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Session 0 - Introductions
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Engineer Shop
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QUEST: The Underground
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Self-directed quest rules
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The Hunters
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1/6/2018 - Dude Where's M...
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| Bows & Misc. Ranged |
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Posted by: GM Whistler - 03-16-2018, 02:06 PM - Forum: Temporary Shops
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Note: All bows require Standard Arrows and all crossbows require Standard Bolts unless otherwise specified.
Bows & Crossbows
Wrist Crossbow
A miniaturized crossbow mounted on a wrist brace, commonly used by stealth specialists.
Price: $150
Damage: +15
Range: Medium-close
Bonuses: None
Mod Slots: 0
Restrictions: None
Survival Bow
Frequently found in the wilderness of the Stateless lands, survival bows are simple in design and made from a single piece of wood.
Price: $200
Damage: +20
Range: Medium
Bonuses: None
Mod Slots: 0
Restrictions: None
Lightweight Compound Bow
A bow made of composite materials that uses a system of pulleys and cables for more efficient and accurate shooting. These materials make the bow much lighter than its wooden counterparts.
Price: $450
Damage: +25
Range: Medium
Bonuses: None
Mod Slots: 1
Restrictions: None
Seelie Longbow
Imported from New Tairngire, this longbow is crafted from enchanted wood from the forests outside of Ardalham. The wood has a blue tint to it due to the sap absorbing magical energy, which also makes the bow incredibly strong.
Price: $650
Damage: +35
Range: Medium
Bonuses: Additional +5 damage if used as a melee weapon
Mod Slots: 0
Restrictions: None
Hunter's Crossbow
Crafted from composite materials, this crossbow is often used to hunt game in the Stateless lands. It is available in collapsible variants and has optional camo paint.
Price: $950
Damage: +40
Range: Medium
Bonuses: None
Mod Slots: 1
Restrictions: 30 PER
Gatling Crossbow
This crossbow uses a compressed air system to fire bolts from a rotating cylinder, allowing for a much higher rate of fire than normal crossbows.
Price: $950
Damage: +45
Range: Medium
Bonuses: None
Mod Slots: 1
Restrictions: -1 to hit, 40 PER
Airitech Plasma Bow
This bow is wielded by the Seelie Court special forces known as the Bluecaps. The bow generates its own arrows made of pure energy from a proprietary magi-tech mechanism that activates as the string is drawn back. It has a reputation as a highly accurate and deadly weapon.
Price: $2000
Damage: +50
Range: Medium
Bonuses: Does not require ammunition
Mod Slots: 1
Restrictions: Cannot use special arrows, 40 PER
Misc. Ranged
Slingshot
A hand-held projectile weapon made from a wood or metal Y-shaped frame and rubber strips. Just about anything can be used as its projectile ammunition, from rocks to ball bearings.
Price: $50
Damage: +5
Range: Medium-close
Bonuses: None
Mod Slots: 0
Restrictions: None
Shuriken
Imported from Fushang, these tempered steel throwing weapons come in a variety of styles and shapes. They are razor-sharp and easily concealed. Comes in a set of 5.
Price: $100
Damage: +10
Range: Medium-close
Bonuses: Concealable
Mod Slots: 0
Restrictions: None
Throwing Knives
Small knives in various styles specifically weighted for throwing. Comes in a set of 5.
Price: $150
Damage: +15
Range: Medium-close
Bonuses: None
Mod Slots: 0
Restrictions: None
Boomerang
This flat airfoil is made of wood treated with magic-infused resin. It is a blunt weapon with an angled shape that is designed to return to the thrower. It is heavy enough to inflict knockout damage on a target, but requires skill to wield properly.
Price: $200
Damage: +20
Range: Medium-close
Bonuses: Returns to thrower
Mod Slots: 0
Restrictions: None
Blow Darts
This simple weapon is made of a narrow tube and the dart is propelled by the force of the user's exhalation. It doesn't do much damage on its own, but its potency lies in the poisons that can be administered by the darts.
Price: $500
Damage: 0
Range: Medium-close
Bonuses: Silent.
Mod Slots: 0
Restrictions: Damage/effects dependent upon ammunition.
Durendal Throwing Axe
Common to the Kingdom of Durendal, throwing axes are deadly in the right hands. They have long handles and straight or curved axe heads, and are often used as a secondary weapon by the kingdom's Knights.
Price: $550
Damage: +30
Range: Medium-close (thrown), Close (melee)
Bonuses: May also be used as a melee weapon
Mod Slots: 1
Restrictions: Must be retrieved when thrown
Harpoon Gun
This large gun fires a metal spear-like projectile with a barbed end. The projectile is secured at the opposite end with a long rope and thus can be used to secure and control a target. It deals a large amount of damage, but is an unwieldy weapon.
Price: $1000
Damage: +40
Range: Medium
Bonuses: Secures target with rope. Does not require additional ammunition.
Mod Slots: 0
Restrictions: Takes 1 round to reload after firing. Cannot be reloaded if a target has been secured.
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| Rifles and Shotguns |
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Posted by: GM Whistler - 02-28-2018, 12:36 PM - Forum: Temporary Shops
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Rifles
Morpheus Rifle
The Morpheus Rifle is an experimental tranquilizer rifle capable of silent operation. It fires a dart loaded with sedative and has a range of up to 1000 ft.
Price: $500
Damage: 0
Range: Far
Bonuses: Silent. Renders target unconscious.
