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 Post subject: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Sat Apr 11, 2009 11:32 pm 
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Shadowrun / Cyberpunk Fantasy: A CASTE Struggle

Global

Essence: Sp defines your essence. If your total sp capacity becomes 0 then you are dead.

Supernatural Talents: Standard Supernatural Entry talents cannot be purchased after character creation (See Magic). Non-Tech Supernatural Talents cannot be purchased without the appropriate entry talent. Appropreate active talents (Like Cybertechnology Engineer for example) are sufficient for purchasing supernatural Tech talents.

Tech advancement: Tech talents cannot use effects above level 8. Effects that create matter from nothing should also be heavily scrutinized.

Goblinized: Players may choose to purchase up to 3 natural talents for their characters. If they opt not to they receive 1 extra character point and 5000 monies for character creation.

Starting Players: 13 point characters. 10,000 monies.

Cyberware

Cyber Enhancements: Players may enhance themselves by purchasing packages of talents with monies. Talents Purchased in this way act like Talents on Items except no talents are required to operate. Each package is considered a Piece of Cyberware

Essence Damage: Every level of talent taken using the Cyber Enhancement rules reduces your Sp Capacity by one. Additionally Each individual Piece of Cyberware reduces the maximum level of talents able to be purchased and used by 1 to a minimum of 0.

(Note: Higher grades of cyber ware can be easily represented by adding the level 2 talent-Cyber ware Grade- “+5 Sp for the purpose of paying for cyber ware”
By losing 2 sp for the level 2 talent you then gain 5 sp from the talent itself. Net gain of 3 sp. Now your cyber ware costs less sp.)


MAGIC

The Awakened: Entry talents that allow magic are purchased as a Natural talent. Players may to purchase one at character creation. They do not count towards the Goblinized rules. There are three entry talents (more if you want):

Hermetic Magic (Academic): Standard Magic. No additional rules. Astral Projection automatic.

Shamanic Magic (Academic-Social): Spirit Magic. The totem must be defined with two Restrictions and a special proficiency (that bears its own restriction for the bonus effect) that applies to all supernatural talents. Astral Projection automatic.

Adept Training (Combat): Supernatural Abstract talents can be made to have their effects permanent (rather then 1 round) by permanently devoting 1 Sp (devoted sp will not replenish) per level of the effect. No astral projection.

Purchasing Spells: The Awakened can purchase all supernatural talents as natural talents (no requisites, intrinsic restriction). Natural talents purchased in this way still cost sp as normal, but if the status requisite is not met also cost 1 Hp per level of talent (This hp loss cannot be reduced with meta-effects). If Adept talents made permanent do not meet the status Hp must also be devoted until the requisite is achieved.

Ritual: The Ritual module should not be permitted.

Astral Space / Cybernet

The Cybernet and Astral Space are considered two separate places. Both use the Nuronet Rules:

Nuronet Module wrote:
These rules were originally built for the Merrango setting and represent a fully mind-integrated cyberpunk internet cybersystem. They were later put in the C.A.S.T.E. PDF.

Combat Talents: Combat talents are generally not effective on a Nuronet.

Social Talents: Social talents cannot affect a Nuronet directly but, given a means of communication, can be used to influence people using a Nuronet.

Academic Combat Talents: Any combat style talent must be taken as an academic talent to be effective on a Nuronet (Such a talent is not effective outside the Nuronet).

Talent Restrictions: Generally global restrictions for academic talents in the setting need not apply on talents to be used on a Nuronet. A talent taken in the standard way cannot be used to create any effect in the real world.

Sp Bonuses: Bonuses to Sp from many armors or equipments generally do not apply on a Nuronet.

Use Nurocomputer: A Level 2 active talent that allows the use of all Nurocomputers (or similar device fitting of the setting), regardless of special talents applied to the item, is required to use a Nurocomputer. A Nurocomputer is required to access a Nuronet and is generally the only relevant item inside such a place.

Requisites: All talents must have their standard statistical requirements met to be used on a Nuronet. This includes any talents granted by equipment.

Sp Costs: All supernatural talents, any talents granted by equipment, and any active talents require the expenditure of Sp to be useful on a Nuronet for that turn.

Sp Replenish: Sp replenishes at the end of every turn.

Multi-action: In addition to their standard action a Nuronet user may also make use of any active or supernatural talents as additional actions provided all Sp costs are paid for each action. Any talent can only be used once per round. The Acting player chooses the order of effects.

Defense: At any time during a turn a user may activate a talent that is currently inactive. The talent cannot be an action. Bonuses are never applied retroactively.

Swoon: A user that is swooned on a Nuronet becomes unable to take actions or activate new talents. If at the end of the turn they are still swooned they are then ‘logged off’ and are unable to return for 2d6 rounds. Characters first entering a Nuronet or returning from a ‘logged off’ state enter at full hit points.

Killing Strike: A user that would be ‘OBLITERATED’ on a Nuronet is instead swooned and the attacker may make a killing strike to destroy one of the swooned character’s talents. Academic talents can only be chosen. Talents granted by Items are chosen first, then character talents in ascending order of level, then, if no talents remain, points in academic.

“On the Nuronet”: ‘On the Nuronet’ is used to define if certain (combat-like) talents are used on a nuronet or not. It is not a reasonable restriction and cannot be taken as a restriction.

