloaks hacker entirely from ICE.
Restrictions: Hackers only. Any attack on an ICE program will remove the cloak.


Deck Mods

Wireless Amplifier
A small antenna attached to the deck that boosts wireless signal strength, allowing the hacker to perform complex operations without a hardline.

Price: $200
DMG: 0
Bonuses: 0
Effect: Allows hacker to hack drones, turrets, etc.
Restrictions: Hackers only. Requires a deck. Requires 1 mod slot.

Feedback Dampeners
This module sits between the dermatrode wire and the deck body and acts as a buffer against biofeedback, protecting the hacker to a degree from Black ICE.

Price: $200
DMG: 0
Bonuses: 0
Effect: Reduces any damage sustained from Black ICE by 25%
Restrictions: Hackers only. Requires a deck. Requires 1 mod slot.


Failsafe
This module monitors the hacker's vital signs and when it registers a biofeedback loop, automatically disconnects the hacker before death can occur.

Price: $1500
DMG: 0
Bonuses: 0
Effect: When the hacker suffers a deadly attack by Black ICE, automatically aborts hack attempt at 1 HP.
Restrictions: Hackers only. Requires a deck. Requires 1 mod slot. Does not work if Black ICE rolls a nat 20.


Turbo Button
It makes the deck go faster.

Price: $500
DMG: +5 IP
Bonuses: 0
Effect: None
Restrictions: Hackers only. Requires a deck. Requires 1 mod slot.


  Custom Weapons
Posted by: GM Whistler - 04-12-2018, 07:28 AM - Forum: Temporary Shops - No Replies

Weapon Name:

Weapon Type:
- Melee Edged
- Melee Blunt
- Melee Hand/Unarmed
- Melee Other


- Pistol
- Rifle
- Bow
- Crossbow

- Thrown
- Ranged Other

Weapon Style:
- 1 handed
- 2 handed


Mod Slots ($150 per):
- Min 0 Max 5

Damage:
- Min 40 max 70
- +5 DMG increments


  Performance Anxiety
Posted by: Captain AmeriMars - 04-09-2018, 11:07 PM - Forum: The Streets of Midcity - Replies (1)

Jace Deckard: He's been patrolling the docks nearly every night since he saw the news. Kali hasn't been able to catch a lead and he's run up against nothing but dead ends. Whoever was harvesting body parts has been keeping a low profile. In the meantime, there's no shortage of thugs to deal with and the docks are a central hub of illegal activity. He's just sank a shipment of drugs into dirty waters and vaulted off the schooner that had brought them in when he pauses, sure that someone is watching.

Gaku Kikuchi: Very little peaks the young Kikuchi’s interest, but the word of harvested bodies didn’t miss his ears. Admittedly, Intimidating people only gets him so far; enough that it brings him to the docks that night in search of the one with the bow. He makes sure to press himself close enough to the shadows, dark fabric concealing a good bit of his figure. The most notable part of his attire is the kitsune mask adorning his face. He crosses over the top of a few shipment containers, steps light.


Jace Deckard: Jace glances around but nothing immediately sticks out. Still, he feels eyes on him. He slips into the shadows, moving like a ghost along the edge of a shipping container. He stops and darts left, pressing to the edge, waiting to see if any shadow moves.

Mani Rose: The news of butchered cyborgs piques the interest of Mani. He approaches the docks in search of information from the dock workers. Maintaining his composure Mani questions the dock workers regarding the recent events. The dock workers, taken off guard by the immediate questioning, struggle to answer his questions. "The man with the bow, he's been lurking around looking for answers.. He may know more." Mani heads further into the docks in search of the man, looking to get more answers.


Gaku Kikuchi: He takes a few more steps, easing into a crouch upon catching the silhouette he has been eyeing. With little intention of immediately picking a fight, Gaku peels off to a side to find his way around Jace. Eventually the youngest Kikuchi drops down just about a few feet from the other man. "You've been here for some time." He speaks up, watching him closely. "What interest do you have here?"