Mod Slots: 0
Restrictions: Cannot be used in duels.
Grizzly Lever-Action
The Grizzly is a lever-action rifle frequently found in the stateless lands. It's popularity is due to its common ammunition, ease of maintenance, and the fact that both left- and right-handed shooters can fire it without modifications.
Price: $600
Damage: +35
Range: Far
Bonuses: None
Mod Slots: 0
Restrictions: None
Frontiersman .30-30
The Frontiersman is a bolt-action rifle popular among hunters and especially common in the Stateless Lands. It is known for its reliability and accuracy even in harsh conditions.
Price: $550
Damage: +30
Range: Far
Bonuses: None
Mod Slots: 1
Restrictions: None
VUK-13
A common weapon among guerilla forces in regions all over the world, the VUK-13 flooded black markets by the case load during the Mage Wars. It is a cheap and easily manufactured automatic rifle, but can be prone to jamming.
Price: $1000
Damage: +25
Range: Far
Bonuses: Automatic fire allows 4 attacks per round at -5 accuracy penalty
Mod Slots: 0
Restrictions: None
TK-17
The TK-17 is a gas-operated assault rifle developed by Vulcan Armory. It is a relatively compact and easy to handle weapon. It comes with a folding metal shoulder stock.
Price: $1100
Damage: +30
Range: Far
Bonuses: High rate of fire allows 3 attacks per round at -3 accuracy penalty
Mod Slots: 0
Restrictions: None
Vindicator MAR
The Vindicator is a Modular Assault Rifle produced by Junon Arms and is popular among the elite mercenary and special forces crowd. It is a powerful, precise weapon with many customization options making it suitable for a wide range of mission scenarios.
Price: $1250
Damage: +40
Range: Far
Bonuses: None
Mod Slots: 3
Restrictions: 30 PER
Junon Mk 15 LRSW
The Mk 15 is a manually operated, rotary bolt-action rifle that fires a .50 BMG cartridge. It is the sniper weapon of choice for the Midnight City Defense Forces and has a reputation for its accuracy and destructive power.
Price: $2500
Damage: +50
Range: Extreme
Bonuses: +1 to hit
Mod Slots: 1
Restrictions: 40 PER
Executioner Gauss Rifle
The culmination of decades of research by Vulcan Armory, the Executioner is a powerful and incredibly accurate rifle that fires steel flechettes at extremely high velocities using a magnetized chamber. It demands precision on the part of its user, but there is little in the world that can withstand its power.
Price: $5000
Damage: +70
Range: Extreme
Bonuses: Nat 20 is an instant kill
Mod Slots: 0
Restrictions: 40 PER
Shotguns
Scattergun
A double-barreled break-action shotgun common to rural areas and farms. It's a solid, reliable weapon.
Price: $300
Damage: +25
Range: Medium
Bonuses: None
Mod Slots: 0
Restrictions: None
Lupara Sawn-Off
This break-action shotgun has had its barrel sawn off, allowing for easier concealment. Unlike other shotguns, the Lupara can be fired one-handed.
Price: $400
Damage: +30
Range: Medium-close
Bonuses: Can be fired one-handed
Mod Slots: None
Restrictions: None
Colosso XII
This semi-automatic combat shotgun comes from the Aurelian Empire in southern Europe. It has a collapsible buttstock and a rail interface system.
Price: $750
Damage: +35
Range: Medium
Bonuses: None
Mod Slots: 1
Restrictions: None
Apocalypse CAWS
The Apocalypse CAWS (Close Assault Weapons System) is a fully automatic 12-gauge combat shotgun fed by a drum magazine. Its high rate of fire, low recoil, and overall versatility makes it a favourite among soldiers and mercenaries.
Price: $1500
Damage: +50
Range: Medium
Bonuses: None
Mod Slots: 1
Restrictions: 40 PER
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| Vehicles and Mounts |
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Posted by: GM Whistler - 02-17-2018, 09:02 AM - Forum: Temporary Shops
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All characters can drive standard land vehicles and watercraft. The Pilot skill is required to operate aircraft. All driving/piloting rolls are combined DEX/PER with any applicable skill bonuses.
Every vehicle has a Cargo Size. These sizes are:
Very Small - pretty much what you can fit in a pocket
Small - saddlebags, tiny trunk; can fit a bag or briefcase
Medium - small trunk; can fit a few bags
Medium-Large - large trunk; can fit several bags and boxes
Large - large trunk with stow compartments or large back cargo area; can fit many boxes
Huge - very large cargo area; can haul a lot of large objects, weapons, boxes
Extra-Huge - large enough to fit another vehicle
Weapon mounts may take up cargo space - see the mount descriptions under Vehicle Accessories.
All vehicles have a base Evasion of 10 unless otherwise specified. When moving, their evasion is equal to 10 plus the driver's Drive bonus (DEX/PER)
Self-Powered Vehicles
Skateboard
A board with four wheels on it.
Class: Board
HP: 25
Top Speed: 15 km/h
Doors: None
Wheels: 4
Seats: 1
Cargo: None
Special: +10 DMG when used as a melee weapon
Restrictions: None
Cost: $50
Snowboard
A board with no wheels on it.
Class: Board
HP: 25
Top Speed: variable
Doors: None
Wheels: None
Seats: 1
Cargo: None
Special: +10 DMG when used as a melee weapon
Restrictions: Requires hills
Cost: $50
Bicycle
Pedals and wheels, available in many styles from fixed-gear to mountain bike.