Ego: On a Nuronet each user has within his computer a Reality Interface Operating System (or simply the will of the Astral projector) that allows the user to shape the world around them. When two persons meet and are at a disagreement as to what their surrounding reality should be like and wish to assert control over reality any user can ‘assert ego’ and change the makeup of reality (kind of like changing the desktop theme). Asserting Ego is a Static Talent attack against the current controller of reality whose effect is simply to change the look of reality.

Examples of interfaces include, corp building, zombie town, haunted house, Japanese bathhouse etc…

Specific themes can be used as restrictions. Non- specific restrictions such as ‘when outside my OS’ cannot.


Astral Ego / Parallel Worldnet: If the Astral or the Cybernet in your games are parallel worlds (as in you can basically see the real world while interacting quasi-directly but invisably) then the ego rules should be ignored. The nature of being of Astral projectors and Net surfers and their ability to interact with the real world should be left up to the GM on a case-by-case basis.



_________________
Thus Zanibu, whose magic taunted the very gods, was crowned Wizard King of the Thousand not by might of arms, nor by diplomacy, but by sheer wonder and majesty.
- The Compiled Stories of Zanibu: Epilogue.

http://www.c-a-s-t-e.org
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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Strugg
PostPosted: Sat Apr 18, 2009 1:23 am 
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What would be a quick way to represent people with tier brains in a robot shell? as per Shadowrun androids.



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"No smiles to your face and daggers to your back... Devon is all daggers."-Bryant
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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Sat Apr 18, 2009 1:34 am 
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Theoretical brain in a jars and cyberzombies

C=0
A= purchased as normal
S= purchased as normal

essence 0 (but not death.)

Armor of the body is purchased normally but cannot exceed the 1000 monies guideline unless the mecha rules are being used. In such a case simply use their rules for sizing.

Level 0 talents need to be purchased separately. For the purposes of simplicity 50,000monies should encompass everything.

Other combat talent need to be purchased individually as well at standard costs.

... otherwhise you just go:

C=as purchased
A=as purchassd
S=O



_________________
Thus Zanibu, whose magic taunted the very gods, was crowned Wizard King of the Thousand not by might of arms, nor by diplomacy, but by sheer wonder and majesty.
- The Compiled Stories of Zanibu: Epilogue.

http://www.c-a-s-t-e.org
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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Thu Jun 03, 2010 5:37 am 
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Joined: Sun Apr 05, 2009 5:32 am
Posts: 176
Location: The Asylum
The above module holds true for my game save for the following alterations

-Essence: Sp defines your essence. If your total Permanent sp capacity becomes 0 then you are dead.

-Any talent that allows the use of equipments with supernatural natural talents must be branched from a natural supernatural entry talent. (ergo mundanes cannot use magical equipment)

-ignore the 13 pts 10,000m for character creation, just do whatever.

Player Rewards
* Character Points: Player spend this to purchase talents and points of stat.
Gained
------------------- 1 at the beginning of each session if they have posted on the Old Town BBS.
------------------- 1 for completing a personal goal.

*Karma: Players may spend a point of Karma to re-roll their own dice.
Gained
-------------------1 at the end of each session.
-------------------1 for every act of genuine selflessness.
Lost
-------------------1 for acts of genuine inhumanity



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"No smiles to your face and daggers to your back... Devon is all daggers."-Bryant
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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Thu Jun 03, 2010 8:33 am 
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Location: The Asylum
Gear [under construction]

Firearms

Pistols

Hold Out

Name: Street Line Special
Description: This is a common hold-out pistol found among the lowest level of society. Made of composite materials it is small, lightweight, and extremely concealable. The weapon possesses an internal magazine capable of firing 6 shots before reloading is necessary.
http://www.gods-inc.de/macavity/IsleOfS ... pecial.gif
One handed ballistic weapon
Effect: 1d6 damage, range 1, targets 1
Special: none
Restrictions: requires ammo [small rounds], 10 turn clip, 5 turn clip,
Effects Purchased: 1
Ammunition Effect Capacity: 4
Production Cost: 25m
Market Cost: 45m

Name: Colt .22 4-Aces
Description: An upgrade of the popular pepperbox derringer, this .22 Colt is a common backup weapon. When the chips are down, make sure you've got colt's 4-Aces up your sleeve. 4 round pistol with a breach reload.
http://www.gods-inc.de/macavity/IsleOfS ... 4-aces.jpg
One handed ballistic weapon
Effect: 5d6 damage, range 3, targets 1
Special: none
Restrictions: requires ammo [small rounds]*4, 10 turn clip, 5 turn clip, 1 turn clip
Effects Purchased: 1
Ammunition Effect Capacity: 4
Production Cost: 100m
Market Cost: 178m

Light

Name: Beretta Model 101T
Description: This slim-line light personal weapon is favored by corporate personnel worldwide. A wondernine that fits in your pocket it has a 12 round capacity clip.
http://www.gods-inc.de/macavity/IsleOfS ... ta101t.gif
One handed ballistic weapon
Effect: 3d6 damage, range 2, targets 1
Special: none
Restrictions: requires ammo [small rounds], 10 turn clip, focus clip, valuable parts (+300m to Production Cost)
Effects Purchased: 1
Ammunition Effect Capacity: 4
Production Cost: 400m
Market Cost: 616m

Name: Colt American L36
Description:This light American design is very popular amongst the style conscious because of its sleek profile and unique appearance. The factory model L37 uses an 11 round clip.
http://www.gods-inc.de/macavity/IsleOfS ... erican.gif
One handed ballistic weapon
Effect: 3d6 damage, range 3, targets 1
Special: none
Restrictions: requires ammo [small rounds], 10 turn clip, focus clip, valuable parts (+300m to Production Cost)
Effects Purchased: 2
Ammunition Effect Capacity: 3
Production Cost: 500m
Market Cost: 762m

