MACHINES AND ITEMS
Machines
Machines are useful but immobile objects throughout the game worlds with a variety of very useful functions. Machines are physically represented indoors with things like vending machines, pay phones, and computer terminals, with tags labeling the type of machine they are. Outdoors, machines could be phys repped by tagged generators, sign posts, or even very large trees. You can use machines a limited number of times per night.
You have a number of ‘Interfaces’ (use of any machine) per night equal to your Cyber Affinity and you can use machines that many times per night. After that, you can no longer interface with machines. One interface is needed for each time you use any machine, so with CYB 3, you could use an Autodoc 3 times, or an Autodoc once, a Revitalizer once, and a Recharger once, or any other different combination of three uses.
Unless otherwise noted, ‘interfacing’ with any machine requires one minute (sixty seconds) of appropriate ‘roleplay’, where you pantomime the machine’s functions and make appropriate sound effects. During these sixty seconds, you must have uninterrupted contact with the machine.
There is no way for any character to ‘move’ a machine in an inconvenient location- but with enough nanites, Hackers can build many of these machines wherever they like.
Short list of common machines and their functions:
Autodocs- When they are interfaced with, Autodoc stations fully restore your Health, and remove the Poisoned, Bleeding, all Toxins, and Crippled status effects. Autodocs have Damage Reduction 20 (ignores the first 20 points of damage) versus attacks directed at its occupant.
Revitalizer- When they are interfaced with, Revitalizers fully restore your Energy.
Recharger- When they are interfaced with, Rechargers fully restore the Charge of up to CYB Batteries you have on your person.
Trauma Unit- When a Dying character is placed in a Trauma unit, he is stabilized, awakened and healed to 1 Health. A Trauma Unit takes 1 Minute to work, like all machines. A Trauma Unit has no effect on any living and conscious character who attempts to interface with it. Trauma Units have no effect on Androids and Autons, who die instantly when their health reaches 0.
A Trauma Unit has Damage Reduction 20 (ignores the first 20 points of damage) versus attacks directed at its occupant. For instance, throwing a Frag Grenade (25 Force) at a Bleeding Out character in a Trauma Unit would deal only five damage, not enough to overkill.
A character can be placed in a Trauma Unit, with no ill effects, a number of times per night equal to IMP. For every additional time per night that character is placed in a Trauma Unit in excess of IMP times, he loses .2 PUR and gains .2 IMP.
Waste Disposal Units- When a Sleeping, Paralyzed, Unconscious, Dying or otherwise totally incapacitated character is placed in a Waste Disposal Unit, he is immediately Destroyed, by being ‘Spaced’ (ejected or flushed out into the vaccum) or incinerated. Using a waste disposal unit counts as an Interface for the person disposing of their victim. Having no Interfaces left does not save you from being disposed of. A waste disposal unit takes only 10 seconds to interface with.
A conscious character can’t be placed in a disposal unit– unless they are ‘Smashed’ with Smash damage directly into it, with enough Smash damage left ‘unwalked’ to go at least 10 feet past the Waste Disposal Unit. If this happens, it doesn’t require an interface from anyone, and the character is instantly Destroyed.
Autoshop- When interfaced with, an Autoshop can automatically generate items if you insert the correct amount of nanites. Different Autoshops sell different item at different prices– most autoshops have a menu of 6 items (3 Level 1 Items, 2 Level 2 Items, and 1 Level 3 Item) set at prices equal to two times the cost of crafting the item with Nanoaugmentation. One interface allows you to buy CYB items.
Cloning Bay- When they are interfaced with, a Cloning Bay allows organic mortal charactes (anything but Androids, Autons, and Incubi/Succubi) to create clones of themselves, to be awakened later, upon their death. Clones cost 1,000 Nanites plus 100 Nanites x the Generation of the Clone created. (See the section on Destruction and Cloning in the next chapter.) Interfacing with a cloning bay must be roleplayed for five minutes.
Backup Storage- This storage unit uses nanotechnology to create a ‘Backup’ copy of any Android or Auton, to activate upon the first unit’s destruction. The cost of creating a Backup is determined by the following formula. (Add Body, Mind, Quk, and CYB and multiply by 50. That’s the cost, in Nanites, of creating a Backup.) Interfacing with backup storage must be roleplayed for five minutes.
Door Locks- When they are interfaced with, a Door Lock may unlock the door if you have the keycard, the correct password, or the ability to ‘Hack’ open a door. Interacing with a doorlock can be done on a three count.
V.R. Rigs- When they are interfaced with, V.R. Rigs allow you to spend Skill Points and Purity Points to learn {Cyb.} Skills. For each interface with a V.R. rig, you can learn a number of times per day Cybernetic skills and/or levels of Cybernetic skills equal to your CYB. Learning a skill at a V.R. Rig must be roleplayed for one minute with a GM present. If a GM is not contacted and present, you don’t learn any skills and waste your interface. You cannot learn new {Cyb} skills without interfacing with a V.R. rig. V.R. rigs also provide access to Virtual Reality (see below).
You might find other machines beside these that perform functions unique to certain locations or scenarios. The rules for these machines will be on their tags, or explained by a GM. You’re responsible for knowing the rules of the machines listed here, and only the machines listed here.
Machines, Damage and Breaking
Unless otherwise noted, all machines take double damage from Shock and Pulse.
Autoshops, Rechargers, Waste Disposal Units, and Level 1 and 2 Door Locks can all be broken by 50 points of any kind of non-Stun damage; this does not all have to be in one hit. These devices do have a Threshold of 5, however, meaning that whatever hits them must do more than 5 points of damage to do any at all.
Autodocs, Revitalizers, Trauma Units, and Level 3 and 4 Door Locks can all be broken only by 50 points of Shock or Pulse Damage, applying the double damage done by these types as usual. For example, a Pulse Grenade, which does 25 Pulse, would be doing 50 damage to one of these machines and thus could destroy it. This does not all have to be in one hit, however, these devices do have a Threshold of 10, meaning that whatever hits them must do more than 10 points of damage to do any at all.