Class: Bicycle
HP: 25
Top Speed: 45 km/h
Doors: None
Wheels: 2
Seats: 1
Cargo: Very Small
Special: None
Restrictions: None
Cost: $100
Hoverboard
Like a skateboard, but it hovers about 2 feet off the ground. Several varieties are available; some are powered by a Levitate enchantment while others are powered by a silent LB motor.
Class: Board
HP: 25
Top Speed: 45 km/h
Doors: None
Wheels: None
Seats: 1
Cargo: None
Special: None
Restrictions: None
Cost: $200
Motorcycles
Lapin Model 8
A small scooter only slightly larger than a bicycle that'll get you from point A to B. Popular in the major cities of Durendal.
Class: Scooter
HP: 100
Top Speed: 45 km/h
Doors: None
Wheels: 2
Seats: 1
Cargo: Very Small
Special: None
Restrictions: None
Cost: $500
Badlands MZ9 Enduro
A rugged dirt bike with a lightweight body, sturdy suspension system, and wheels designed for rough terrain. A favourite among residents of the Stateless Lands, this model has a larger fuel cell for longer rides.
Class: Motorcycle
HP: 150
Top Speed: 120 km/h
Doors: None
Wheels: 2
Seats: 1
Cargo: Very Small
Special: None
Restrictions: None
Cost: $600
ZD Highwayman
The most popular model from Zephyr-Donovan Motorcycles. The Highwayman is a burly old hog of a motorcycle, cut down into the chopper style. It's loud and mean looking and handles the streets of Midcity like a champ.
Class: Motorcycle
HP: 350
Top Speed: 180 km/h
Doors: None
Wheels: 2
Seats: 2
Cargo: Very Small
Special: None
Restrictions: None
Cost: $800
Badlands ML6 Vagabond
The Vagabond is a large 3-wheeled vehicle in the trike design, built for long trips and hauling cargo. Another common sight in the Stateless lands, often with mounted weapons.
Class: Motorcycle
HP: 500
Top Speed: 120 km/h
Doors: None
Wheels: 3
Seats: 2
Cargo: Small
Special: Trailer hitch
Restrictions: None
Cost: $1000
Fujiwara Shuriken
A Fushang design, the Shuriken is a 'superbike' built entirely for speed. This sport bike challenges even the most skilled of riders.
Class: Motorcycle
HP: 400
Top Speed: 300 km/h
Doors: None
Wheels: 2
Seats: 1
Cargo: Very Small
Special: None
Restrictions: Min 31 DEX, 31 PER to handle
Cost: $1500
Cars
Citi SmartCruiser
This tiny rear-engine two seater is enough to get around the city for those who don't want the risk of a motorcycle, but aside from getting great parking spots it's not good for much else.
Class: Compact
HP: 150
Top Speed: 75 km/h
Doors: 2
Wheels: 4
Seats: 2
Cargo: Small
Special: None
Restrictions: None
Cost: $650
Samara Hatchback
The Samara is a reliable starter car, offering more room and power than the SmartCruiser while still retaining a compact design.
Class: Compact
HP: 350
Top Speed: 120 km/h
Doors: 4
Wheels: 4
Seats: 4
Cargo: Medium
Special: None
Restrictions: None
Cost: $900
Topanga Sedan
The Topanga is a roomy and reliable mid-size car with front wheel drive and 6-speed automatic transmission.
Class: Sedan
HP: 600
Top Speed: 180 km/h
Doors: 4
Wheels: 4
Seats: 4
Cargo: Medium-large
Special: None
Restrictions: None
Cost: $1200
Gidran GT
The Gidran is loud, fast, and handles like a dream. An equal blend of performance and aesthetics, it is a favourite among Midcity's street racers. Available in hardtop and convertible configurations.
Class: Sports car
HP: 1200
Top Speed: 220 km/h
Doors: 4
Wheels: 4
Seats: 2
Cargo: Medium
Special: None
Restrictions: None
Cost: $2000
Sports Car
Class:
HP:
Top Speed:
Doors: 2
Wheels: 4
Seats: 4
Cargo:
Special:
Restrictions:
Cost:
Chevalier
A collaboration between engineers in Durendal and Halcyon City, the Chevalier is a true speed demon. With superior aerodynamics and a high perfomance LB engine that to this day remains unmatched, the Chevalier is a much sought after racing vehicle and status symbol.
Class: Sports car
HP: 1000
Top Speed: 320 km/h
Doors: 2
Wheels: 4
Seats: 2
Cargo: Small
Special: None
Restrictions: Min 31 DEX, 31 PER to handle
Cost: $3500
Trucks and Vans
Jeep
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Light Truck
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Medium Truck
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Heavy Truck
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Minivan
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Cargo Van
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Military Vehicles
Light Tactical Vehicle
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Armoured Personnel Carrier
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Light Tank
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Heavy Tank
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ATV
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Armoured Car
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Hovercraft
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Watercraft
Aluminum Boat
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Jetski
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Speedboat
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Yacht
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Aircraft
Jetpack
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Helicopter
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Bush Plane
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Private Jet
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VTOL Jet
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Live Mounts
Pack Horse
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Courser
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Battle Moose
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War Bear
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| Cybernetics & Biotech |
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Posted by: GM Whistler - 02-04-2018, 12:56 PM - Forum: Temporary Shops
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CYBERNETICS
Cybereye
A standard cybernetic replacement eye. Comes in various metallic as well as natural finishes.