Name: Taurus Hushpuppy
Description: Nothing is more dangerous to a quick insertion than noise pollution. Tarus Industries recognizes this fact with the Hushpuppy, a integrally silenced 10 clip pistol with the punch of a standard sidearm, rather than use a wimpy pocket pistol that will only serve to upset your opponent.
http://www.gods-inc.de/macavity/IsleOfS ... ushpup.gif
One handed ballistic weapon
Effect: 3d6 damage, range 2, targets 1
Special: C3-Silent [abstract]-firing without making a sound is Simple.
A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
Restrictions: requires ammo [small rounds], 10 turn clip, focus clip
Effects Purchased: 2
Ammunition Effect Capacity: 3
Production Cost: 5,200m
Market Cost: 14,264m

Heavy

Name: Ares Predator
Description: The original classic Predator, the best heavy pistol in the world. Winner of the Maximum Metal Handgun Award three years in a row and with the highest sales of any handgun in the world, the Ares Predator is the weapon the Pros rely upon. Don't be caught dead with anything else in your hand. Runs on a 15 round clip.
http://www.gods-inc.de/macavity/IsleOfS ... edator.jpg
One handed ballistic weapon
Effect: 4d6 damage, range 3, targets 2
Special: none
Restrictions: requires ammo [small rounds], focus clip, valuable parts (+300m to Production Cost)*2
Effects Purchased: 4
Ammunition Effect Capacity: 1
Production Cost: 1,000m
Market Cost: 1,524m

Name: Ruger Super Warhawk
Description: This massive 6 cylinder revolver fires a cut down .345 Winchester case mated to a 450 grain bullet. Like most revolvers it cannot, and will not, accept a silencer.
One handed ballistic weapon
Effect: 7d6 damage, range 3, targets 1
Special: none
Restrictions: requires ammo [small rounds], 10 turn clip, 5 turn clip, 1 turn reload, focus clip, loud
Effects Purchased: 4
Ammunition Effect Capacity: 1
Production Cost: 400m
Market Cost: 616m

Name: Ruger Lawgiver
Description: The Ruger Lawgiver is the ultimate law-enforcement sidearm. The Lawgiver features the same award-winning auto-fire design as the Ruger Thunderbolt. In addition, the Lawgiver comes equipped with Smartlink 2, a cyber-optic-targeting system that allows officers with the right cyberwear to use the gun to look around corners and fire accurately, full computer control, a camera that records every shot fired by the weapon, and a wireless uplink that sends information about the officer's location and situation with every pull of the trigger - documenting cases for prosecution.
The lawgiver is only being offered to licensed police officers. The grip of the gun has a biometric safety that prevents the gun from being used by any non-registered user and records the genetic signature of the firer and transmits that information whenever the gun is fired. Fires 12 rounds from a clip.
http://www.gods-inc.de/macavity/IsleOfS ... wgiver.jpg
One handed ballistic weapon
Effect: 4d6 damage, range 5, targets 2
Special:
A0-See
A0-Remember
A0-Transmit
A4-Transmitter [supernatural]- Sends all information received to a designated receiver as long as it is within the receivers broadcast radius. Counts as 3 simplicities for the purpose of wireless communication.
CA5-Smartgun System 2.0 [supernatural]-Gives perfect accuracy in any vision condition when using a Smartgun system receptor (Goggles or Smartlink). Counts as 3 simplicities to Attacking with a firearm.
Restrictions: requires ammo [small rounds], 10 turn clip, focus clip, Only registered users
Effects Purchased: 4
Ammunition Effect Capacity: 1
Production Cost: 10,900m
Market Cost: 40,875m


Submachine Gun

Name: Ares Switchblade
Description: An updated version of a unique SMG that was intended to be very easy to conceal and yet easy to use for security and bodyguard work. The design has been reworked to use the new caseless SMG ammo and to use the new compact target lasers. It comes with an internal laser sight. The cocking mechanism is activated by the locking open of the weapon. Thus cocking and opening the weapon can be done with the same action. Self fill internal magazine that holds 24.
http://www.gods-inc.de/macavity/IsleOfS ... ingsmg.jpg
One handed ballistic weapon
Effect: 1d6 damage, range 2, targets 3
Special: A4- Switchblade [supernatural] the weapon can be folded into an unassuming configuration. Counts as 3 simplicities to concealing the weapon.
A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
Restrictions: requires ammo [small rounds], indiscriminate [spray], 1 Turn reload, valuable parts (+300m to Production Cost)
Effects Purchased: 1
Ammunition Effect Capacity: 4
Production Cost: 6,400m
Market Cost: 20,800m

Name: Ceska Black Scorpion
Description: This design by Ceska combines a submachine gun's rate-of-fire with the weight and concealability of a pistol. Built to hold an intimidating 35 round clip don't leave home without it!
http://www.gods-inc.de/macavity/IsleOfS ... orpion.gif
One handed ballistic weapon
Effect: 3d6 damage, range 2, targets 5
Special: none
Restrictions: requires ammo [small rounds], focus clip, indiscriminate [spray], 1 Turn reload, valuable parts (+300m to Production Cost)
Effects Purchased: 4
Ammunition Effect Capacity: 1
Production Cost: 700m
Market Cost: 1,054m