Cloning Bays, V.R. Rigs and Level 5 Door Locks can never be broken.
If any machine is destroyed while someone is interfacing with it, that user takes 25 Force damage, which no defensive call can counter or reduce.
Virtual Reality
At various points in the game you can use a V.R. rig to access the Virtual Reality world of the Net. While using a V.R. rig your physical body is safely encased in a sealed metal compartment while you use your mind to navigate the Net. The Net is used for communication and meetings between planets, and information gathering and research. In the Net you are represented by your Avatar, a lo-res digital version of yourself with your skills, abilities, and equipment. Hackers with the Netcraft skill can customize their Avatars and have additional capabilities in V.R. However, sometimes in the Net, when things get ugly, because of trying to access restricted files or being ambushed by enemy hackers, V.R. combat becomes a necessity.
V.R. combat uses the same rules as any other combat with a few exceptions. You receive a number of Evades in the Net equal to your CYB stat, instead of QUK, and these Evades don’t count towards your normal Evades for the night. When you are killed on the Net, you don’t necessarily die in the real world. What happens depends on what Zone you’re in. Normally, you can leave VR at any point by simply calling ‘I Jack Out,’. However, combat situations have restrictions that also depend on what Zone you’re in.
In a White Zone, you can leave V.R. and return to the real world at any time by calling ‘I Jack Out 1, I Jack Out 2, I Jack Out 3.”. If you die in a White Zone, you return to the real world at the V.R. rig, alive but dumpshocked- Confused for 1 minute. No damage you take in a White Zone affects your real body.
In a Gray Zone, only Hackers with Netcraft have the option of jacking out to avoid combat, as above. Everyone else is trapped in V.R. until the combat ends, one way or another. If you die in a Gray Zone, you return to the real world Knocked Out. You will wake up in 5 + IMP minutes, as usual, with 1 Health.
In an Ultraviolet Zone, no one can Jack Out until combat is completed. If you are killed in an Ultraviolet Zone, your body in the real world dies as well– you will exit V.R. and be Bleeding Out in the V.R. rig you entered from.
When you first use a V.R. rig to access a Virtual Domain, you will be told what Zone you’re in.
Items
Items are useful and portable items players can buy, sell, carry, use, make, and recycle. Items include but are not limited to all the weapons listed in the above chapter, their ammunition, and a variety of other gadgets– from medical supplies to skeleton keys to thermographic goggles, and everything in between– that fall into various miscellaneous categories.
All items have a nanite cost to craft, and all items must have their creation roleplayed for a set amount of time. The higher a character’s Nanoaugmentation skill, the more items he can craft, and the less restrictions exist on where he can craft them. Characters with Nanotech Assembler can also recycle items into their base nanites, which can be used as currency or to make new items.
Crafting Requirements
Level 0 Items can be made (but not necessarily recycled) by any character in the same room as a power source (working machine). Characters with any level of Nanotech Assembler can make and recycle Level 0 items in the same room as a power source. Characters with any level of Nanotech Assembler as a cybered skill can make and recycle Level 0 items anywhere.
(Level 0 Items take 30 seconds of roleplaying to craft or recycle.)
Level 1 Items can be made and recycled by characters with Nanotech Assembler (Level 1 or higher) skill in the same room as a power source, or anywhere by characters with Nanotech Assembler 1 or higher as a cybered skill.
(Level 1 Items take 1 minute of roleplaying to craft or recycle.)
Level 2 Items can be made and recycled by characters with Nanotech Assembler (Level 2) skill in the same room as a power source, or anywhere by characters with Nanotech Assembler 2 or higher as a cybered skill.
(Level 2 Items take 5 minutes of roleplaying to craft or recycle.)
Level 3 Items can be made and reycled anywhere by characters with Nanotech Assembler 3 or higher.
(Level 3 Items take 10 minutes of roleplaying to craft or recycle.)
Level 4 Items can be made and recycled anywhere by characters with Nanotech Assembler 4.
(Level 4 Items take 30 minutes of roleplaying to craft or recycle.)
Below is the full list of items that can be crafted, by level, with descriptions, explanations, and nanite costs indicated.
LEVEL 0 ITEMS
Item
Nanite Cost
Type
Description/Phys-rep
Club
25
Simple Weapon
‘2 Lethal’ weapon physrepped by a Dagger-sized boffer.
Scalpel
30
Simple Weapon
‘3 Lethal’ weapon that can’t inflict stun damage, physrepped by a Dagger-sized boffer.
Wrench
45
Simple Weapon
‘3 Lethal’ weapon physrepped by a Shortsword-sized boffer.
Lead Pipe
50
Simple Weapon
‘4 Lethal’ weapon physrepped by a Shortsword-sized boffer.
Pool Cue, Broken
10
Simple Weapon
‘4 Lethal’ weapon that can’t inflict stun damage, physrepped by a Shortsword-sized boffer. Breaks (is destroyed) after 10 attacks, or if used to block a melee weapon.
Bottle, Broken
2
Simple Weapon
‘4 Lethal’ weapon that can’t inflict stun damage, phys repped by a Dagger-sized boffer. Breaks (is destroyed) after 5 attacks, or if used to block a melee weapon.
Pocket Knife
30
Simple Weapon
See ‘Scalpel’.
Baseball Bat
100
Simple Weapon
A simple melee weapon physrepped by a Longsword-sized boffer weapon. Does 4 Lethal if swung one handed, or 5 Lethal if swung with both hands.
Golf Club
150
Simple Weapon
A simple melee weapon physrepped by a Longsword sized boffer. Does 5 Lethal if swung one handed or 6 Lethal if swung two handed. Breaks (is destroyed) after one full night of use.
Walking Stick
75
Simple Weapon
‘4 Stun’ weapon, physrepped by a Staff-sized boffer weapon.
Regular Ammunition
(1 Load)
25
Ammo
One ‘Load’ (full clip) of bullets for a specific, non-Battery powered firearm that is chosen at creation. (Loads of ammo for one gun can’t be used for another without being recycled and recrafted.)