Price: $500 (+$100 for surgical implant)
Effect: Replaces natural or lost eye with cybernetics. Maintains any perception bonuses granted by Ocular Enhancement Therapy.
Restrictions: Requires a surgeon to implant; PC surgeons may do the implant at a lower cost
Enhanced Cybereye
A cybereye with an additional suite of imaging options.
Price: $800 (+$100 for surgical implant)
Effect: All features of standard cybereye, plus built in night vision and 7x50 zoom.
Restrictions: Requires a surgeon to implant; PC surgeons may do the implant at a lower cost
Combat Cybereye
A cybereye with a military grade targeting suite to enhance ranged accuracy.
Price: $800 (+$100 for surgical implant)
Effect: +15 ranged damage. Replaces natural or lost eye with cybernetics. Maintains any perception bonuses granted by Ocular Enhancement Therapy.
Restrictions: Requires a surgeon to implant; PC surgeons may do the implant at a lower cost
Hand Razors
Metal blades implanted under the skin that extend and retract on command. Comes in many different blade configurations. Maximum length of 6 inches.
Price: $600 (+$100 for installation)
Effect: +20 melee damage; cannot be disarmed
Restrictions: Will trigger metal detectors. Requires a surgeon to install; PC surgeons may do the install at a lower cost
Garotte Compartment
A compartment inside a finger or thumb that houses a coiled garotte wire. When the finger or thumb tip is pulled apart at the knuckle, the wire extends and can be used to choke someone.
Price: $150 (+$50 for installation)
Effect: Allows for concealed garotte wire that will not trigger metal detectors
Restrictions: Requires a surgeon to install; PC surgeons may do the install at a lower cost
Cybernetic Arm
A standard cybernetic replacement arm. Comes in various metallic as well as synthskin finishes.
Price: $500 (+$100 for attachment)
Effect: Replaces natural or lost arm with cybernetics. Maintains any bonuses granted by Wired Reflexes or Kratosterone.
Restrictions: Requires a surgeon to attach; PC surgeons may do the attachment at a lower cost
Combat Cybernetic Arm
Military-grade cybernetic arm with an upgraded combat suite.
Price: $800 (+$100 for installation)
Effect: +15 melee and unarmed damage. Replaces natural or lost arm with cybernetics. Maintains any bonuses granted by Wired Reflexes or Kratosterone.
Restrictions: Requires a surgeon to install; PC surgeons may do the install at a lower cost
Gun Arm
A cybernetic arm with a gun at the end where the hand would normally be.
Price: $600 (+$100 for attachment)
Effect: +20 ranged damage; cannot be disarmed; standard gun can be replaced by any handgun/pistol by an engineer.
Restrictions: Requires a surgeon to attach; PC surgeons may do the attachment at a lower cost
Cybernetic Leg
A standard cybernetic replacement leg. Comes in various metallic as well as natural finishes.
Price: $500 (+$100 for attachment)
Effect: Replaces natural or lost leg with cybernetics. Maintains any bonuses granted by Wired Reflexes or Kratosterone.
Restrictions: Requires a surgeon to attach; PC surgeons may do the attachment at a lower cost
Neural Transceiver
A secure communications unit implanted in the skull. As it is wired directly to the brain, the user can hear and reply to communications without actively speaking.
Price: $500 (+$100 for installation)
Effect: Allows for silent distant communication. Can connect to standard secure comm links.
Restrictions: Cannot be used by vampires (incompatible with their telepathic links). Requires a surgeon to install; PC surgeons may do the install at a lower cost
Arm Compartment
A compartment hidden in the arm, allowing for the concealment of small objects. The compartment is made of a sturdy plastic implanted between muscles and sealed with synthskin.
Price: $250 (+$50 for installation)
Effect: Allows concealment of palm-sized objects. Does not trigger metal detectors.
Restrictions: Requires a surgeon to install; PC surgeons may do the install at a lower cost
BIOTECH
Bioengineered Liver
This genetically modified liver is a hyperefficient filtering system, allowing otherwise harmful substances to simply pass through the body (including alcohol).
Price: $500 (+$100 for transplant)
Effect: Immune to ingested poisons, toxins, and drugs.
Restrictions: Requires a surgeon to transplant; PC surgeons may do the transplant at a lower cost
Neural Bioprocessor
A genetically engineered cell cluster implanted in the brain that bonds to the user's grey matter and enhances their ability to process information.
Price: $800 (+$100 for implant)
Effect: +15 IP Damage
Restrictions: Requires a surgeon to implant; PC surgeons may do the implant at a lower cost
Vatgrown Tail
A tail, available in various styles. Bought by some to replace a lost one, and by others for aesthetics.
Price: $150 (+$50 for surgical attachment)
Effect: It's a tail
Restrictions: Requires a surgeon to attach; PC surgeons may do the attachment at a lower cost
Vatgrown Wings
Wings available in bare skin and feathered styles. Usable for gliding but incapable of taking off from the ground.
Price: $300 (+$100 for surgical attachment)
Effect: Allows gliding
Restrictions: Requires a surgeon to attach; PC surgeons may do the attachment at a lower cost
Gills
Designed to allow for dual breathing, these gills are implanted on the patient's neck. When on land, they close up and simply look like small scars on the skin. When underwater, they open up and allow for breathing.