Name: Fabrique National P90 Personal Defense Weapon
Description: The P90 is a blowback operated, selective fire weapon. It is fed from a 50-round box magazine, made from translucent polymer. The magazine is located above the barrel, with the cartridge aligned at 90 degrees to the barrel axis. The magazine has a built-in ramp that rotates each cartridge to align it with the barrel prior to chambering it. The P90 controls are completely ambidextrous, with charging handles located at the both sides of the weapon, and the safety/fire mode selector is located below the trigger. The P90 also features downward ejection of the spent cases. P90 is built in bull-pup configuration, with polymer stock, and features a built-in smartlink and reflex collimator sight with 1X magnification and reticule automatically adjustable to the light level, as well as a set of the backup open sights.
http://www.gods-inc.de/macavity/IsleOfS ... ns/p90.gif
One handed ballistic weapon
Effect: 3d6 damage, range 4, targets 4
Special: A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
A4- Digital Sight [supernatural]- Able to see distant targets as if they were close, counts as 3 simplicities to spotting.
C4-Smartgun System [Abstract]-Attacking with firearms when using a Smartgun system receptor (Goggles or Smartlink) is simple.
Restrictions: requires ammo [small rounds], focus clip, indiscriminate [spray], 1 Turn reload, valuable parts (+300m to Production Cost)*2
Effects Purchased: 4
Ammunition Effect Capacity: 1
Production Cost: 11,000m
Market Cost: 39,500m

Rifles

Sport

Name: Ruger 100 Sport Rifle
Description: A powerful sport rifle favored by hunters, the Ruger 100 features durable wood and high-impact plastic material construction and comes with a built-in magnification 3 imaging scope (top mounted). 5 round magazine.
http://www.gods-inc.de/macavity/IsleOfS ... ger100.jpg
Two handed ballistic weapon
Effect: 4d6 damage, range 5, targets 1
Special: A3- Zoom [abstract]- Spotting distant targets is simple.
A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
Restrictions: Requires ammo [ Rifle rounds], 10 turn clip, 5 turn clip
Effects Purchased: 6
Ammunition Effect Capacity: 4
Production Cost: 5,600m
Market Cost: 12,600m

Assault

Name: Norinco N-10 Assault Rifle
Description: Sure, being on the cutting edge is nice but it costs. And why pay for unneeded features when all you need is a reliable weapon? Norinco, the national firearms manufacturer of China, has the low-cost solution for you! No frills, but able to be upgraded with all standard accessories. 36 round clip.
http://www.gods-inc.de/macavity/IsleOfS ... ns/n10.gif
Two handed ballistic weapon
Effect: 4d6 damage, range 4, targets 1
Special: C3- Burst Fire [style]- Swap [Range 1, 1d6 damage for +1 Target]. Costs an additional round of ammunition without adding its effects.
Restrictions: Requires ammo [small round], focus clip
Effects Purchased: 6
Ammunition Effect Capacity: 4
Production Cost: 3,600m
Market Cost: 9,000m

Name: Israeli Military Industries TAR-2060 Tavor
Description: Sleek and sophisticated, IMI's re-release of the Tavor Assault rifle features integral Smartlink II and advanced Scope kits. Rather than burden their troops down with a secondary underbarrel weapon, IMI keeps the Tavor rugged, light-weight, and user friendly. IMI forces utilize pack mounted secondary weapons in the field, so an underbarrel grenade launcher is superfluous for their troops. 36 round clip.
http://www.gods-inc.de/macavity/IsleOfS ... vor-51.gif
Two handed ballistic weapon
Effect: 5d6 damage, range 5, targets 2
Special: A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
C3- Burst Fire [style]- Swap [Range 1, 1d6 damage for +1 Target]. Costs an additional round of ammunition without adding its effects.
CA5-Smartgun System 2.0 [supernatural]-Gives perfect accuracy in any vision condition when using a Smartgun system receptor (Goggles or Smartlink). Counts as 3 simplicities to Attacking with a firearm.
A4-Visual Enhancement System [Supernatural]- Allows vision in low light conditions and in the infrared spectrum. Counts as 3 simplicities for the purpose of seeing in poor conditions.
Restrictions: Requires ammo [small round], focus clip, valuable parts [+300m to Production Cost]
Effects Purchased: 8
Ammunition Effect Capacity: 2
Production Cost: 14,000m
Market Cost: 56,000m

Sniper

Name: Ranger Arms SM 3
Description: The SM-3 is a must for those jobs when the first shot has to count. Silencer and a variable-mag imaging scope with thermographic are factory-standard. Like most of its breed, it dissembles completely for fit in a standard briefcase. Ideal for the assassin on the go. 6 round internal magazine.
http://www.gods-inc.de/macavity/IsleOfS ... rmssm3.gif
Two handed ballistic weapon
Effect: 6d6 damage, range 7, targets 1
Special: A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
A3-Silent [abstract]-firing without making a sound is Simple.
A3- Zoom [abstract]- Spotting distant targets is simple.
A4- Visual Enhancement System [Supernatural]- Allows vision in low light conditions and in the infrared spectrum. Counts as 3 simplicities for the purpose of seeing in poor conditions.
Restrictions: requires ammo [Rifle rounds], valuable parts (+300m to Production Cost), 10 round clip, 5 round clip, 1 turn reload
Effects Purchased: 8
Ammunition Effect Capacity: 2
Production Cost: 13,100
Market Cost: 48,640