LEVEL 1 ITEMS
Item
Nanite Cost
Type
Description/Phys-rep
Blackjack
80
Simple Weapon
‘5 Stun’ weapon, physrepped by a Dagger-sized boffer. ‘Clout’ attacks with a Blackjack deal an extra 5 Stun. This weapon doesn’t benefit from Cyberarm bonus damage.
Combat Knife
100
Simple Weapon
‘5 Lethal’ weapon that can’t inflict Stun damage, physrepped by a Dagger-sized boffer.
Crowbar
250
Simple Weapon
A simple melee weapon physrepped by a Longsword-sized boffer. Does 6 Lethal if swung one-handed or 7 Lethal if swung two-handed.
Fire Axe
300
Simple Weapon
‘8 Lethal’ weapon physrepped by a Greatsword-sized boffer.
Telescoping Baton
200
Simple Weapon
‘5 Stun’ weapon physrepped by a Longsword-sized boffer.
Machete
150
Melee Weapon
‘5 Lethal’ melee weapon physrepped by a Shortsword-sized boffer.
Rapier
360
Melee Weapon
‘5 Piercing’ melee weapon physrepped by a Longsword-sized boffer. Only thrusting attacks made with a Rapier, that hit with the boffer’s safety-approved thrusting tip, deal damage. This weapon doesn’t benefit from cyberarm bonus damage.
Shortsword
200
Melee Weapon
‘6 Lethal’ melee weapon physrepped by a Shortsword-sized boffer.
Automatic
(Capsilus Arms ‘Sentry’)
600
Firearm
Pistol (Throw with good hand.)
Damage: 5 Lethal | Load: 15
Semi-Automatic | Reload: 3-count
Beretta M1018
650
Firearm
Pistol (Throw with good hand.)
Damage: 5 Lethal | Load: 18
Semi-Automatic | Reload: 3-count
IMI Jericho 1945
750
Firearm
Pistol (Throw with good hand.)
Damage: 6 Lethal | Load: 10
Semi-Automatic | Reload: 3-count
Shangdi Type 51
400
Firearm
Pistol (Throw with good hand.)
Damage: 5 Lethal | Load: 8
Semi-Automatic | Reload: 3-count
Revolver
(Capsilus Arms ‘Warhawk’)
500
Firearm
Pistol (Throw with good hand.)
Damage: 8 Lethal | Load: 6
Single Shot | Reload: 30-count
Alamo Arms ‘Anaconda’
800
Firearm
Pistol (Throw with good hand.)
Damage: 10 Lethal | Load: 6
Single Shot | Reload: 30-count
Webley Mk. XII Revolver
360
Firearm
Pistol (Throw with good hand.)
Damage: 5 Lethal | Load: 7
Semi-Auto | Reload: 30-count
Throwing Knife
50
Throwing Weapon
‘10 Lethal’, one-use throwing weapon, physrepped by a spacket. Cyberarm bonus damage is added to Throwing Knife damage as it would be to a melee attack. Focused Telekinesis can be used (for 2 Energy) to increase a Throwing Knife’s damage to 15 Lethal.
Gel Rounds
(1 Load)
40
Ammo
One ‘Load’ (full clip) of bullets that do Stun damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation. (Loads of ammo for one gun can’t be used for another without being recycled and recrafted.)
Anti-Tank Shells
(1 Load)
50
Ammo
5 rounds of ammunition for the Anti-Tank rifle.
Fragmention Microgrenades
(2 Rounds)
25
Ammo
2 Frag Grenade (20 Lethal) rounds for the Grenade Launcher.
Smartgun Belt (1 Load)
50
Ammo
50 rounds of ammunition for the Smartgun.
Poison Bolts (1 Load)
60
Ammo
4 bolts for the Hand Crossbow or Crossbow Rifle that deal ‘8 Toxic’.
Antitoxin
30
Healing Item
Use on a 3-count (Antitoxin 1, Antitoxin 2, Antitoxin 3) to remove the Poisoned, Fast Toxin, Toxin, and Slow Toxin status effects from any character. Used up (destroyed) after one use.
Medipak
50
Healing Item
Use on a 3-count (Medipak 1, Medipak 2, Medipak 3) to restore 10 Health to an organic character. Used up (destroyed) after one use.
Stimulant Patch
35
Healing Item
Use on a 3-count (Stim Patch 1, Stim Patch 2, Stim Patch 3) to awaken any knocked out character at 1 Health, or to wake up any sleeping character. Used up (destroyed) after one use.
Trauma Patch
60
Healing Item
Use on a 3-count (Trauma Patch 1, Trauma Patch 2, Trauma Patch 3) to stabilize and restore life to a Dying character, resurrecting him at 1 Health. Used up (destroyed) after one use.
Battery
100
Miscellaneous
Used to energize various powered devices. All batteries have 50 Charges when they are created, and can never have more than 50 Charges. Some weapons load Batteries. Every shot fired with one of those weapons takes one or more charges from the battery that is loaded. Other items require Batteries and use their charges; details can be found in the item’s description. When a character interacts with a recharger, all Batteries he is carrying are recharged to 50 Charges.
Flame Retardant Coating
200
Miscellaneous
By applying this gooey paste to your clothing (one minute roleplaying), you take 1/2 damage (round up) from Fire attacks for the rest of the night
Nanopolymer Insulation
200
Miscellaneous
By installing this insulation inside your clothing (one minute roleplaying) you take 1/2 damage (round up) from Cold attacks for the rest of the night.
Solvent
25
Miscellaneous
Used (and destroyed) on a three-count (Apply Solvent 1, Apply Solvent 2, Apply Solvent 3) this solvent can dissolve the glue from an Adhesive grenade.
Level 1 Skeleton Key
300
Miscellaneous
A level one skeleton key is a keycard that can open all Level 1 Doorlocks. It can be used a number of times equal to crafter’s CYB before it’s destroyed.
Commlink
100
Miscellaneous
A commlink, physrepped by a cellphone, allows a character to make IN-GAME calls, otherwise impossible.