Jace Deckard: A body suddenly dropping into his path doesn't put Jace in the mood for a friendly chat. He jerks back and reaches down for his bow, holstered at his thigh. His hand closes around the collapsed metal and yanks, pulling it free. He's prepared to snap his wrist and extend the bow, his free hand moving to draw an arrow from the quiver at his back.

Mani Rose: Hearing clanking coming from the distance, Mani decides to head towards the noise. Unsure of whats to come, he sets a defensive posture to protect himself in the event of a possible attack. His body tenses up as he heads towards the origin of the noise.

Gaku Kikuchi: Even from beneath the mask, Gaku catches the movement of joints and the unsheathing of the bow; yet there's no response from Jace. "No words?" Gaku jeers, fingers closing in on the pouch with knives at his waist. He draws two, sends them forward in Jace's direction. "I merely wanted to talk, but it seems like you have little interest in that." He presses forward, dropping low for a moment.


Jace Deckard: In the dark, the knives are hard to see. He catches the hand motion, though, and flips. One of the knives lances across his side, slashing deep enough to draw blood but not enough to seriously wound him. When he lands in a half crouch, his bow is fully drawn and he fires an arrow at the masked man.  "Talking doesn't generally involve an ambush." He moves, trying to keep some distance between himself and the masked assailant.

Mani Rose: Mani hears more noise coming from around the next bend, he closes the gap and turns the corner to see two men engaged in combat. In an attempt to stall the fighting Mani calmly states "Gentlemen hold fire, I would like to ask a few questions to the bowed man." He remains defensive to the drawn weapons as he awaits their response.

Gaku Kikuchi: An arrow cuts the air in his direction, and Gaku draws up his left arm in defense; the tip slices the sleeve of his coat and denting the metal beneath. "You were planning to draw your weapon first!" the man shoots back, jumping a few feet back in case more arrows came his way. "You-" His words fall short, having someone else cut in. Gaku tilts his head, raising an eyebrow towards the new figure. He makes no further motion to attack, but remains just as defensive. "He's not the talkative type...." Gaku scoffs.

Jace Deckard:  "After you literally dropped in!" He retorts and has another arrow nocked and ready but a new voice cuts in. He spins partially to keep them both in his line of sight. Jace rolls his eyes at the cat-man and takes another step back.  "Talk fast. Both of you."

Mani Rose: Glancing at both figures Mani wonders what he stumbled into. "I've heard of the murdered cyborgs that have been appearing near these docks, and let's say... I have a vested interest in my kind." He turns his head towards the man with the bow, "You there... with your bow drawn. I've been informed that you have been spending some time around this area, have you heard anything of interest?" Awaiting the response Mani turns his attention towards the other figure, making sure no move is made.

Gaku Kikuchi: The cyborg huffs a sigh, exhaling it as if it took every muscle in his body; "I'm not the only one walking the shadows here. You're just as suspicious, you've been wandering the docks for nights now." Gaku adds in, taking the split second that Jace spins to turn a little more towards Mani, to slip forward in one motion and wrap his hand around the bow to stop the other man from firing arrows. "We are obviously all in search of the same thing here."

Jace Deckard: Jace draws the same conclusion as cat-man. He turns just his head to the masked man and narrows cobalt blue eyes.  "Hands off the merchandise." He looses his grip on the arrows and jerks the bow free of the man's grasp before putting the arrows back in his quiver. He collapses the bow with one sharp jerk of his wrist.  "It isn't just cyborgs. It's whoever they can snag for spare parts. And I don't know much."

Mani Rose: Pulling his body back from the defensive stance, Mani starts to relax as the quarrel has devolved into an exchange of words. "Well, I have no interest in what humans were being taken. More cyborgs continue to go missing and I intend to stop this." Curious as to why the other guy is here, Mani begins trying to pull some insight from him as well. "You said about you not being the only one walking here. What has you so interested in this? And have you found anything he hasn't?" Mani questions Gaku.