Price: $500 (+$100 for implant)
Effect: Allows breathing underwater
Restrictions: Requires a surgeon to implant; PC surgeons may do the implant at a lower cost
Modulated Voicebox
Bioengineered larynx and vocal cords allowing the uttering of sounds normally beyond human vocal capabilities and a granting of extreme range and control over all aspects of one's voice.
Price: $500 (+$100 for implant)
Effect: +1 to persuasion/hypnosis/mesmerism; non-Dragons capable of speaking Draconic
Restrictions: Requires a surgeon to implant; PC surgeons may do the implant at a lower cost
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| Enhancements |
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Posted by: GM Whistler - 02-03-2018, 11:11 PM - Forum: Temporary Shops
- No Replies
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Enhancements are injections, implants, charms, spells, tattoos, and other items that increase a character's stats. These stat increases are permanent; enhancements cannot be removed or sold.
Stat-boosting enhancements stack. A character can have a maximum of 4 types of stat-boosting enhancements. Each of these types can be purchased a maximum of 4 times.
A character can possess no more than 2 x their level number of enhancements at a time, for a maximum of 16. So a level 1 character may own 2 enhancements. A level 5 character may own 10.
These rules only apply to Stat Boosting enhancements. Other enhancements will have their limits listed in their description.
STAT BOOSTERS
Kratosterone
A powerful steroid popular among Combat League competitors, Kratosterone enhances muscle size and strength. It is administered by injection.
Price: $500
Effect: +5 Strength
Restrictions: Max 4.
Wired Reflexes
A system of nanomachines and microscopic cybernetic implants designed to enhance the user's fast-twitch muscle fibers and lower reaction time.
Price: $500
Effect: +5 Dexterity
Restrictions: Max 4.
Synthetic EPO Injection
An injection of synthetic universal erythropoietin (suEPO) that stimulates red blood cell production and drastically improves the user's endurance and stamina.
Price: $500
Effect: +5 Endurance
Restrictions: Max 4.
Charm of Dagda
These powerful charms are enchanted artifacts from New Tairngire that bond to the owner and grant a permanent increase to their magical aptitude.
Price: $500
Effect: +5 Willpower
Restrictions: Max 4.
Neurostinine
A nootropic mutagen, neurostinine injections dramatically increase the user's mental acuity and cause permanent transformation to the brain.
Price: $500
Effect: +5 Intelligence
Restrictions: Max 4.
Ocular Enhancement Therapy
Using a combination of laser treatment and targeted bluewave rays administered to the eyes, this treatment triggers a reshaping of the lens, cornea, and retina to improve dynamic range and visual acuity. After four treatments the therapy is complete.
Price: $500
Effect: +5 Perception
Restrictions: Max 4.
Synthetic Pheromones
Implants that allow for the control and release of synthetic pheromones that improve responses to the user in social situations, aiding in interpersonal interactions at a subconscious level.
Price: $500
Effect: +5 Charisma
Restrictions: Max 4.
VitaStim
VitaSim is an injection of growth hormones, supplements, and steroids that combine to increase the user's overall health and vitality.
Price: $500
Effect: +25 Base HP
Restrictions: Max 4.
Orenda Root
A root charged with mystical energy. When eaten or brewed into a tea and drunk, it permanently increases the user's mana.
Price: $500
Effect: +25 Base MP
Restrictions: Max 4.
OTHER ENHANCEMENTS
Sak Yant are enchanted tattoos given by Thai monks using a magic-infused ink. Many artists in Midcity claim to be able to give Sak Yant, but the enchantments only work with those tattoos given by the monks.
Sak Yant: Yant Suea
This tiger tattoo is common among those in tough and dangerous professions, representing strength and power. It augments the wearer's physical abilities.
Price: $1000
Effect: +1 to melee and unarmed combat rolls
Restrictions: Limit 1 per character.
Sak Yant: Hanuman
This tattoo of the mythical Monkey God bestows the wearer with qualities of charisma, leadership, bravery, and force of will. It is said to improve the way one is treated by others.
Price: $1000
Effect: +1 to charisma rolls
Restrictions: Limit 1 per character
Sak Yant: Paed Tidt
The tattoo of the Eight Directions is said to offer the wearer protection in whatever direction they travel. It enhances the wearer's perception of threats
Price: $1000
Effect: +1 to non-combat Perception rolls
Restrictions: Limit 1 per character
Sak Yant: Gao Yord
The Nine Peaks is a popular Sak Yant said to offer universal protection to the wearer.
Price: $1500
Effect: +1 Evasion
Restrictions: Limit 1 per character
KickStart Combat Life Support System
The KickStart CLSS is an implanted device near the heart that activates automatically when it detects the user's vital signs falling below a designated threshold. It deploys a combination of stimulants, concentrated healing drugs, electroshocks and reviving magic to halt death and return the user to a functional state.
Price: $750
Effect: When the character reaches 0 HP, KickStart activates automatically and restores them to 25 HP. They do not lose a life.
Restrictions: Limit 1 per character. May only be used once per quest or duel.
Cerebral Datajack
The cerebral datajack is a computer interface port wired directly to the user's brain. This allows hackers to connect directly to the cortex, and engineers to interface with drones using their minds, almost entirely eliminating input latency and increasing their reaction time.
Price: $500
Effect: +1 to hacking and drone piloting rolls
Restrictions: Hackers and Engineers only.