LEVEL 2 ITEMS
Item
Nanite Cost
Type
Description/Phys-rep
Balistek (TM) Baton
500
Simple Weapon
‘5 Stun’ weapon physrepped by a Longsword-sized boffer. Unlike any other simple weapon, a Balistek baton can be used to physically block spackets representing gunshots.
Laser Scalpel
200
Simple Weapon
‘5 Force Piercing’ weapon that can’t inflict Stun damage, physrepped by a Dagger-sized boffer. This weapon doesn’t benefit from Cybearm bonus damage.
Pickaxe
350
Simple Weapon
‘6 Piercing’ weapon physrepped by a Greatsword-sized boffer weapon. Requires Body 5 or higher to use.
Stunner Baton
500
Simple Weapon
‘5 Shock Stun’ weapon physrepped by a Shortsword-sized boffer.
Claymore
1,000
Melee Weapon
‘12 Lethal’ melee weapon physrepped by a Greatsword-sized boffer.
Combat Axe
900
Melee Weapon
‘9 Lethal’ melee wepaon physrepped by a Shortsword-sized boffer.
Katana
(or Bastard Sword)
800
Melee Weapon
A melee weapon physrepped by a Longsword-sized boffer. Does 8 Lethal when swung one handed and 10 Lethal when swung two handed.
Longsword
500
Melee Weapon
‘8 Lethal’ melee weapon physrepped by a Longsword-sized boffer.
Ninja-to
600
Melee Weapon
‘8 Lethal’ melee weapon physrepped by a Longsword-sized boffer. Wielder may perform one free ‘Cutback’ attack each night, which can’t be Parried.
Sabre
400
Melee Weapon
‘7 Lethal’ melee weapon physrepped by a Longsword-sized boffer.
Spear
750
Melee Weapon
A melee weapon physrepped by a Staff-sized boffer that only deals combat damage with one end of the staff, with the other end used as a handle or grip. A spear can swing for ‘4 Piercing’ or ‘8 Lethal’.
Energy Pistol (Neotech ‘Disrupter’)
600
Firearm
Pistol (Throw with good hand.)
Damage: 5 Pulse
Load: Battery (1 Charge/Shot)
Semi-Automatic | Reload: 3-count
Shangdi ‘Spitfire’
650
Firearm
Pistol (Throw with good hand.)
Damage: 4 Pulse
Load: Battery (2 Charge/Shot)
Burst | Reload: 3-count
*Every 10 shots fired per minute deals 5 Fire to user.*
Zenith M850
800
Firearm
Pistol (Throw with good hand.)
Damage: 7 Pulse
Load: Battery (2 Charge/Shot)
Single Shot | Reload: 3-count
Machine Pistol (Capsilus Arms ‘Scorpion’)
1,000
Firearm
Burst-Pistol (Throw with off-hand.)
Damage: 9 Lethal|Load: 20
Burst | Reload: 3-count
IMI Micro-Uzi VIII
1,350
Firearm
FA-Pistol (Throw with both hands.)
Damage: 5 Lethal | Load: 30
Full Auto | Reload: 3-count
Intratec DC-980
720
Firearm
Burst-Pistol (Throw with off-hand.)
Damage: 7 Lethal | Load: 15
Burst | Reload: 3-count
Shotgun
(Remington 1500)
1,500
Firearm
Shotgun (Throw with off-hand.)
Damage: 15 Lethal | Load: 8
Burst | Reload: 30-count
Benelli M91
1,200
Firearm
Shotgun (Throw with off-hand.)
Damage: 18 Lethal | Load: 4
Burst | Reload: 30-count
Capsilus Arms ‘Striker’
2,000
Firearm
Shotgun (Throw with off-hand.)
Damage: 15 Lethal | Load: 16
Burst | Reload: 10-count
Sub-Machine Gun (IMI Uzi IX)
1,200
Firearm
SMG (Throw with both hands.)
Damage: 6 Lethal | Load: 30
Full Auto | Reload: 3-Count
Capsilus Arms ‘Phantom’
1,500
Firearm
SMG (Throw with both hands.)
Damage: 6 Lethal | Load: 50
Full Auto | Reload: 3-Count
Arisaka Type 19
Hand Crossbow
1,000
Firearm
Pistol (Throw with good hand.)
Damage: 8 Lethal | Load: 4
Single Shot | Reload: 10-Count
*Can be wrist-mounted and phys repped with a band of duct tape on the wrist instead of a toy gun.*
H&K M77a1
2,000
Firearm
SMG (Throw with both hands.)
Damage: 7 Lethal | Load: 40
Full Auto | Reload: 3-Count
Shangdi Type 97
800
Firearm
SMG (Throw with both hands.)
Damage: 5 | Load: 20
Full Auto | Reload: 3-count
Taser
(Alamo Arms ‘Peacemaker’)
1,000
Firearm
Pistol-Taser (Throw with good hand.)
Damage: 20 Stun | Load: 2
Single Shot | Reload: 30-count
Intratec Thunderbolt
900
Firearm
Pistol-Taser (Throw with good hand.)
Damage: 30 Stun | Load: 1
Burst | Reload: 30-count
Neotech ‘Tom Swift’
1,500
Firearm
Rifle-Taser (Throw with good hand.)
Damage: 12 Stun
Load: Battery (5 Charge/Shot)
Semi-Auto | Reload: 10-count
Zenith M62
1,250
Firearm
Pistol-Taser (Throw with good hand.)
Damage: 15 Stun | Load: 5
Semi Automatic | Reload: 3-count
Frag Grenade
150
Throwing Weapon
‘25 Force’, one-use throwing weapon, physrepped by a spacket.
Concussion Grenade
200
Throwing Weapon
‘25 Stun’, one-use throwing weapon, physrepped by a spacket.
White Phosphorous Grenade
250
Throwing Weapon
‘25 Fire’, one-use throwing weapon, physrepped by a spacket.
E.M.P. Grenade
250
Throwing Weapon
‘25 Pulse’, one-use throwing weapon, physrepped by a spacket.