Name: Heckler and Koch PSG-54E
Description: Designed for the precision shooter, the PSG-54E is the choice. It has the renowned Heckler & Koch reliability. A new bullpup frame increases concealability while incorporating a sliding stock to accommodate any shooter's body. It incorporates an integral silencer for those jobs that require stealth. 20 round clip.
http://www.gods-inc.de/macavity/IsleOfS ... psg54e.jpg
Two handed ballistic weapon
Effect: 6d6 damage, range 5, targets 1
Special: A2- User Friendly[Active]- allows the use of crafted talents in this equipment.
A3-Silent [abstract]-firing without making a sound is Simple.
Restrictions: requires ammo [Rifle rounds], focus clip, valuable parts (+300m to Production Cost)
Effects Purchased: 8
Ammunition Effect Capacity: 2
Production Cost: 6,100
Market Cost: 16,752

Shotguns

Name: Remington Roomsweeper
Description: The classic concealable double-barreled shotgun, the Remington Roomsweeper is a high seller among bounty hunters who want a reliable backup weapon. Short barrel design with a self fill internal magazine that holds 8.
http://www.gods-inc.de/macavity/IsleOfS ... weeper.jpg
One handed ballistic weapon
Effect: 5d6 damage, range 2, targets 2
Special: none
Restrictions: requires ammo [shotgun rounds]*2, 10 turn clip, 5 turn clip,
Effects Purchased: 4
Ammunition Effect Capacity: 1
Production Cost: 400m
Market Cost: 616m

Name: Defiance T-250
Description: The T-250 is a popular auto loading shotgun with a generous internal magazine of 10 rounds.
http://www.gods-inc.de/macavity/IsleOfS ... e-t250.jpg
Two handed ballistic weapon
Effect: 7d6 damage, range 4, targets 3
Special: none
Restrictions: requires ammo [shotgun rounds], 10 turn clip, 1 turn reload, valuable parts [+300 monies to production cost.]
Effects Purchased: 9
Ammunition Effect Capacity: 1
Production Cost: 1,200m
Market Cost: 1,800m

Ammunition

Name: Small round ammunition
Description: standard bullets
Ballistic ammunition
Effect: +1d6 damage
Special: none
Restrictions: requires weapon, requires compatible weapon
Effects Purchased: 1
Firearm Effect Capacity: 9
Production Cost: 2.5m
Market Cost: 4m

Name: Rifle rounds
Description: Rifle Bullets
Ballistic rifle ammunition
Effect: +2d6 damage, +2 Range
Special: none
Restrictions: requires weapon, requires compatible weapon
Effects Purchased: 2
Firearm Effect Capacity: 8
Production Cost: 20m
Market Cost: 30m

Name: Scatter rounds
Description: shotgun shell
Ballistic shotgun ammunition
Effect: +3 targets, +2 Range
Special: none
Restrictions: requires weapon, requires compatible weapon, indiscriminate [scatter], lethal.
Effects Purchased: 1
Firearm Effect Capacity: 9
Production Cost: 10m
Market Cost: 15m

Name: Solid Slug rounds
Description: shotgun shell
Ballistic shotgun ammunition
Effect: +5d6 damage
Special: none
Restrictions: requires weapon, requires compatible weapon, lethal, single target only
Effects Purchased: 1
Firearm Effect Capacity: 9
Production Cost: 10m
Market Cost: 15m

Accessories


Armor

Form-Fitting Body Armor

Ares Arms has devised a new Form-Fitting Body Armor system that is contour-cut for each individual buyer. A patented design allows the various armor sections to be molded to your specific body size and shape. No more annoying gaps or folds to worry about.
Underwear that's fun to wear!
http://www.ambient.ca/cpunk/shadowguns/ ... yarmor.gif

Name: F2 Vest
Description: An armored torso vest.
Light Armor
Effect: +15 Hp
Special: none
Restrictions: 50% effects when non specified user is wearing, valuable parts (+300m to Production Cost)
Effects Purchased: 1
Production Cost: 400m
Market Cost: 616m

Name: F2 Body Armor
Description: An armored torso vest with protective leg guards.
Medium Armor
Effect: +25 Hp
Special: none
Restrictions: 50% effects when non specified user is wearing,valuable parts (+300m to Production Cost)
Effects Purchased: 3
Production Cost: 600m
Market Cost: 908m

SecureTech Armored Clothing

Kelmar Technologies has cornered the market with their stylish line of protective clothing, and we are the first supplier in North America to provide you with the full line. Available in a full range of designer colors and styles.
The clothes style are considered to be "Urban Flash" though they can be bought in "Business Wear" styles for 150% Market Cost.
http://www.ambient.ca/cpunk/shadowguns/ ... othing.gif

Name: Torso Protection
Description: Any manner of clothing that covers the torso.
Light Armor
Effect: +15Hp
Special: S2-Elegent Design [Active]- allows use of talents fashioned into SecureTech Armored Clothing.
S3- Fashionably Deceptive [abstract]- Appearing as though your clothing is not armor is Simple.
Restrictions: valuable parts (+300m to Production Cost)
Effects Purchased: 2
Production Cost: 5,500m
Market Cost: 13,508m