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| Harbour Murders Continue |
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Posted by: GM Whistler - 01-11-2018, 06:08 PM - Forum: The Midnight Sun
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[A brief report begins after one of the Midnight Sun's investigative pieces on alleged match fixing in the Squad Combat League]
[A generically attractive talking head appears on screen next to a map indicating the Midcity docks and a clip of crime scene tape fluttering in the breeze against a grey sky]
Three soldiers of the Midnight City Armed Forces were found dead today when a dockworker discovered their bodies floating near the breakwall.
Pvt. Kael Nagata, human, 23; Pvt. Auric Cathalman, fae, 174; and Pvt. Xander Wei, cyborg, 22, were found dead this morning at 5:23 AM.
[Pictures of each soldier appear on screen, expressionless and in uniform. Likely ID photos.]
Preliminary reports indicate the soldiers had been mutilated in a fashion similar to the prior harbour murders.
Police have not yet identified any suspects.
[The feed cuts to the next segment about the record-breaking ratings for the season premiere of Zakk Darkblaze's "The Merc Life"]
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| Items |
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Posted by: GM Whistler - 01-10-2018, 12:41 PM - Forum: Temporary Shops
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Survival Gear
Firesteel
A compact striker that produces sparks to light a fire without requiring matches or accelerant.
Price: $25
Effect: Starts fire
Restrictions: Requires tinder
Water Purifier
A small, portable water filtration system with a 16 fl. oz. reusable water pouch. Filters 100,000 gallons up to 0.1 microns.
Price: $50
Effect: Makes water potable
Restrictions: Does not filter chemicals
Flashlight
A 625 lumen, battery powered, LED flashlight. Available in standard or angled configurations. Comes with optional belt sheath or clip.
Price: $50
Effect: Makes light
Restrictions: Requires Universal Battery
Emergency Rations
A case of 12 calorie-dense food bars. One bar will feed one adult human for one day. They don't taste like much, but they'll keep you alive.
Price: $100
Effect: Prevents starvation
Restrictions: None
Cold Weather Gear
A complete set of military grade insulated winter clothing including snow pants, parka, Cathalham wool sweater, long johns, wool socks, balaclava, gloves, boots, and goggles. Made to withstand temperatures of -50 celsius.
Price: $100
Effect: Allows survival of extreme cold temperatures
Restrictions: Cannot be worn with armor, except Inner and Outer layers.
Mountaineer's Climbing Kit
A set of mountain climbing gear, including climbing rope, carabiners, crampons, harnesses, and trekking poles. Comes in its own backpack.
Price: $150
Effect: Facilitates mountain climbing
Restrictions: None
Tent
A sturdy two man tent. It's lightweight, quick to set up, and designed to survive the wastelands.
Price: $150
Effect: Provides shelter for 2 people
Restrictions: None
Multitool
A multitool and leather sheath. The tool contains a small knife, pliers, can opener, flathead screwdriver bit, file, saw, scissors, and wire cutters.
Price: $150
Effect: Conveniently portable tools.
Restrictions: None
Stealth Gear
Lockpicks
A small set of various rakes and tension tools for picking conventional locks.
Price: $50
Effect: Allows lockpicking
Restrictions: None
Electronic Lockpick
A handheld electronic device about the size of a phone used to pick various electronic locks. Comes with a card reader attachment and thumbprint analyzer.
Price: $200
Effect: Allows bypassing of electronic locks without a hacking roll
Restrictions: None
Hotwire Tools
A compact kit including wire strippers, screwdrivers, and a computer interface board -- everything you'll need to "borrow" a car.
Price: $850
Effect: +1 to roll to hotwire a car
Restrictions: Hotwiring requires INT/LVL roll unless character has the 'Hot Wheels' skill.
Glass Cutter
A tool set that adheres to a window with suction cups and allows the silent cutting of a circular opening through the pane. The center suction cup prevents the cut-out section from falling inward, allowing the user to stealthily create an opening.
Price: $200
Effect: Silently cuts glass
Restrictions: May not cut all types of glass (GM discretion)
Forged Citizen's ID
A well made forgery of a Midcity Citizen's ID (CID), allowing free travel throughout the city and surrounding territory... assuming the checkpoint officers don't detect the fake.
Price: $200
Effect: Allows unrestricted travel through the city
Restrictions: May be detected by police
Gecko Gloves
Gloves and footwear attachments with a proprietary adhesive material that allows for climbing up sheer/flat surfaces.
Price: $500
Effect: Allows climbing on difficult surfaces; +2 to climbing rolls
Restrictions: Climber cannot carry anything over 50 lbs
Voice Modulator
A small electronic device that sits at the base of the throat and alters the sound of the wearer's voice. Offers customizable modulation.
Price: $50
Effect: Changes voice
Restrictions: None
Stealth Camouflage
Developed by Kusanagi Technologies, this small device bends light around the wearer. This makes them nearly invisible to the naked eye.
Price: $650
Effect: Makes wearer invisible
Restrictions: Does not block thermals; Lasts for 2 rounds or 10 IC minutes before requiring a recharge
Sleep Rite
A powerful, fast acting sleeping aid. Dissolves in water. Tasteless, odourless. 5 doses.
Price: $25
Effect: Induces sleep
Restrictions: None
Medical Gear
Basic Trauma Kit
A medical kit containing various sizes of bandages, gauze, tourniquets, antiseptic, sutures, scissors, nitrile gloves, clotting agents, painkillers, airway management equipment, IV tubing and fluids, trauma shears, and hypodermic needles.