Adhesive Grenade
180
Throwing Weapon
One-use throwing weapon with a ‘Damage Call’ of: “I glue your feet to the floor for one minute.’
Shocker Grenade
300
Throwing Weapon
Special one-use throwing weapon, physrepped by a spacket. To use this grenade, throw a spacket on the floor (must be a manufactured floor, indoors) and call ‘Activating 1, Activating 2, Activating 3', and at the end of this three count, everyone touching the floor (including the user) takes ‘20 Shock’, damage which the user must call. This damage can’t be evaded or countered in any way except by making sure that no part of you is touching the floor when the grenade goes off.
Light Ballistic Helmet
350
Armor
Allows wearer to ‘Resist’ all damage from one Headshot or Point Blank Shot, after which helmet is destroyed. Physrepped by a hat of any kind, which must be worn to gain the benefits of the helmet.
Light Ballistic Mesh
1,000
Armor
Armor, phys repped by any sweater or jacket, which must be worn, allows the wearer to call ‘Soak’ in response to three non-Piercing damage calls per night, ignoring the damage. After its three Soaks are used, the armor’s nanofiber must recharge, meaning that it can’t ‘Soak’ an attack until the next night.
Armor Piercing Rounds (1 Load)
100
Ammo
One ‘Load’ (full clip) of bullets for a firearm, that do Piercing damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation. (Loads of ammo for one gun can’t be used for another without being recycled and recrafted.)
Hollow Point Rounds (1 Load)
80
Ammo
One ‘Load’ (full clip) of bullets that do +2 Lethal damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation.
Concussion Rounds (1 Load)
75
Ammo
One ‘Load’ (full clip) of bullets that do -1 Smash damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation.
Napalm Tank
(1 Load)
60
Ammo
5 rounds of ammunition for the flamethrower.
Incendiary Microgrenades
(2 Rounds)
50
Ammo
2 Incendiary Grenade (20 Fire) rounds for the Grenade Launcher.
Acid Microgrenades (2 Rounds)
50
Ammo
2 Acid Grenade (20 Toxic) rounds for the Grenade Launcher.
Flare Bolts
(1 Load)
100
Ammo
4 Flare Bolts (8 Fire) for the Hand Crossbow or Crossbow Rifle.
Freon Bolts
(1 Load)
100
Ammo
4 Freon Bolts (8 Cold) for the Hand Crossbow or Crossbow Rifle.
Medical Kit
250
Healing Item
A healing item with multiple uses, which must be physrepped by a small suitcase, shoebox, etc. Can be used to heal 30 Health points to another character, and remove the Bleeding, Poisoned, and Hamstringed conditions. It’s impossible to use a Medical Kit on yourself- using a medical kit on someone else must be roleplayed for one minute. A medical kit can be used a number of times equal to the CYB stat of whoever created it (this number should be written on the tag when it is created.), after it is used this number of times, it is destroyed.
Neuro Patch
60
Healing Item
Use on a 3-count to remove the Mute, Confused, Fear, and Hate status effects from any character. After one use, Neuro Patch is destroyed.
Level 3 Skeleton Key
750
Miscellaneous
A level three skeleton key is a keycard that can open all Level 3 and lower Doorlocks. It can be used a number of times equal to its crafter’s CYB before it’s destroyed (this number should be written on the tag.).
Thermographic Goggles
1,200
Miscellaneous
Goggles, physrepped by a pair of glasses or sunglasses, allow a character to see in heat vision which reveals characters that would otherwise be invisible– Prime Verkulaks in mist form, and Hackers using Optic Camo. Thermographic goggles use battery power, and won’t work without a battery. Goggles require 5 Charge/minute of use.
Psylink
100
Miscellaneous
Physrepped by a cellphone, allows a Xel to make IN-GAME calls, otherwise impossible.
LEVEL 3 ITEMS
Item
Nanite Cost
Type
Description/Phys-rep
Monofilament
Pole-Arm
1,800
Melee Weapon
An ‘8 Piercing’ melee weapon physrepped by a Staff-sized boffer that only deals combat damage with one end of the staff, with the other end used as a handle or grip.
Monofilament Tanto
1,000
Melee Weapon
A ‘6 Piercing’ melee weapon physrepped by a Dagger-sized boffer.
Naginata
1,200
Melee Weapon
A ‘9 Lethal melee weapon physrepped by a Staff-sized boffer.
Assault Rifle (Capsilus Arms ‘Commando’)
1,600
Firearm
Rifle (Throw with good hand.)
Damage: 10 Lethal | Load: 40
Semi-Auto/Burst | Reload: 3-Count
Alamo Arms AR17
1,400
Firearm
Auto-Rifle (Throw with both hands.)
Damage: 8 Lethal | Load: 25
Full Auto | Reload: 3-Count
H&K L28A3 IW
3,000
Firearm
Auto-Rifle (Throw with both hands.)
Damage: 9 Lethal | Load: 30
Full Auto | Reload: 3-Count
*This weapon has a built in-scope which allows any shot to be aimed on a 5-Count. (‘Aiming 1, Aiming 2, Aiming 3...etc.)*
Shangdi Type 65
1,250
Firearm
Auto-Rifle (Throw with both hands.)
Damage: 7 Lethal | Load: 32
Full Auto | Reload: 3-Count
*This weapon accepts no customizations.*
Arisaka Type 71
Crossbow Rifle
2,000
Firearm
Rifle (Throw with good hand.)
Damage: 16 Lethal | Load: 8
Single Shot | Reload: 10-Count
E.M.P. Rifle (Capsilus Arms ‘Helios’)
2,500
Firearm
Shotgun Energy(Throw with off hand.)
Damage: 15 Pulse
Load: Battery (2.5 Charges/Shot
[20 Shots/Battery])
Burst | Reload: 10-Count
Neotech ‘Raiden’ X80
1,850
Firearm
Rifle Energy (Throw with good hand)
Damage: 12 Pulse
Load: Battery (1 Charge/Shot)
Semi Auto | Reload: 10-Count
Zenith M9000
3,000
Firearm
Auto-Rifle Energy (Throw with both hands.)
