Nightfall
Type: Rocky Moon
Primary Star: F2V (Yellow-White Dwarf)
Secondary Star: F4V (Yellow-White Dwarf)
Satellite Of: Eclipse (1 Jovian Masses)
Gravity: .4 g
Diameter: 5463.24 km
Atmospheric Pressure: .52 atm
Atmospheric Composition: 81% hydrogen, 19% methane, trace other gases
Surface Temperature (Mean): 25 C
Day Length: 21 Hours
Orbital Period: 12 Days
Gate Access: Fissure Gate, Volcanoid Gate
Notes: High Population of System Bodies, Impressive Natural Terrain, Active Volcanoes
Rocky moon of a hot jupiter in the inner system of a populated, moderately aged binary system, Nightfall's "mean" temperature is a misnomer, this arid, volcanic moon is blisteringly cold on its night side or in the shadow of it's planet (~-95 C), and swelteringly hot during the day (~45 C). It's host system has a large number of system bodies, making many groups interested in exploring it's other planets, but this massive moon is bathed in hot solar radiation due to lack of a magnetic field and protective gases in the atmosphere. People report it as being "washed out" in bright yellowish-orange light. It takes 12 days to rotate around Eclipse, putting it in complete darkness for extended periods. It's atmosphere is non-toxic, but highly volatile, which concerns long-term resource development, combined with regular volcanic activity. Nightfall, however, does have a decent amount of Iron and Silicates. Most problematic, however, is that there is a conflict between TerraGenesis and various autonomist interests. Nightfall was found by first by the Inner System corp, who immediately began an interest in settling the planet as a mining community. Within the following 3 months, however, a group of brinkers out of Fissure discovered the world, and believed it to be an ideal place to set up a Synth-friendly colony. This has led to claim disputes - Fissure makes no claims of ownership and demands sharing, while Vulcanoid has very careful procedures to determine ownership. While TerraGenesis scientists have worked with anarchists in the past, the explorers and isolates interested in synth living question what they see as a "resource grab". To settle this, a small Extropian corp was founded to handle Gate Security, territory disputes, and "communal" services, called Harceleur. They constitute what counts as the "law" on Nightfall, and go between the TerraGenesis backed mining colony (mostly automated) called Afvoer, and the brinker/autonomist settlement Malebolge. The gate complex itself is a small bridge city called "First Light", connected to the small notch in a canyon wall where the Pandora Gate lies. Rumors persist that before Harceleur was established and started bringing order that an extremophile exhuman clade managed to make it through the gate, and now hunt in the hills and dunes at night for wayward prospectors and surveyors.
First Light, Malebolge and Afvoer
Station Type: Bridge (First Light), Tin Can (Malebolge and Afvoer)
Allegiance: Independent (Hypercorp/Autonomist/Brinker)
Primary Languages: English, French, Dutch
Population: 7,500 (total)
First Light is the name of the largest settlement on Nightfall, built by a co-op of Extropian corps through a combination of Venusian and Mutualist banks who supported the two parties of Nightfall. A low, slim bridge similar to habs on Mars, First light bridges from a shallow canyon wall where the Gate existed in a small niche carved by wind to the far side. Several exploratory tunnels have also been dug in either canyon side. The top layer of the bridge is coated in intense mirroring and shielding materials to keep out the extreme heat and solar radiation of Eclipse's twin suns, Chariot A and Chariot B. This also provides power to the station during Nightfall's day cycles. First Light is visible from quite a distance off during both the day and night, as it has extensive flood lighting systems around it. Power is provided by nuclear materials, or geothermal generation. Under the bridge is a souk of ramshackle and prefab buildings, mostly inhabited by those who can tolerate the harsh conditions of Nightfall. The bridge itself has a modest population, roughly half of whom are contractors related to Harceleur, the Extropian corp who acts peacekeepers and mediators on the colony. Harceleur is the security, law and basic hab service provider for First Light and manages contracts with several other extropian businesses who have set up shop in First Light, though many of those have mutualist or utilitarian bents. The local Autonomists tend to call this combined bloc of settlers "vultures", and many feel the violate the policies of the Fissure Gate. The rest of the population is freelance gatecrashers, a handful of tourists and assorted associates of the vested parties on Nightfall. Access to the other settlements is done via canyon hugging maglev lines - and attempts to sabotage either line is handled harshly by Harceleur. Harceleur also has marshals, who get clad in fireproofed, sealed armor and thermal cloaks and patrol the surface for problems or to help wayward travelers in air cars or buggies. On the canyon rim are the first foundations for what will eventually be a spaceport ready to explore the orbit of Eclipse and even probe the rest of this system.