Gaku Kikuchi: He draws his hand back to his side once Jace has dismissed the bow in hand. Gaku settles back, leaning against the exterior of a container and far less invested in a fight with this man. His head it turned back towards Mani, taking quick notice that his sole interest was in those that were more machine than man. "Human or machine, they are still lives." Gaku offers, being a less tense that before. His hand reaches up to slip off the mask, revealing the scars beneath hardened brown eyes. "I've gained little information in my time here."

Jace Deckard: Jace puts a hand discreetly to his side. His fingers come back red. He quickly closes said fingers and crosses his arms over his chest. His lips press into a frown as he regards them both.  "Cat-man's right. A life is a life." He pauses, trying to gauge how much he trusts these two. Finally, he throws them both a bone.  "Look, I'm ninety percent sure some junkyard doctor is at least part behind this. I think he hired the soldiers that were found dead. Just a hunch, but pretty sure he murdered them when his operation went sideways."

Mani Rose: "Well, If I happen to save a few humans in the process then so be it." Mani responds. He glances around the room, as he relaxes his body. "Look, I don't expect help, but I wouldn't mind being pointed in the right direction."

Gaku Kikuchi: Gaku mulls over his findings, taking in what Jace had to offer. "We know fairly little. Someone has an interest in organs, but we don't particularly know why. I'm sure this isn't the first time this junkyard doctor has stolen, or made an attempt at stealing body parts." He added in, pushing himself off the wall of the crate. "You're injured." The comment came from the blue, but Gaku had picked up on Jace's stance that the knife from earlier must have nicked him.

Jace Deckard:  "Honestly, it's probably just for the cash. Parts can fetch a pretty penny to the right people. People around here don't need much more of a reason." Jace shrugs without dislodging his arms from where they're crossed over his chest. His gaze cuts to the right and levels on Gaku. With little more than a flex to his jawline, he ignores the man's observation of his physical condition.  "You want to get ahead of this, go question some dealers, see who's been selling dubiously acquired organs."

Mani Rose: Mani apprehensively looks back at both men. "Well, admittedly I have no strong information to go off of. So I'll take the help if you'll have me."

Gaku Kikuchi: "Suppose you're right. People around here will do anything for money." Gaku gives a shake of his head; curiously he glances back over towards Mani, "I've gained very little on my own. I wouldn't mind the assistance either." He wasn't sure what teaming up with these two would lead to, but it couldn't hurt.

Jace Deckard: Jace looks between the two, both seemingly ready to go all Three Musketeers on this. He shakes his head, cobalt blue hues going temporarily wide.  "I think I'll pass on the whole team spirit thing." He pushes away from the crates that he'd been leaning against.  "Pretty sure you two got it from here." He doesn't wait around for a proper goodbye and instead gives them a two fingered salute before disappearing around the corner of some freight.

Mani Rose: Trying to maintain a personal wall Mani bids farewell for the time being. "Well, this could get interesting."

Gaku Kikuchi: Gaku opts to let out a sigh, "Stubborn, that one." He scoffs only moments later, his shoulders rolling into a shrug. The kitsune mask settles onto his features once more, waving a hand as a goodbye. "There's too much ground to cover in this city, for a single person. The more the better really." Eventually the man bids his own farewell, making his way back into the shadows.


  Shields
Posted by: GM Whistler - 03-31-2018, 06:56 PM - Forum: Temporary Shops - No Replies

Buckler
This small round metal shield can be strapped to the wrist, allowing the wielder use of both hands. It is useful in melee but offers little protection at range.

Price: $500
HP: 0
DMG: +5 (Shield bash)
Bonuses: +1 EVA against melee attacks. Allows use of 2h weapons.
Mod Slots: 0
Restrictions: Does not grant any bonuses against ranged or magic attacks.


Chevalier Kite Shield
Developed in the Kingdom of Durendal, this large tapered shield is inscribed with runes that grant the wearer protection against magic attacks.