Damage: 10 Pulse
Load: Battery (1 Charge/Shot)
Full Auto | Reload: 10-Count
Sniper Rifle
(Capsilus Arms ‘Hawkeye’)
3,000
Firearm
Rifle (Throw with good hand.)
Damage: 12 Lethal | Load: 10
Single Shot|Reload: 10-Count
*The wielder of this weapon can ‘Snipe’ to deal half the weapon’s damage to any target outside of spacket range as a ‘By my gesture’ attack. Snipers using a sniper rifle can ‘Snipe’ for full damage.*
IMI Zalaphim
3,200
Firearm
Rifle (Throw with good hand.)
Damage: 10 Lethal | Load: 25
Semi-Auto|Reload: 3-Count
*The wielder of this weapon can ‘Snipe’ to deal half the weapon’s damage to any target outside of spacket range as a ‘By my gesture’ attack. Snipers using a sniper rifle can ‘Snipe’ for full damage.*
Smartgun
3,000
Heavy Weapon
Heavy Weapon (Throw with both hands.)
Damage: 9 Lethal | Load: 50
Full Auto | Reload: 30-count
*Since this is a heavy weapon, wielder may only walk, not run, and trick-shots can’t be peformed with this weapon. Wielder can make a strafing shot with the call ‘Strafe! By my gesture 5 Lethal.” After Strafing, you must call “Cooling 1, Cooling 2, Cooling 3" before firing again.*
Grenade Launcher
2,500
Heavy Weapon
Heavy Weapon (Throw with off hand.)
Damage: By grenade. | Load: 2
Single Shot | Reload: 15-Count
*Since this is a heavy weapon, wielder may only walk, not run, and trick-shots can’t be peformed with this weapon.*
High Explosive Grenade
300
Throwing Weapon
‘25 Splash’ one-use throwing weapon, physrepped by a spacket.
Armor Piercing Grenade
250
Throwing Weapon
‘25 Piercing’ one-use throwing weapon, physrepped by a spacket.
Incendiary Rounds
(1 Load)
100
Ammo
One ‘Load’ (full clip) of bullets for a firearm, that do Fire damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation. (Loads of ammo for one gun can’t be used for another without being recycled and recrafted.)
White Phosphorous Rounds (1 Load)
150
Ammo
One ‘Load’ (full clip) of bullets for a firearm, that do Light damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation.
High Explosive Rounds (1 Load)
150
Ammo
One ‘Load’ (full clip) of bullets for a firearm, that do +2 Lethal damage instead of normal damage. This load is for a specific, non-Battery powered firearm that is chosen at creation.
Armor Piercing Microgrenades
(2 Rounds)
75
Ammo
2 AP Grenade (20 Piercing) rounds for the Grenade Launcher.
High Explosive Microgrenades
(2 Rounds)
100
Ammo
2 HE Grenade (20 Splash) rounds for the grenade launcher.
Rocket (1 Round)
50
Ammo
One round of ammunition for the rocket launcher.
Laser Proximity Mine
200
Miscellaneous
Booby trap physrepped by a tag that is technically invisible to characters, placed on the floor or on the wall. The trip-laser is physrepped by a thin line, no more than twenty feet, drawn on the floor with red or white chalk to the opposite wall. If a chalk line can’t be drawn on the ground, a mine can’t be set in that area. If a player is able to notice the line, his character notices the laser tripwire. If anyone but the person who created this mine crosses the line, an explosion is triggered that causes 50 Fire Splash Piercing damage (that can’t be Soaked or Evaded) to that character. Mine is destroyed when the laser is tripped.
Sentry Turret
1,000
Miscellaneous
This stationary weapon must be phys-repped by a large object such as a chair or garbage can, placed in the area where you wish to set up the turret. One side of the object must be tagged as the turret’s ‘front’, the direction it fires from. Once placed, the turret can’t be moved. Any hacker touching the ‘back’ of the turret turret can fire it, dealing ‘By my gesture 10 Lethal’ at any target in line of sight of the front of the turret. The turret can fire as fast as the damage call can be shouted clearly. A sentry turret has a number of shots equal to builder’s CYB times 10 when it is created, and can’t be reloaded.
Simsense Control Deck
2,000
Miscellaneous
A simsense control deck, when worn and active, prevents the user from being afflicted by the Confusion, Sleep, Fear, Hate, and Mute status effects, and also bestows an increase of 1 to the user’s MND stat (and therefore an increase of 5 to max Energy). A simsense control deck is Battery powered. Wearing it drains 1 Charge from a Battery per minute. A simsense control deck can be phys repped by any kind of tagged hat or cap, which must be worn.
Level 4 Skeleton Key
1,800
Miscellaneous
A level four skeleton key is a keycard that can open all Level 4 and lower Doorlocks. It can be used a number of times equal to its crafter’s CYB before it’s destroyed (this number should be written on the tag.).
LEVEL 4 ITEMS
Item
Nanite Cost
Type
Description/Phys-rep
Laser Rapier
1,500
Melee Weapon
‘10 Pulse’ melee weapon, physrepped by a Longsword-sized boffer.
Monofilament Blade
2,000
Melee Weapon
A melee weapon physrepped by a Longsword-sized boffer that does ‘10 Piercing’ when swung one handed, and ‘12 Piercing’ when swung two handed.
Barret S82 AM3
5,000
Firearm
Rifle (Throw with good hand.)
Damage: 25 Piercing | Load: 4
Single-Shot | Reload: 10-Count
*The wielder of this weapon can ‘Snipe’ to deal half the weapon’s damage to any target outside of spacket range as a ‘By my gesture’ attack. Snipers using a sniper rifle can ‘Snipe’ for full damage. Each time this weapon is fired, it deals 5 Stun to its user. This weapon loads only special ammunition which costs 100 Nanites per load. It doesn’t load any other ammo.*
Ranger Arms SM3
4,000
Firearm
Rifle (Throw with good hand.)