Afvoer ("Watering Hole" in Dutch) is the earlier "settlement" of Nightfall, up the canyon run and into the foothills of a now extinct volcano chain. Mostly automated, this is a small cluster of tin can and dome modules over racks for mining drones which have begun sinking shafts to obtain valuable elements. Population is a lot of infomorphs working Morningstar-style indenture contracts for TerraGenesis and a handful of technician overseers, usually sleeved in Ruster or Alpiner variants so they can survive outside in just breath-masks for short periods. Not much goes on here, though for a research and mining platform, everyone is unusually heavily armed, as several Anarchists have tried to slip up to the mine and sabotage it. Malbolge (from a circle of Hell which name translates to "evil pockets") is on the opposite end of the canyon as it trends more shallow, leading onto a plantia of rocky desert. It gets its name from the hellish conditions of Nightfall, and the fact that the settlement is mostly carved or dug into the surface in "pouches", some of which are covered over to offer more traditional habitation. Malbolge is mostly an autonomist/brinker settlement, where people are interested in an "honest" exoplanet living, mostly as Synths. They have some tension with First Light and Afvoer, but a lot of them prefer to be left alone, and they tend to shun violent anti-socials. Malbolge is a center for a lot of prospecting and surveying of Nightfall, where occasionally settlers go missing.
Nightgaunt Exhumans (Biomorph)
An interesting strain of the Predator clade, these Exhumans from the Saturnian or Uranian system have obtained a variant of the Ariel biomorph and customized it to be even more extreme. The end result is a pitch black, carapaced creature with wings, long bladed tails, horns and clawed limbs. They can survive hot and cold for extended periods. They came through the Fissure Gate and populated out on Nightfall before Harceleur came along. Now there are a few dozen scattered up in the mountains and deserts of the moon. They prefer "live" prey, but can still capture synthmorphs and process them for raw materials, and use their egos for amusement. They prefer to hunt at night, where the relative cold and dark makes prey easier to detect, and biomorphs slightly more common due to the lack of solar radiation. To this end, they will often hibernate through several "day" periods until the long night comes. Currently, Harceleur and First Light are unwilling to confirm "rumors" of hostile Exhumans in the colony.