Price: $750
HP: +10
DMG: +10 (Shield bash)
Bonuses: +1 EVA against magic attacks
Mod Slots: 0
Restrictions: Does not grant any bonuses against ranged or melee attacks. Cannot use 2h weapons.


Ballistic Shield
This heavy tower-style shield covers the wearer from the head to just below the knees and is made from advanced synthetic materials designed to be bulletproof. It has a bulletproof glass viewing port as well as a firing port.

Price: $900
HP: +10
DMG: +15 (Shield bash)
Bonuses: +1 EVA against ranged and melee attacks
Mod Slots: 0
Restrictions: Does not grant any bonuses against magic attacks. Cannot use 2h weapons.



Energy Shield
This shield is created by a small emitter device worn around the wrist. When activated, it generates an energy shield approximately the size of a traditional round shield. It can be activated and deactivated at will, and keeps one hand free for the wearer.

Price: $1000
HP: +0
DMG: 0
Bonuses: +1 EVA against all attacks
Mod Slots: 0
Restrictions: 20 INT



Portable Cover
This device is not a shield in the traditional sense, but is a quick-deploying portable wall of cover made from reinforced ballistic materials. It is large enough to provide cover for 3 people and has a folding design so it can be easily moved from place to place.

Price: $2000
HP: 200
DMG: 0
Bonuses: +1 EVA against all attacks
Mod Slots: 0
Restrictions: Characters must stay in place to receive bonuses


  Shop suggestions
Posted by: GM Whistler - 03-30-2018, 10:03 AM - Forum: Suggestion Box - No Replies

Post suggestions for weapons/items/spells/etc.

Be as vague or as detailed as you want. Not everything will get used but it'll be helpful to me to have all the suggestions in one place.


  Worldbuilding - Other Nations
Posted by: GM Whistler - 03-24-2018, 05:05 PM - Forum: Suggestion Box - Replies (1)

Anyone is welcome to take any of these concepts and build upon them. Just post a reply to this topic with your work.

Eastern Europe

Nova Rossiya
- Located somewhere around Moscow/extending towards central Russia
- mass development of conventional weapons
- probably the strongest military power in the region
- constantly subject to attacks on its borders
- development of magic-nullifying weapons during the Mage Wars


Varangia
- Located somewhere around Finland/northwestern Russia/Lithuania/Latvia/Estonia
- Abundant magic resources
- Known for its steel
- Was once a hotbed of magical activity and development of magical weapons
- Triggered the Mage Wars of 2269-2275 by inadvertantly killing citizens of Nova Rossiya
- Nova Rossiya launched a genocidal campaign against magic users, devastating the region


Western Slav Republic
- Allied with the vampire High Council; sends political prisoners and undesirables to the vampires in exchange for the aid of vampire operatives
- located somewhere around Ukraine
- small nation; relies on espionage and diplomacy to defend itself


Khazar Federation
- southern/central Russia
- loosely allied federation of nomadic peoples
- known for border raids and banditry


Western Europe

Aurelian Empire
- cyberpunk Roman Empire

Kingdom of Durendal
- France/Spain
- cyberpunk Knights
- known for their weapon enchantments

????
- some independent nation ruled by a Dragon who willingly left Nordraegen
- somewhere in/around Germany maybe


  Weapon Modifications
Posted by: GM Whistler - 03-23-2018, 02:49 PM - Forum: Temporary Shops - No Replies

Luminous
A mounted light or enchantment that allows the weapon to produce light on command.

Price: $50
DMG: 0
Bonus: 0
Effect: Produces light.
Restrictions: 1 mod slot


Enhanced Damage
Tweaks and refinements that increase the damage output of the weapon.

Price: $300
DMG: +10
Bonus: 0
Effect: N/A
Restrictions: 1 mod slot


Enhanced Damage II
Further tweaks and refinements that greatly increase the damage output of the weapon.