Damage: 18 Lethal | Load: 6
Semi-Automatic | Reload: 3-Count
*The wielder of this weapon can ‘Snipe’ to deal half the weapon’s damage to any target outside of spacket range as a ‘By my gesture’ attack. Snipers using a sniper rifle can ‘Snipe’ for full damage. The weapon is designed to be carried dissassembled in a specially designed case (physrepped by anything like a briefcase or attache case) and takes 10 - Quickness minutes to assemble or dissassemble. (Any user with the Weapons Customization skill can break down or put together the rifle in 1 Minute.) All ‘sniping’ attacks with the SM-3 are innately aimed. For every five shots fired in close combat (by throwing spackets, not sniping) the SM-3's base damage decreases by 2. As soon as the SM-3's base damage has decreased this way at all, it can no longer be used to ‘Aim’ a shot with its scope OR with ANY skill, until it is repaired using Weapons Customization. (10 Minutes Roleplaying, 100 Nanites per 2 Points of Damage Lost.)
Anti-Tank Rifle
2,000
Heavy Weapon
Heavy Weapon (Throw with good hand.)
Damage: 25 Piercing. | Load: 5
Single Shot | Reload: 10-Count
*Since this is a heavy weapon, wielder may only walk, not run, and trick-shots can’t be peformed with this weapon.*
Flamethrower
2,500
Heavy Weapon
Heavy Weapon (By my gesture.)
Damage: 12 Fire | Load: 10
‘By my gesture’ arc| Reload: 60-Count
*Since this is a heavy weapon, wielder may only walk, not run, and trick-shots can’t be peformed with this weapon. Attacks with this weapon are an area-effect, 180 degree arc, innately aimed by-my-gesture attack.*
Track Sabre
1,500
Exotic Melee Weapon
‘10 Shock’ exotic melee weapon physrepped by a Longsword-sized boffer.Track Sabres are battery powered, and use 5 Charge per swing. Without battery charge, they cannot operate. You can touch a Track Sabre to a Recharger to plug it in, with the count “I plug in 1, I plug in 2, I plug in 3.”. Once plugged in, a Track Sabre within line of sight of a Recharger has unlimited charge. However, you can’t move a plugged in Track Sabre out of line of sight range of a Recharger until you unplug it with the count, “I unplug 1, I unplug 2, I unplug 3.”
Xel Force Pike
3,000
+2 Xithor Crystals
Exotic Melee Weapon
An exotic melee weapon, physrepped by a Staff-sized boffer, that can swing for 12 Force, 6 Piercing, or 6 Smash.
Powered Armor
2,500
Armor
Battery powered armor physrepped by a suit, sweater, or jacket which must be worn. Character wearing powered armor can use 10 Charge from a Battery to call ‘Soak’ in response to any physical, non-Piercing damage call. If the wearer of the powered armor is hit for 20 or more Pulse or Shock damage in one hit, the armor is destroyed. Characters wearing powered armor cannot run and may only walk. Switching the battery is done on a 3-count.
Active Camouflage Belt
3,000
Miscellaneous
This belt, physrepped by an actual belt, generates a stealth field which Cloaks the wearer while active. The belt requires a battery to operate and uses 5 Charge to activate, and an additional 10 Charge for each minute it remains active.
To activate the belt, say ‘Cloak’ and cross your arms- when your arms are crossed, you are in stealth mode, and other characters (without thermographic vision) cannot see you. You can still be heard as normal. If you attack or use any in game skills, you immediately become visible, since attacking or using any in-game abilities interferes with the belt’s field.
Level 5 Skeleton Key
2,250
Miscellaneous
A level five skeleton key is a keycard that can open all Level 5 and lower Doorlocks. It can be used a number of times equal to its crafter’s CYB before it’s destroyed (this number should be written on the tag.).
WEAPON CUSTOMIZATIONS
Weapon customizations can be applied to any existing firearms (and one heavy weapon), which must first be crafted or otherwise acquired. The Gunslinger Skill Weapon Customization is required to perform these modification. Only one Customization can be made to any given weapon. Weapon modifications take 1 + (Nanite Cost/50) minutes of roleplaying to perform.
SP costs are only paid once: further modifications to future weapons cost only nanites.
Automatics
I: Scope
SP Cost: 15SP Nanite Cost: 300 Nanites
A scope allows you to AIM on a five second count to make any shot ‘Targeted’ and non-evadable. This can be combined with a trick shot, but not with ambidexterity. You must call “Aiming 1, Aiming 2, Aiming 3, Aiming 4, and Aiming 5.” while aiming at your target. Then you may call ‘Target’, and fire your shot or trick shot. You must maintain line of sight to your target during the entire aiming process. If line of sight is broken, you must start the aiming count again from 1.
II: Extended Clip
SP Cost: 10 SP Nanite Cost: 400 Nanites
An extended clip doubles an automatic’s capacity. You can now fire twice as many shots before reloading on a three count.
III: Reinforced Frame
SP Cost: 20 SP Nanite Cost: 200 Nanites
A reinforced frame allows you to use your automatic as a melee weapon in a pinch. Either replace your normal gun phys-rep with a small, blackjack sized boffer weapon (no larger than 12"), or see a GM (Devon) or Weapons Marshall about fitting your gun phys rep with a safety approved boffer ‘butt’. Pistol whipping with an automatic with a reinforced frame does 4 Stun damage. You can also Clout with an Automatic if you posess that skill.
Revolvers
I: Scope
SP Cost: 15 SP Nanite Cost: 300 Nanites
A scope allows you to AIM on a five second count to make any shot ‘Targeted’ and non-evadable. This can be combined with a trick shot, but not with ambidexterity. You must call “Aiming 1, Aiming 2, Aiming 3, Aiming 4, and Aiming 5.” while aiming at your target. Then you may call ‘Target’, and fire your shot or trick shot. You must maintain line of sight to your target during the entire aiming process. If line of sight is broken, you must start the aiming count again from 1.
II: Speed Loader
SP Cost: 15 SP Nanite Cost: 150 Nanites
A speed loader allows you reload your revolver on a ten-count, (‘I reload 1, I reload 2, I reload 3') rather than over the course of 30 seconds.