Skills: Blades 60, Fray 60, Free Fall 50, Freerunning 80, Investigation 50, Perception 60, Unarmed Combat 70
Implants: Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Direction Sense, Enhanced Vision, Long-Term Life Support, Low Pressure Tolerance, Oxygen Reserve, Prehensile Feet, Radiation Sense, Temperature Tolerance (Cryonic), Wings, Adrenal Boost, Carapace Armor, Chameleon Skin, Endocrine Control, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Grip Pads, Hardened Skeleton, Medichines, Muscle Augmentation, Neurachem (Rating 2), Oxygen Reserve, Poison Gland, Prehensile Tail, Respirocytes, Toxin Filters, Hibernation
Notes: Flight (Movement Rate 8/40), Nonmammalian Biochemistry trait, Mental Disorder x2
Attacks: Claws 1d10+5 DV AP -1
Armor: 11/11
Monday, October 31, 2016
Sunday, October 30, 2016
Dummy Barrier
Dummy Barrier: Basic piece of computer security tech which works with Access Jacks or Skinlink. It comes with it's own length of Fiberoptic Cable installed. While active, the unit acts as a buffer between the user and potentially hostile computer systems, with specially configured data inputs and outputs so that in order for a hacker or virus to access the original user's Mesh Inserts or Cyberbrain, they must first completely subvert the Dummy Barrier before being able to access, while the Barrier itself is meant to be quickly ejected in a pinch. The system typically contains no other data than the interface system, and is designed so that an AI can be placed on it to monitor and actively defend the Dummy Barrier. [Low]
The Dummy Barrier is a device which has it's roots in the early days of Cyberbrain technology. Based on ideas from several old entries into cyberpunk fiction, the Dummy Barrier was envisioned as a way to shield a user from accessing a computer system which might contain an active defender or malware which could attack the Cyberbrain of an intruder. It would also act as a buffer to catch any quick and dirty uploads of "Black ICE" or Scorcher programs lying around, and be disconnected relatively quickly (Typically, a Dummy Barrier can be safely ejected as a Quick Action). Usually designed as a big plugbox or some kind of neckband or necklace, the Dummy Barrier also served as a physical obstacle to others wanting to access somebody's Access Jacks - such as with a Disabler (p. 316 EP).
However, the Dummy Barrier was usually a fairly niche device until after the Fall, at which time transhumanity received several grim reminders about information security, and the proportion of people with cyberbrains drastically increased. This has let to a resurgence in use of the Dummy Barrier, mostly for InfoSec professionals, but also for some data miners and scavengers, covert operatives and of course criminals of all stripes. Due to this revitalization, variants of the Dummy Barrier which utilize Skinlink technology are increasingly common. Firewall heavy recommends use of Dummy Barriers along with Analog Tools (p. 176 Firewall) to insulate Sentinels against potentially infected or TITAN-trapped computer systems.
The Dummy Barrier is a device which has it's roots in the early days of Cyberbrain technology. Based on ideas from several old entries into cyberpunk fiction, the Dummy Barrier was envisioned as a way to shield a user from accessing a computer system which might contain an active defender or malware which could attack the Cyberbrain of an intruder. It would also act as a buffer to catch any quick and dirty uploads of "Black ICE" or Scorcher programs lying around, and be disconnected relatively quickly (Typically, a Dummy Barrier can be safely ejected as a Quick Action). Usually designed as a big plugbox or some kind of neckband or necklace, the Dummy Barrier also served as a physical obstacle to others wanting to access somebody's Access Jacks - such as with a Disabler (p. 316 EP).
However, the Dummy Barrier was usually a fairly niche device until after the Fall, at which time transhumanity received several grim reminders about information security, and the proportion of people with cyberbrains drastically increased. This has let to a resurgence in use of the Dummy Barrier, mostly for InfoSec professionals, but also for some data miners and scavengers, covert operatives and of course criminals of all stripes. Due to this revitalization, variants of the Dummy Barrier which utilize Skinlink technology are increasingly common. Firewall heavy recommends use of Dummy Barriers along with Analog Tools (p. 176 Firewall) to insulate Sentinels against potentially infected or TITAN-trapped computer systems.
Friday, October 28, 2016
Electrogravitics System
Electrogravitics is a bit of a misnomer, in that it is a system to counteract the natural effects of gravity utilizing electrical discharge - not generating gravity through electricity (though many Argonaut research papers are being written on this perspective). Normally, this comes in the form of the Electrogravitics Net (p. 332 EP), or "safety net", a web of electrical generators designed to catch a person who is falling and negate the effects of falling at a height. However, as an external device, the safety net requires some preparation to use, and requires access to external power to recharge - which may not be optimal in a safety situation. To this end, technicians have designed a variant of the technology which can be installed directly in Synthmorphs.