Name: Body Protection
Description: Any manner of clothing that protects the body such as long coats, dresses or business suits.
Medium Armor
Effect: +25Hp
Special: S2-Elegent Design [Active]- allows use of talents fashioned into SecureTech Armored Clothing.
S3- Fashionably Deceptive [abstract]*2- Appearing as though your clothing is not armor is Simple.
Restrictions: valuable parts (+300m to Production Cost)
Effects Purchased: 4
Production Cost: 8,700m
Market Cost: 20,000m

Kelmar Security Armor

Kelmar Tech has released a new line of integrated security armor, and Ares America is the exclusive North American distributor. Available in either light, medium or heavy weight, Kelmar Security Armor is the best full-protection body armor currently available. This is obvious combat gear, not hidden or styled in any way. It is a soft (light) kevlar armor layer with epoxide hard-armor units added in key locations. In it's heaviest form, the armor is effectively hardcase armor just like metal gear.
http://www.ambient.ca/cpunk/shadowguns/ ... yarmor.gif

Name: Light Security Armor
Description: Soft padded layers of bullet resistant material covered in hard ceramics at vital points.
Light Armor
Effect: +30 Hp
Special: none
Restrictions: valuable parts (+300m to Production Cost)*2
Effects Purchased: 4
Production Cost: 1,000m
Market Cost: 1,524m

Name: Medium Security Armor
Description: Layers of bullet resistant material coated in armored segments of hard units.
Medium Armor
Effect: +45 Hp
Special: A2-User Friendly [Active]- allows use of talents in Security Armor.
C4-Protective Plating [enhancement]- +4 Damage Reduction when wearing Security Armor.
C3- Advanced Design [abstract]- Defending while in Security armor is Simple.
Restrictions: valuable parts (+300m to Production Cost)*2
Effects Purchased: 7
Production Cost: 10,300m
Market Cost: 30,750m

Name: Heavy Security Armor
Description: An articulated suit of high impact hard armor units and Kevlar undersuit.
Heavy Armor
Effect: +55 Hp
Special: A2-User Friendly [Active]- allows use of talents in Security Armor.
C4-Protective Plating [enhancement]- +4 Damage Reduction when wearing Security Armor.*3
C3- Advanced Design [abstract]- Defending while in Security armor is Simple.*2
Restrictions: valuable parts (+300m to Production Cost)*2
Effects Purchased: 9
Production Cost: 21,500m
Market Cost: 63,750m

Name: Security Helmet
Description: A versatile armored helmet that can be outfited with many enhancements designed for cyberoptics without the need for surgery.
Light Helmet
Effect: +10 Hp
Special: none
Restrictions: valuable parts (+300m to Production Cost)
Effects Purchased: 1
Production Cost: 400
Market Cost: 600m


Cyberware

Headware

Communication

Commlink
Description: A Commlink system allows the owner to scan and receive radio frequencies as well as do a variety of telephonic related task such as simultaneously hold single and conference calls, switch to different channels and even use it to attempt to access restricted frequencies.
Talents: A2- Frequency Receiver [active]- allows the use of functions and talents broadcast by communications satellites.
A4- Frequency Hacking [abstract]- Gaining access to communication frequencies using Commlink Cyberware is Simple.
Production Cost: 6,000m
Market Cost: 21,048m

Subvocal Microphone
Description: This 'ware, when companioned with a telecommunication system (external or internal), allows the user to speak via sub vocalization making it impossible to see or hear what the user is saying by proximity.
Talents: C4-Subvocalize [supernatural]- Owner can communicate completely by sub vocalizing and when doing so counts as 3 simplicities to obscuring the owners conversation.
Production Cost: 4,000m
Market Cost: 14,000m

Internal

Chipjack
Description: A chipjack is a specialized data jack that comes with what is known as 'wires'. These wires allow the user to transmit various types of chip encoded knowledge and mimetic data into their body. The user inserts the chip into the jack and mentally pipes the information into his brain. Chipjack's come with the wiring to allow skillsofts, knowsofts and activesofts to be sued throughout their body.
Talents: A2- Use Chipsoft [active]- allows the use of talents in all Chipsoft technology.
Production Cost: 2,000m
Market Cost: 5,536m

Cranial Bombs
Description: These devices are not true Cyberware as the body is not interfaced with it directly, merely implanted as self contained technology. Cranial bombs can be implanted in other parts of the body other then the head. They can be wired to detonate through a verity of creative means. Cranial Bombs come in three degrees of lethality: Kink, Micro, Area.

->Kink
Description: This device is usually attached to a piece of vital Cyberware such as internal memory. Upon detonation it destroys said piece and some of the surrounding tissue, the host usually lives.
Talents: A0-Detonate When I'm Programmed To
A0-Detonate When Someone Tampers With Me
A7-Kink Charge [supernatural]- Swoons Target. T1. R0. Non Lethal. Conditions must be met. Destroys Kink Bomb. Easy*3 (+9 to check roll)
Production Cost: 8,000m
Market Cost: 46,000m

->Micro
Description: This version of Cranial bomb detonates large enough to destroy the organs it is installed in, usually the brain.
Talents: A0-Detonate When I'm Programmed To
A0-Detonate When Someone Tampers With Me
A8-Micro Charge [supernatural]- Kills Target. T1. R0. Conditions must be met. Destroys Kink Bomb. Easy*2 (+6 to check roll)
Production Cost: 9,000m
Market Cost: 58,500m

->Area
Description: This Cranial bomb is designed to kill as many as possible surrounding the host.
Talents: A0-Detonate When I'm Programmed To
A0-Detonate When Someone Tampers With Me
A10-Macro Charge [supernatural]- Kills Target. T4. R3. Conditions must be met. Destroys Kink Bomb. Easy*2 (+6 to check roll)
Production Cost: 11,000m
Market Cost: 115,000m