Price: $350
Effect: Heals 30 HP + INT; Usage ends Mortally Wounded or Bleeding status
Restrictions: 2 uses.
Advanced Trauma Kit
Like the Basic Trauma Kit, but bigger and with more stuff in it.
Price: $700
Effect: Heals 150 HP + INT; Usage ends Mortally Wounded or Bleeding status
Restrictions: 4 uses.
Blood Pack
A sealed plastic pack of blood. Comes in various flavours types.
Price: $50
Effect: Treats blood loss, or heals a vampire for 50 HP (when drunk)
Restrictions: None
Combat Splint
An advanced splint system. When placed around the broken limb and activated, it simultaneously tightens and injects multiple small syringes of painkillers directly into the affected limb. The splint provides a sturdy, secure support to the injury and allows the wearer limited mobility.
Price: $300
Effect: Allows broken limbs to be used at a -2 roll penalty and/or a 75% penalty to movement speed.
Restrictions: None
Painkillers
The good stuff. Available as fast-acting injections or pills. 5 doses.
Price: $150
Effect: Eliminates any roll penalties due to pain.
Restrictions: May only be taken twice per quest by the same character or else overdose occurs.
Theriadine
A controversial drug that suppresses werecreature transformations but is also highly addictive. Available in liquid or pill forms. 5 doses.
Price: $250
Effect: Stops or reverses werecreature transformations for up to 4 hours or the duration of a quest.
Restrictions: Addictive. When taken by a non-werecreature, gives -5 to PER and DEX rolls.
Hypodermic Needle
A sterile hypodermic needle, available in various sizes. Can be filled with many different substances.
Price: $5
Effect: Used to inject substances.
Restrictions: None
Tranquilizer
A vial of fast-acting tornazepam, a hypnotic drug developed by Case-Jensen Pharmaceuticals. It affects all races equally and when injected it induces sleep within seconds. 5 doses.
Price: $150
Effect: Knocks out the target.
Restrictions: Requires Hypodermic Needle
Warcry
Street name for a popular combat stim, part steroid and part amphetamine. Originally developed for ground troops, the formula was stolen from the military. Army-grade Warcry is sold as an injector, while the street version is often found in tablet form. 5 doses.
Price: $500
Effect: +25 DMG and +10 speed for 3 rounds
Restrictions: Effects do not stack with multiple doses. May only be taken twice per quest/duel by the same character or else overdose occurs.
Godspeed
Another popular combat stim/street drug, Godspeed induces a state of hyper-awareness. The user experiences the world as being slowed down, allowing them to process and react to stimuli much faster than normal. Comes in an inhaler. 5 doses.
Price: $500
Effect: +2 to DEX rolls and +2 EVA for 3 rounds.
Restrictions: Effects do not stack with multiple doses. May only be taken twice per quest/duel by the same character or else overdose occurs.
Misc. Gear
Rope
A sturdy 200ft. coil of rope. Can be used to tie people up, climb things, or dangle precariously from a broken air vent while shooting Russian mobsters.
Price: $50
Effect: It's rope.
Restrictions: None.
Grappling Hook
A grappling hook and launcher that uses pressurized gas to fire the hook. Comes with 100ft of high tensile strength wire, capable of holding up to 1000lbs.
Price: $150
Effect: Provides a secure anchor to climb up to high places.
Restrictions: None.
Binoculars
Greytech 7x50 binoculars. Standard issue for the Midcity military. This particular model is noted for its image clarity and sturdy design. Comes with case.
Price: $150
Effect: Allows user to see long distances.
Restrictions: None.
Night Vision Goggles
Greytech GVS-14 night vision device. Several models are available, including helmet-mounted monocular and binocular devices, as well as head-mounted goggles. 50hr battery life.
Price: $250
Effect: Night vision. No roll penalties due to darkness.
Restrictions: Requires Universal Battery.
Thermal Goggles
Greytech GTI-7 thermal imaging device. Available in helmet-mounted and head-mounted models. Renders targets visible by their heat emissions. 50hr battery life.
Price: $250
Effect: Provides visuals of heat signatures.
Restrictions: Does not work on vampires. Requires Universal Battery.
Bluewave Imaging Goggles
A set of Greytech BI-42 goggles specifically attuned to magical wavelengths, allowing the wearer to see ley lines, spell traces, and sources of magical energy.
Price: $250
Effect: Provides visuals of magic
Restrictions: Requires Universal Battery.
Secure Phone
A heavily modified cortex-capable phone with additional security features. Various backdoors have been closed, and the phone defaults to encrypted transmission to prevent calls and messages from being intercepted.
Price: $200
Effect: Allows for secure communication.
Restrictions: None.
Armour Patch Kit
Junon Arms Quik-Patch armour kit. Includes various sizes of kevlar material, metal-reinforced textiles, adhesives, and self-hardening foam to quickly patch over any breaches in armour and restore its defensive integrity.
Price: $500
Effect: Restores 150 HP to armour.
Restrictions: 2 uses.
Snap Cuffs
Comprised of a rigid reinforced polymer, these cuffs are noted for their high strength to weight ratio and ease of use. They snap securely into place with a simple flicking motion, allowing them to be applied with one hand, and automatically adjust to the wrist size of the target.
Price: $200
Effect: Handcuffs the target
Restrictions: DC 30 STR roll to break free; DC 20 lockpicking roll
Chemlights
Plastic sticks filled with chemicals. When the tube is cracked and shaken, the chemicals mix and produce a bright green or blue glow. Set of 5
Price: $100
Effect: Makes light
Restrictions: None
Backpack
A sturdy bag available in many different styles.