III: Recoil Compensator (Only for Single-Shot revolvers.)
SP Cost: 10 SP Nanite Cost: 400 Nanites
A recoil compensator is a system of balanced weights and gas vents that allow you to fire your revolver as a ‘Semi-Auto’ weapon rather than a ‘Single’ weapon. (Normally, with a ‘Single’ shot weapon, you can only hold one spacket in your throwing hand at a time. When you throw this spacket, you must pull a new spacket from your pocket before you throw again. A‘Semi-Auto’ weapon let you throw spackets as fast as you can with your throwing hand.)
Energy Pistols
I. Electron Conductor
SP Cost: 10 Nanite Cost: 500
An Electron Conductor allows an Energy Pistol to fire Force damage as well as Pulse damage. These shots cost twice the normal battery charge.
III. Battery Recharger
SP Cost: 10 Nanite Cost: 500
A battery recharger allows an Energy Pistol’s battery pack to recharge 1 Charge each minute the weapon isn’t fired. This recharge effect only occurs when the battery is loaded in the weapon.
Tasers
*Tasers can’t be modified.*
Shotguns
I: Sawn-Off Barrel
SP Cost: 25 Nanite Cost: 0
A sawn-off shotgun fires 10 Spackets each shot rather than the normal 5 Spackets per shot that Burst weapons typically require. A sawn-off shotgun’s damage increases by 1/3rd (round down), for instance, from 15 Lethal to 20 Lethal. A sawn off shotgun’s capacity is halved, and reloads on a 10 Count rather instead of the usual 30 Second count. A Capsilus Arms Striker cannot be sawn off.
II: Rifled Barrel
SP Cost: 15 Nanite Cost: 200
A rifled barrel allows a shotgun to fire discarding sabot slug rounds as well as the typical buckshot ammunition. These slugs do (-5) Piercing (unsoakable) rather than the usual Lethal damage. When firing slug ammunition, only throw 1 spacket, rather than the usual burst of 5, and you may throw spackets with your good hand. Slug ammunition costs 1.5 x the cost of a normal load.
III: Bayonet
SP Cost: 20 Nanite Cost: 300
A bayonet allows you to use your shotgun as a melee weapon in a pinch. Replace your normal gun phys-rep with a single-hand sword sized boffer weapon (no larger than 48"). Your boffer-gun’s tip inflicts 6 Lethal. Its “butt” (way-lay on a sword) inflicts 6 Stun. (You can Clout with your shotgun as well, if you possess this skill.)
E.M.P Rifle
I. Electron Conductor
SP Cost: 10 Nanite Cost: 600
An Electron Conductor allows an E.M.P. Rifle to fire Force damage as well Pulse damage. These shots cost three times the battery charge.
II. Expanded Battery Pack
SP Cost: 10 Nanite Cost: 500
An Expanded Battery pack is loaded with 100 Charge instead of the usual 50 Charge. However, it can only be used to power an E.M.P. Rifle, and no other devices. The nanite cost of this skill is per expanded battery pack.
Submachine-Guns
I: High Velocity Barrel Upgrade
SP Cost: 20SP Nanite Cost: 750 Nanites
A High Velocity Barrel converts your SMG to a Super-Machine-Gun class weapon. Base damage dealt with the SMG increases by 2.
II: Extended Clip
SP Cost: 10 SP Nanite Cost: 500 Nanites
An extended clip increases an SMG’s capacity by 25 shots. You can now fire 25 more shots before reloading on a three count.
III: Reinforced Frame
SP Cost: 20 SP Nanite Cost: 400 Nanites
A reinforced frame allows you to use your SMG as a melee weapon in a pinch. Replace your normal gun phys-rep with a small, shortsword boffer weapon (no larger than 36"), o Pistol whipping with an SMG with a reinforced frame does 6 Stun damage. You can also Clout with an SMG if you posess that skill.
Assault Rifles
I: Underbarrel Grenade Launcher
SP Cost: 25 Nanite Cost: 1,000
An underbarrel grenade launcher allows you to fire off the rest of the ammunition in your load as a single, grenadelike projectile, completely unloading your weapon. You must have at least 10 shots left to use this attack. This massive projectile does 25 Splash damage.
II: Scope
SP Cost: 15 Nanite Cost: 600
A scope allows you to AIM on a five second count to make any shot ‘Targeted’ and non-evadable. This can be combined with a trick shot, but not with ambidexterity. You must call “Aiming 1, Aiming 2, Aiming 3, Aiming 4, and Aiming 5.” while aiming at your target. Then you may call ‘Target’, and fire your shot or trick shot. You must maintain line of sight to your target during the entire aiming process. If line of sight is broken, you must start the aiming count again from 1.
III: Bayonet
SP Cost: 20 Nanite Cost: 300
A bayonet allows you to use your Assault Rifle as a melee weapon in a pinch. Replace your normal gun phys-rep with a single-hand sword sized boffer weapon (no larger than 48"). Your boffer-gun’s tip inflicts 7 Lethal. Its “butt” (way-lay on a sword) inflicts 6 Stun. (You can Clout with your rifle as well, if you posess this skill.)
Crossbows
*Pistol Crossbows can’t be modified.*
Smartguns
I: High Velocity Barrel Upgrade
SP Cost: 20 Nanite Cost: 500
A High Velocity Barrel converts your Smartgun to a Super-Machine-Gun class weapon. Damage for a normal shot increases from 10 Lethal to 15 Lethal. Damage from Strafing increases from 5 Lethal to 7 Lethal.
II: Gas Vents
SP Cost: 20 Nanite Cost: 400
Gas Vents allow faster and more effective cooling of an overheated barrel after strafing. Rather than having to call ‘Cooling 1, Cooling 2, Cooling 3' after Strafing before firing another shot, you now only have to call ‘Cooling Down’ before firing again.
III: Gyro Stabilized Harness
SP Cost: 30 Nanite Cost: 600
This powered harness allows you to run when equipped with a Smartgun. Normally you can only walk due to the gun’s considerable weight.
*Back to Advanced Rules
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