Price: $750
DMG: +20
Bonus: 0
Effect: N/A
Restrictions: 1 mod slot


Silencer
The weapon is modified to suppress sound and light (in the case of gunfire), rendering it perfect for stealth operations.

Price: $300
DMG: 0
Bonus: 0
Effect: Silent attacks.
Restrictions: 1 mod slot


Foolproof
The weapon will not damage its wielder, even if mishandled.

Price: $300
DMG: 0
Bonus: 0
Effect: No self-damage on nat 1.
Restrictions: 1 mod slot


Enhanced Grips
Textured grips molded from synthetic rubber that offer superior grip to keep the wielder's weapon in hand.

Price: $250
DMG: 0
Bonus: 0
Effect: Difficulty of disarm increased by 2; cannot drop weapon on a nat 1.
Restrictions: 1 mod slot


Recall Enchantment
An enchantment that causes the weapon to fly back to the wielder's hand when prompted by a sound or gesture.

Price: $400
DMG: 0
Bonus: 0
Effect: If the weapon is thrown, disarmed, or otherwise knocked away the wielder may signal it to return at the cost of 1 action.
Restrictions: Must be in line of sight. 1 mod slot



Life Leech Enchantment
An enchantment that siphons vitality from the target and feeds it back to the wielder.

Price: $500
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, the wielder receives 1/2 their damage back in HP.
Restrictions: 1 mod slot


Mana Leech Enchantment
An enchantment that siphons magical energy from the target and feeds it back to the wielder.

Price: $500
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, the wielder receives 1/2 their damage back in MP.
Restrictions: 1 mod slot


Corite Infusion - Fire
The weapon is infused with refined corite, allowing it to enhance its damage output.

Price: $600
DMG: +20 Fire Damage
Bonus: 0
Effect: Adds fire damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.


Corite Infusion - Ice
The weapon is infused with refined corite, allowing it to enhance its damage output.

Price: $600
DMG: +20 Ice Damage
Bonus: 0
Effect: Adds ice damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.


Corite Infusion - Bolt
The weapon is infused with refined corite, allowing it to enhance its damage output.

Price: $600
DMG: +20 Lightning Damage
Bonus: 0
Effect: Adds lightning damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.


Poison Enchantment
An enchantment that curses the target with poison.

Price: $750
DMG: +15 DMG per round
Bonus: 0
Effect: On a roll of nat 17 or higher, the enemy receives 15 poison damage per round until healed.
Restrictions: 1 mod slot


Quake Enchantment
The weapon sends shockwaves out with a successful attack that rock nearby enemies.

Price: $750
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, all enemies within close range of the target take 1/2 DMG; on a roll of nat 20 they are all also knocked down
Restrictions: 1 mod slot.


DNA Lock
The weapon contains countermeasures such as spikes, miniature explosives, razors, or others coded to the owner's DNA. If an unauthorized user attempts to wield a DNA locked weapon, these countermeasures are deployed.

Price: $750
DMG: 0
Bonus: 0
Effect: Damages unauthorized user for 50 DMG; User must roll END/LVL against DC of 12. Success means their hand is disabled until seeking medical attention, failure means they lose their hand.
Restrictions: 1 mod slot


Enhanced Accuracy
Whether through sights, scopes, weighting, or magic, the weapon's accuracy is increased.

Price: $750
DMG: 0
Bonus: +1 to hit
Effect: N/A
Restrictions: 1 mod slot


  Explosives and Heavy Weapons
Posted by: GM Whistler - 03-23-2018, 02:46 PM - Forum: Temporary Shops - No Replies

Heavy Weapons

VG6 Boomer Grenade Launcher
A heavy six-shot revolving cylinder grenade launder made by Vulcan Armory. Lobs 40mm grenades in a long arc, and can be used as a direct, straight projectile at close range.

Damage: +25
Range: Medium
Restrictions: Requires 40mm Grenades
Special: None
Cost: $775


VUK Niner
An older model launcher used often by Nova Rossiya during the mage wars, these are as tough and reliable as ever. A single-shot launcher, but due to the size of the shells and the ease of the weapon, a quick reload is not unheard of.