Datajack
Description: The almost-universal mark of the cyber-conscious user, standard datajacks allow input and output to certain pieces of cyberware and gear. Datajacks allow the user to cybernetically interface with properly equipped gear such as cyberdecks, remote-control decks and vehicles with datajack ports, so that the user can manipulate them, issue commands and so forth. Datajacks allow the user to mentally access headware memory. Data fed into a datajack (from a cyberdeck, tridlinked cybercam, vehicle and so on) can be fed into headware memory.
Talents: A0-Understand Data
Production Cost: 500m
Market Cost: 1,000m

Datalock
Memory

Cyberears

Dampeners
Amplifiers
Frequency
Recorder
Filter

Cybereyes

Recording
Display
Flare
Protective
Low Light
Retinal Clock
Retinal Duplication
Thermographic
Vision Magnification

Bodyware

Articulate Arm
Bone Lacing
Boosted Reflexes

Cybermantic Systems
Description: This
Talents: A10-Cybermancy- +22d6[132] Sp Capacity for 10 rounds. R1. T1. Maximize effect*11.
Tech Talent. Requires both cybertechnology and magic crafting talents to create. One instance active at a time.
Range 0. 5% Chance to not act every battle round. Requires 1000m of cybermancy medicine per 10 days or user dies.
User becomes dual natured. Hiding astral signature becomes impossible 1.
Production Cost: 10,000m
Market Cost: 80,000m

Cybermancy medicine- 8 impossibilities to make
Requires: A1-A2-A3-A4*8
Cost: 136m per day+50% of amount to make in monies.

Dermal Plating
Filtration System
Handblade
Handrazors
Muscle Replacement
Reaction Enhancer
Simrig
Simlink
Spur

Vehicle Control Rig
Description: Originally developed for the military, vehicle control rigs have become more and more common in the commercial sector. Going beyond mere DNI control of a vehicle, vehicle control rigs perform a great deal of pre-processing and other tasks which improve the subject's control of the vehicle as well as awareness of possible problems. In addition, a vehicle control rig allows control of multiple drones through multitasking. The actual hardware for a vehicle control rig is located along the back of the neck, with tendrils of conductive fiber which stretch throughout the spinal cord.
Talents: A5-VCR Black-box Processor [supernatural]- Translates senses into data, counts as 3 simplicities for the purposes of maintaining established drone control.
Production Cost: 5,000m
Market Cost: 16,316m
Voice Modulator
Wired Reflexes
Reflex Trigger

Cyberlimbs

Strength Enhancement
Quickness Enhancement
Cybergun
Cyberskull
Cybertorso
Magnetic Limb
Gyromount arm


Bioware

Cyberdecks

Riggers

Remote Control Deck
Description: This portable deck allows the remote control of a vehicle through a radio link.

Minor
Talents: A3- Minor Transmitter [supernatural]- +5 Turns of Range to Data for 10 Turns. R0. T1. Support single user only. Focus Deck. Requires VCR.
Production Cost: 3,000m
Market Cost: 7,516m

Moderate
Talents: A6- Moderate Transmitter [supernatural]- +5 Hours of Range to Data for 10 Turns. R0. T1. Support single user only. Focus Deck. Requires VCR.
Production Cost: 6,000m
Market Cost: 27,064m

Major
Talents: A9- Major Transmitter [supernatural]- +11 Hours of Range to Data for 10 Turns. R0. T1. Support single user only. Focus Deck. Requires VCR.
Production Cost: 9,000m
Market Cost: 60,900m



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 Post subject: Schutte's 2 bits
PostPosted: Thu Jun 03, 2010 8:19 pm 
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Joined: Mon Apr 13, 2009 12:05 am
Posts: 40
Location: Canada
Racial Defaults

Ork
N1 That "Unique" Design - +3 Combat Offenses, -1 Social Offenses
N1 Low Light Vision - +5 to seeing in dim lighting
N1 A Face Only a Mother Could Love - +10 HP, -1 Social Offenses

Dwarf
N2 Stout - +10 hp
N2 Resilient - +5 Combat Defense vs Viruses, diseases and other pathogens
NAb3 Thermographic Vision - Abstract for spotting targets with heat signatures

Elf
N1 Low Light Vision - +5 to seeing in dim lighting
N2 Nimbly Bimbly - +3 Combat Defenses, -3 HP
N1 They're so Exotic! - +2 Social Offenses

Troll
N1 My, You're a Big One - +10 HP, +1d6 damage, -2 Social Offenses
N2 Tough but Dumb - +10 HP, +1 Combat Offenses, -1 Academic Offenses
NAb3 Thermographic Vision - Abstract for spotting targets with heat signatures

(Note: These are the suggested ones, more or less transferred from the SR4 to C.A.S.T.E)


Schutte's Theoretical Cyberware Work
(Note: Costs are under the presumption there are no imposibilities due to Cyberware production being stupidly difficult)

Headware

Name: Control Rig
Description: This implant allows the user to manipulate vehicles and drones as if an extension of their own body.
Level: To be discussed
Effect: To be discussed
Production Cost: tbd
Market Cost: tbd
Essence Cost: tbd