Price: $50
Effect: Eliminates carry restrictions on standard gear.
Restrictions: Cannot carry heavy weapons (rocket launchers, turrets)
LBEs
Load Bearing Equipment worn on the person, allowing for the attachment of various pouches and holsters in different configurations. Stolen Midcity military surplus.
Price: $50
Effect: Allows the carrying of more than 2 weapons into combat; no action cost to draw another weapon.
Restrictions: Does not apply to heavy weapons
X01 Multi-Ops Comm Unit
The X01 is a set of 5 individual comm units and one central Ops unit. The comm units consist of a small microphone that can either be attached to the user's clothing, strapped against the throat, or worn inside a helmet; a receiver that directly stimulates the inner ear to prevent communications from being overheard; and a small body-cam. The Ops unit is the control unit to which all voice and video data is transmitted. The Ops user can speak to each comm unit individually or as a whole. This setup is what's known as a 'private wire' communications system, meaning its data is transmitted across a private channel without touching the cortex. Users can forgo the Ops unit and run voice comms directly between each individual, but this prevents the use of video transmission. Multiple X01 units can be combined to allow communication between more users.
Price: $350
Effect: Provides private communication for up to 6 users simultaneously (5 field and 1 ops)
Restrictions:
Cortex Terminal
An electronic device that allows a user to browse the cortex. Available in tablet-like or foldable configurations. Voice, video, messaging, and more!
Price: $50
Effect: Browse the cortex
Restrictions: Cannot be used for hacking
Universal Battery
An adjustable, rechargeable battery pack that fits most electronics.
Price: $50
Effect: Powers electronic devices
Restrictions: None
Daikon Watcher T9i Camera
A popular camera that is both compact and lightweight. It produces high quality still photos as well as video. Comes with a stock 18-55 lens.
Price: $100
Effect: Takes photos and video
Restrictions: Requires Universal Battery
Daikon Beetle Recording Device
The Beetle is an audio recording device approximately 2 in. x 1 in. with a matte black finish and optional magnetic or adhesive pad on the bottom side. It is designed to be discreetly placed in a hidden location. Its powerful internal microphone allows it to record clear audio up to 20 ft away. It can be configured to broadcast recorded data to a storage location, or to store that data internally.
Price: $100
Effect: Records audio.
Restrictions: May be electronically detected if broadcasting data. Internal storage holds 10 hrs of audio.
Daikon Stalker Tracking Device
The Stalker is a small device about the size of a medicinal capsule that contains an electronic beacon. It reports back in real time to the Stalker app installed on a phone or Deck. It is coated in a proprietary adhesive, allowing it to be applied to many surfaces.
Price: $100
Effect: Allows user to track a target
Restrictions: None
Daikon DT3 Holographic Projector
The DT3 projects a realistic 3 dimensional holographic image. At a distance, the image is nearly indistinguishable from a physical object. The projector itself is a disc about the size of a hockey puck and projects the image upward. It can be controlled remotely through a cortex link, or the image can be loaded on the device's internal storage.
Price: $100
Effect: Projects a holographic image
Restrictions: Requires Universal Battery
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| Become a contributor! |
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Posted by: GM Whistler - 12-29-2017, 08:40 PM - Forum: News
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Hey everyone,
We're getting close to having everything ready to go. But even after the basics are done, there's still a lot of room to add things to the game. That's why there is now a contributor system.
What is a contributor?
Anyone who submits content to be used in the game and is rewarded with xp/$$ for their character.
How does it work?
I will outline various areas in the game that could use more content, and the parameters for the content (such as what information is required for new weapons). You submit this content in the Suggestion Box forum. If it gets used, then you will be rewarded.
Some content may say 'contact a GM'. In this case, there are more detailed requirements OR some existing ideas that you need to build on.
If you have ideas for content outside of what I list, post a rough outline of your idea in the Suggestion Box and we'll go from there.
Current Needs
Weapons
- Rifles
- Shotguns
- Sniper Rifles
- Explosives (bombs + grenades)
- Thrown Weapons
- Bows/Crossbows
- Heavy Weapons (rocket launchers, miniguns, flamethrowers, etc)
Weapons should be posted in the following format:
Weapon Name
Weapon Description
Price: Please reference this http://midcityrpg.com/forums/showthread.php?tid=11
Damage:
Bonuses: Any bonuses to roll, additional functions or traits
Mod Slots: How many modifications can be added
Restrictions: Any stat restrictions or limits on the weapon's use
Please use the weapons posted in the Temporary Shops as a reference.
Contributors will be awarded 25/$25 per weapon.
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| Weapon and Armour Price Guide |
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Posted by: GM Whistler - 12-29-2017, 02:37 PM - Forum: Temporary Shops
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Armor Price Guide
$10 per point of HP up to 50
$20 per point of HP up to 100
$40 per point of HP up to 200
$55 per point of HP over 200
$150 per mod slot
$500 per special feature (night vision, etc)
$1000 per roll bonus
$1500 per evasion bonus
Weapon Price Guide
$10 per point of DMG up to 20
$20 per point of DMG up to 30
$40 per point of DMG up to 40
$55 per point of DMG over 40
$150 per mod slot
$500 per special feature/condition (stun, sleep)
$700 per major feature (armor piercing, extra attacks)
$1000 per roll bonus
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