Damage: +35
Range: Medium
Restrictions: Requires 40mm Rounds
Special: None
Cost: $875


Explosives

Explosives are good for one use per item. Using an Explosive is considered an action. When used with a weapon, Explosives will add to damage done by stats.

Firecracker
A small explosive, a favorite of trouble-making hooligans everywhere. Used for distractions, or launched from a slingshot.

Damage: +30
Blast Radius: Touch/Close
Restrictions: Good for 1 use.
Special: None
Cost: $20


C2
A breaching charge used by tactical operations personnel to get past locked doors and take out people behind them.

Damage: 0
Blast Radius: Touch/Close
Restrictions: Good for 1 use.
Special: Opens locked doors and kills or stuns any behind the door (GM Discretion)
Cost: $25


Smoke Grenade
A canister-type grenade that can be used to signal or mark landing sites, or as a screening device to cover movement. The smoke can be coloured in the case of signal grenades.

Damage: 0
Blast Radius: Medium-Close
Restrictions: Good for 1 use.
Special: Puts up a blinding smoke screen. Perception and ranged attack rolls receive a -5 to the roll, unless using thermal imaging.
Cost: $75


Stun Grenade
Also called a flashbang. This canister-type minimal fragmenting device temporarily blinds and deafens those in the blast radius. They are designed to disable and disorient instead of kill, but can cause harm to those in close proximity of the blast.

Damage: +10
Blast Radius: Medium-close
Restrictions: Good for 1 use.
Special: Disables everyone in the blast radius for one round. The following round, a -2 is taken to all rolls.
Cost: $125


EMP Grenade
A canister grenade holding a small electro-magnetic pulse charge. After the handle (or "spoon") on the grenade is released, a timer activates for 3 seconds. When the time is up, the "pinch" goes off, and the EMP is activated.

Damage: 0
Blast Radius: Close
Restrictions: Good for 1 use.
Special: Shuts down all electronic equipment for 2 rounds (or 3 minutes in non-combat situations) . This includes cybernetic body parts.
Cost: $200



Frag Grenade
An M67 fragmentation grenade - palm held, high explosive. Packed with Comp B, the grenade has a 4.2 second fuse that ignites when the handle (or "spoon") leaves the body. The handle is jettisoned by spring when pressure is released.

Damage: +400
Blast Radius: Medium-close
Restrictions: Good for 1 use.
Special: Can be bounced or rolled. Auto-kill those in 1 meter radius. Double damage on a roll of 25+ or when dropped.
Cost: $175


White Phosphorus Grenade
A palm-held grenade of White Phosphorus, aka WP. It doesn’t have a wide range, but creates enough smoke and heat outside the initial blast zone to create an excellent diversion.

Damage: +450
Blast Radius: Medium-close
Restrictions: Good for 1 use.
Special: Sets target aflame for 4 rounds causing 150 damage per round unless a full round is spent putting it out. Causes lots of hot smoke, disabling thermal vision in the area.
Cost: $250


CS Grenade
A canister grenade that releases CS gas (tear gas) which afflicts the mucus membranes and causes trouble breathing. A favorite of anti-riot forces.

Damage: 0
Blast Radius: Medium-close
Restrictions: Good for 1 use.
Special: All in blast radius take -5 to all rolls for 2 rounds, unless wearing a gas mask.
Cost: $150


Molotov Cocktail
A glass bottle of flammable liquid with a rag soaked in whatever your heart desires to burn. Light the rag, toss the bottle, and watch the magic.

Damage: +250
Blast Radius: Close
Restrictions: Good for 1 use.
Special: Sets target aflame for four rounds causing 100 damage per round unless a full round is spent putting the flames out.
Cost: $200


Dynamite
A stick of trinitrotoluene (TNT). Sold individually, roughly a foot long, red, and easily thrown. Can be wired with conventional fuses or through electronic detonation, they are usually used for demolitions. The more you stack together, the bigger the blasting radius.