Electrogravitics System: This augmentation for synthmorphs embeds an electrical discharge system which can produce massive charge to counteract the effects of gravity, just like the Electrogravitics Net. The capability is roughly matched with that system, able to reduce all damage from a fall of ~50m in 1 G of gravity. Like the Net, this system requires a lot of energy to utilize, and after it is used, it is depleted and must recharge over one hour using the internal power supply of the Synthmorph. Unlike the net, however, the EGS can also be utilized by a Synthmorph for quick bursts of lateral movement. This can grant a +30 to an appropriate Freerunning or Free Fall test to bypass obstacles or reach locations, or in structured time allow the user to quickly burst to move up to 6 meters in a single quick action. The EGS is not usually equipped on flying frames, and cannot be equipped to a Swarmanoid morph. [Moderate]
(Why yes, I do own Deus Ex: Human Revolution and Deus Ex: Mankind Divided. Why do you ask?)
Electrogravitics System: This augmentation for synthmorphs embeds an electrical discharge system which can produce massive charge to counteract the effects of gravity, just like the Electrogravitics Net. The capability is roughly matched with that system, able to reduce all damage from a fall of ~50m in 1 G of gravity. Like the Net, this system requires a lot of energy to utilize, and after it is used, it is depleted and must recharge over one hour using the internal power supply of the Synthmorph. Unlike the net, however, the EGS can also be utilized by a Synthmorph for quick bursts of lateral movement. This can grant a +30 to an appropriate Freerunning or Free Fall test to bypass obstacles or reach locations, or in structured time allow the user to quickly burst to move up to 6 meters in a single quick action. The EGS is not usually equipped on flying frames, and cannot be equipped to a Swarmanoid morph. [Moderate]
(Why yes, I do own Deus Ex: Human Revolution and Deus Ex: Mankind Divided. Why do you ask?)
Thursday, October 27, 2016
Harpy pod
Harpy (Pod)
A Fortean creation, this pod splices transhuman lines from Furies and Lunar Fliers with large raptor genetics to produce a flight-capable combat pod. Unlike a majority of Lunar Fliers, the harpy is more like a Neo-Avian, with wings on the arms which have flexible hands tipped with sharp talons for gripping. The feet are also reinforced and fully prehensile and armed with claws - and allow the Harpy to grip and manipulate objects with it's legs while its arms are in flight. Harpies are also heavily muscled, with enhanced torso muscle groups to give them the ability to fly, and are gifted with sensory augmentations and low pressure protection to operate at high altitudes. For "thematic" purposes, the Harpy are nearly always produced as female, with sharp, austere features.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Cyberbrain, Direction Sense, Enhanced Hearing, Enhanced Vision, Low Pressure Tolerance, Mnemonic Augmentation, Muscle Augmentation, Neurachem (1), Prehensile Feet, Wings
Movement Rate: Walker (3/19), Flight (8/40)
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +5 to one Aptitude of your choice, +1 Speed (Neurachem)
Notes: Nonmammalian Biochemistry, Social Stigma (Pod)
CP Cost: 55
Credit Cost: Expensive (55,000+)
-Siren Variant
While some use the Harpy for combat and survival purposes, a variant designed for socialization also exists - the Siren. This model has its maximum combat potential toned down to make way for more socially focused implants. Similarly, the morph is respecc'd both for physical appearance and social acumen. Sirens tend to be more thin and finely built than Harpies, with softer, more alluring features.