Name: Cranial Bomb
Description: A bomb that is implanted in the base of the brain that can be remotely triggered, usually by someone other than the unfortunate implantee.
Level: 3
Effect: 4d6 damage, Target 1 (wearer), Range 0
Restrictions: Indiscriminate, unavoidable by "wearer"
Production Cost:
Market Cost:
Essence Cost: 3

Name: Cranial Bomb (Burst)
Description: A bomb that is implanted in the base of the brain that can be remotely triggered, usually by someone other than the unfortunate implantee.
Level: 6
Effect: 4d6 damage, Burst radius, Range 0
Restrictions: Indiscriminate, unavoidable by "wearer"
Production Cost:
Market Cost:
Essence Cost: 6

Name: DataJack
Description: A small usb-like port installed into the person's body. Not ALWAYS in the head, but generally close to the brain/spinal columb. Comes in a variety of styles
Level: 2
Effect: Tech Entry talent for the Neuronet
Restrictions: Must be physically connected to an initial node
Production Cost: 500 monies
Talents to produce: 5 (40 monies a day)
Market Cost: 770 monies
Essence Cost: 2

Name: Olfactory Booster
Description: Modifications to the user's nose permit enhanced scent as well as allowing the user to ID smells and record them for later smelling if they wish.
Level: 3
Effect: Abstract for Smelling
Restrictions: None
Production Cost: 3000
Talents to produce: 7 (56 monies a day)
Market Cost: 4524
Essence Cost: 3

Name: Sim Module
Description: The implanted version of a standard Sim Module, this implant permits the user to experience all 5 senses portrayed through simsense materials. Why simply watch a trideo flick when you can BE there, feeling everything from any major role you see fit!
Level: 5
Effect: Moderate Illusion to all 5 senses (defined by the Sim Recording being played)
Restrictions: Requires a Sim Recording, disables sensory readings from the real world
Production Cost: 5000
Talents to Produce: 13 (104 monies a day)
Market Cost: 7596 monies
Essence Cost: 5

Me wrote:
Aside: Simsense is pretty much the dvd player of Shadowrun. That's their primary media source, and they're as common as DVD Players are in our current time. To be honest, the price is really huge on the Sim Module, unlike in SR4 where it's only 2000 nuyen (which is pretty cheap). I was debating about ways to reduce the costs, and am CONSIDERING the idea of designing a modified version of Tech Scaling. Commonplace technology like Simsense, Trideo, Nano-copiers and such would be scaled down in price while cyberware would maintain the mid-level, with Alpha/Beta/Deltaware being scaled upwards accordingly. Thoughts?


Name: Taste Booster
Description: Modifications to the user's tongue permit enhanced taste as well as allowing the user to ID tastes and record them for later tasting if they wish.
Level: 3
Effect: Abstract for Tasting
Restrictions: None
Production Cost: 3000
Talents to produce: 7 (56 monies a day)
Market Cost: 4524
Essence Cost: 3

(More to Come)



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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Sat Jun 05, 2010 12:51 pm 
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Location: Canada
http://www.youtube.com/watch?v=DhCa0FtGm1s
Ignore the video if you'd rather, the song is what matters. Perfect lyrics and such for Shadowrun.



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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Thu Jun 10, 2010 9:07 am 
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Location: The Asylum
http://www.intercom.net/user/logan1/glossary.htm



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 Post subject: Re: Shadowrun / Cyberpunk Fantasy: A CASTE Struggle
PostPosted: Sat Jun 12, 2010 1:37 am 
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Posts: 40
Location: Canada
Equipment

Ranger Arms SM-4
Description: This rifle features a silencer, imaging scope, and a rigid stock with shock pad. The SM-4 disassembles completely in order to fit into a standard briefcase.
Two-Handed Ballistic Weapon
Effects: 6d6 damage, range 8, targets 1
Special: None
Restrictions: Requires Ammo (Rifle Rounds), 10 turn clip, 5 turn clip, focus clip, focus stock, valuable parts (+300m to production cost)*2
Effects Purchased: 7
Ammunition Effect Capacity: 3
Talents Required: 4 (32 monies per day)
Production Cost: 1600 monies
Market Cost: 3200 monies

(Note: This is built as a baseline rifle currently. In SR3 and SR4 they come with all the bits - scope, silencer, etc - but in SR3 and SR4 nearly any gun can be fixed with those, so I left them as independent tools as listed below.)

Gun Mods

Scope
C3 - Enhanced Zoom - Spotting distant targets is simple.
C4 - Thermal Vision Mode - Counts as 3 simplicities for seeing things with Heat signatures
Talents Required: 10 (80 monies per day)
Production Cost: 7000 monies
Market Cost: 10540 monies

Silencer
C3 -Silent - Firing without making a sound is Simple.
Talents Required: 8 (64 monies per day)
Production Cost: 3000 monies
Market Cost: 4508 monies

Laser Sight
C2 - Little Red Dot - +5 to Combat Attack at range with Firearms
Talents Required: 8 (64 monies per day)
Production Cost: 2000 monies
Market Cost: 3048 monies

Hidden Arm Slide
C3 - Secret Gun - Counts as simple for hiding the weapon
C3 - Surprise! - Grants 3x "+5 to Combat for initiative for the first round"
Talents Required: 9 (72 monies per day)
Production Cost: 6000 monies
Market Cost: 9048 monies

Speed Loader
C3 - 6-in-1 Movement! - Loading a revolver quickly is simple (counters the 1 turn reload on a revolver)
Talents Required: 8 (64 monies per day)
Production Cost: 3000 monies
Market Cost: 4508 monies



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