Damage: +650
Blast Radius: Medium-close; extend range by 1 for each stick.
Restrictions: Good for 1 use.
Special: None
Cost: $400


40mm HE Grenade
A 40mm High Explosive grenade with more power than your standard round. These can pack some serious heat.

Damage: 300
Blast Radius: Medium-close
Restrictions: Good for 1 use. Can only be used with a 40mm Grenade launching weapon.
Special: None
Cost: $175


40mm Stun Grenade
A 40mm version of a standard stun grenade, these come into play when you need more distance than a standard human arm can give - or if you want to break through a few tough windows.

Damage: 0
Blast Radius: Medium-close
Restrictions: Good for 1 use. Can only be used with a 40mm Grenade launching weapon.
Special: Disables all in the blast radius for 1 round. -2 taken to all rolls the following
round.
Cost: $150


40mm CS Grenade
A 40mm grenade that releases chlorobenzylidene malonitrile gas, or CS gas.

Damage: 0
Blast Radius: Medium-close
Restrictions: Good for 1 use. Can only be used with a 40mm Grenade launching weapon.
Special: All in blast radius take -5 to all rolls for 2 rounds unless wearing a gas mask.
Cost: $150


Claymore Mine
An above-soil land mine tripped by either motion activation, wire, or remotely detonated.

Damage: 750
Blast Radius: Medium-close (Cone shaped)
Restrictions: Good for 1 use.
Special: Shaped charge, will only explode outward (facing front). When detonated via remote, the GM will roll a d500. On a roll of 400+ the mine kills everything in its blast radius.
Cost: $250


IFF Claymore
A claymore mine, sometimes called the 'Smart Mine'. It's equipped with a small IFF sensor, and when it reads a friendly tag in it's blast radius, it will not detonate. Like all other claymores, these can be remotely activated or set to detonate via trip wire or motion sensor.

Damage: 750
Blast Radius: Medium-close (Cone-shaped)
Restrictions: Good for 1 use.

Special: Shaped charge, will only explode outward (facing front). Will not detonate if 'Friendly' IFF tag is nearby. When detonated, the GM will roll a d500. On a roll of 450+ the mine kills everything in its blast radius.
Cost: $375


Cryo Mine
Developed by the Varangian forces, surplus stocks flooded the black market after the Mage Wars. They are pressure plate activated, which means weight must first be put on and then taken off the mine before it will detonate.

Damage: 200
Blast Radius: Medium-close
Restrictions: Good for 1 use. Pressure plate mine; must be first stepped on and then pressure must be removed before it will detonate.
Special: Freezes all targets within blast radius for 2 rounds.
Cost: $175


C4
A small block of C4, the plastic explosive has a texture like clay - and you can mold it like such. It requires an electronic signal to detonate; impact from gunshots will do nothing, and fire will just melt it and make it burn slowly.

Damage: 1000
Blast Radius: 10 Meters per block
Restrictions: Good for 1 use.
Special: Multiple blocks stack damage.
Cost: $500


  Ammunition
Posted by: GM Whistler - 03-16-2018, 02:11 PM - Forum: Temporary Shops - No Replies

All ranged weapons require the appropriate type of Standard Ammunition to function, unless otherwise noted in the weapon's description. Standard Ammunition is not consumable; it is not tracked in combat and it is assumed that your character carries enough of it at all times.

Special Ammunition is tracked and consumable. After the stated number of rounds, that ammunition is used up and must be purchased again.

Standard Ammunition


Standard Pistol Ammunition

Common lead ammunition for pistols.

Price: $50
Effect: Required to use pistols/handguns
Restrictions: None


Standard Rifle Ammunition
Common lead ammunition for rifles.

Price: $50
Effect: Required to use rifles
Restrictions: None


Standard Shotgun Shells
Common shells for shotguns.

Price: $50
Effect: Required to use shotguns
Restrictions: None


Standard Arrows
Common steel-tipped arrows.

Price: $50
Effect: Required to use bows.
Restrictions: None


Standard Bolts
Common crossbow bolts.

Price: $50
Effect: Required to use crossbows
Restrictions: None


Icer Pistol Darts
Standard tranquilizer darts for the Icer pistol

Price: $75
Effect: Required to use Icer pistol
Restrictions: None


Morpheus Rifle Darts
Standard tranquilizer darts for the Morpheus rifle.

Price: $75
Effect: Required to use Morpheus rifle.
Restrictions: None


Special Ammunition

Silver Pistol Rounds
Pistol ammunition made from silver, used to hunt werecreatures.

Price: $100
Effect: +10 DMG against werecreatures
Restrictions: 5 rounds.


Silver Rifle Rounds
Rifle ammunition made from silver, used to hunt werecreatures.

Price: $100
Effect: +10 DMG against werecreatures
Restrictions: 5 rounds.


Silver Shotgun Shells
Shotgun ammunition made from silver, used to hunt werecreatures.

Price: $100
Effect: +10 DMG against werecreatures
Restrictions: 5 shells.


Silver-tipped Arrows
Arrows made from silver, used to hunt werecreatures.

Price: $100
Effect: +10 DMG against werecreatures
Restrictions: 5 arrows.


Silver-tipped Bolts
Crossbow bolts made from silver, used to hunt werecreatures.

Price: $100
Effect: +10 DMG against werecreatures
Restrictions: 5 bolts.


Cryo Pistol Rounds
Pistol ammunition that freezes the target on impact.

Price: $200
Effect: Reduces Evasion by 1 for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 rounds.


Cryo Rifle Rounds
Rifle ammunition that freezes the target on impact.

Price: $200
Effect: Reduces Evasion by 1 for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 rounds.


Cryo Shotgun Shells
Shotgun ammunition that freezes the target on impact.

Price: $200
Effect: Reduces Evasion by 1 for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 shells.


Cryo Arrows
Arrows with a special tip that freezes the target on impact.

Price: $200
Effect: Reduces Evasion by 1 for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 arrows.


Cryo Bolts
Crossbow bolts with a special tip that freezes the target on impact.

Price: $200
Effect: Reduces Evasion by 1 for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 bolts.


Incendiary Rifle Rounds
Rifle ammunition that explodes on impact, setting the target on fire.

Price: $200
Effect: +15 ongoing fire damage to target for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 rounds.


Incendiary Pistol Rounds
Pistol ammunition that explodes on impact, setting the target on fire.

Price: $200
Effect: +15 ongoing fire damage to target for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 rounds.


Incendiary Shotgun Shells
Shotgun shells that explode on impact, setting the target on fire.

Price: $200
Effect: +15 ongoing fire damage to target for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 shells.


Incendiary Arrows
Arrow tips that explodes on impact, setting the target on fire.

Price: $200
Effect: +15 ongoing fire damage to target for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 arrows.


Incendiary Bolts
Crossbow bolts that explodes on impact, setting the target on fire.

Price: $200
Effect: +15 ongoing fire damage to target for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 bolts.


DMB Icer Darts
Darts for the Icer Pistol loaded with a Hunter-created anti-vampire poison called Dead Man's Blood

Price: $250
Effect: +25 poison damage to Vampires for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 darts.


DMB Morpheus Darts
Darts for the Morpheus rifle loaded with a Hunter-created anti-vampire poison called Dead Man's Blood

Price: $250
Effect: +25 poison damage to Vampires for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 darts


DMB Arrows
Arrows coated with a Hunter-created anti-vampire poison called Dead Man's Blood

Price: $250
Effect: +25 poison damage to Vampires for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 arrows


DMB Bolts
Crossbow bolts coated with a Hunter-created anti-vampire poison called Dead Man's Blood

Price: $250
Effect: +25 poison damage to Vampires for 2 rounds. Duration stacks up to 5 rounds.
Restrictions: 5 bolts