Implants: Remove Neurachem (1), add Clean Metabolism, Enhanced Pheromones and Lyre's Syrinx
Advantages: +5 SOM (w/ Muscle Augmentation), +5 SAV, +5 COO, +5 INT, +5 to one Aptitude of your choice, add Striking Looks (1) trait
CP Cost: 60
Credit Cost: Expensive (60,000+)
(Though ultimately made as another pod from Fortean, my Harpy design as a combat morph+wings has gone through a couple of iterations, including just as a Fury variant with the Wings. Thematically, mods which make sense for the Harpy also interestingly make it ideal for a fighting morph, with the claws, strong upper-body strength for the wings, the enhanced sensory, etc. Once it stood on it's own, it was possible to produce the more expensive Siren variant, which moves around its bonuses to allow a more social focus, which bridges the gap between avian and humanoid morphs. It might be interesting to see how a Neo-Avian handles the presence of the Pod - do some communities like them for allowing them to interact with humanoids while retaining many natural capabilities, or do they find it an offensive "cultural appropriation" (and some with a less than positive view of Mercurials might point out Neo-Avians didn't have a culture when the Greeks were making urns). The Lyre's Syrinx is an interesting implant which originates from Seedware. I don't often cross-reference other big homebrew works, but the nature of the implant both mechanically and fluff-wise made it an ideal pick for the Siren variant)
A Fortean creation, this pod splices transhuman lines from Furies and Lunar Fliers with large raptor genetics to produce a flight-capable combat pod. Unlike a majority of Lunar Fliers, the harpy is more like a Neo-Avian, with wings on the arms which have flexible hands tipped with sharp talons for gripping. The feet are also reinforced and fully prehensile and armed with claws - and allow the Harpy to grip and manipulate objects with it's legs while its arms are in flight. Harpies are also heavily muscled, with enhanced torso muscle groups to give them the ability to fly, and are gifted with sensory augmentations and low pressure protection to operate at high altitudes. For "thematic" purposes, the Harpy are nearly always produced as female, with sharp, austere features.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Cyberbrain, Direction Sense, Enhanced Hearing, Enhanced Vision, Low Pressure Tolerance, Mnemonic Augmentation, Muscle Augmentation, Neurachem (1), Prehensile Feet, Wings
Movement Rate: Walker (3/19), Flight (8/40)
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +5 to one Aptitude of your choice, +1 Speed (Neurachem)
Notes: Nonmammalian Biochemistry, Social Stigma (Pod)
CP Cost: 55
Credit Cost: Expensive (55,000+)
-Siren Variant
While some use the Harpy for combat and survival purposes, a variant designed for socialization also exists - the Siren. This model has its maximum combat potential toned down to make way for more socially focused implants. Similarly, the morph is respecc'd both for physical appearance and social acumen. Sirens tend to be more thin and finely built than Harpies, with softer, more alluring features.
Implants: Remove Neurachem (1), add Clean Metabolism, Enhanced Pheromones and Lyre's Syrinx
Advantages: +5 SOM (w/ Muscle Augmentation), +5 SAV, +5 COO, +5 INT, +5 to one Aptitude of your choice, add Striking Looks (1) trait
CP Cost: 60
Credit Cost: Expensive (60,000+)
(Though ultimately made as another pod from Fortean, my Harpy design as a combat morph+wings has gone through a couple of iterations, including just as a Fury variant with the Wings. Thematically, mods which make sense for the Harpy also interestingly make it ideal for a fighting morph, with the claws, strong upper-body strength for the wings, the enhanced sensory, etc. Once it stood on it's own, it was possible to produce the more expensive Siren variant, which moves around its bonuses to allow a more social focus, which bridges the gap between avian and humanoid morphs. It might be interesting to see how a Neo-Avian handles the presence of the Pod - do some communities like them for allowing them to interact with humanoids while retaining many natural capabilities, or do they find it an offensive "cultural appropriation" (and some with a less than positive view of Mercurials might point out Neo-Avians didn't have a culture when the Greeks were making urns). The Lyre's Syrinx is an interesting implant which originates from Seedware. I don't often cross-reference other big homebrew works, but the nature of the implant both mechanically and fluff-wise made it an ideal pick for the Siren variant)
Wednesday, October 26, 2016
Lightning Gun
The Stunner (p. 339 EP) is a potent electrolaser, designed to incapacitate and stun targets. They use lasers to form an electrical plasma channel to the target, which is the same technology utilized by a Portal Denial System (p. 292 EP) - a security measure which uses a laser grid to send plasma channels to unauthorized persons who pass through it. But PDS come in two conventional types: a non-lethal and a lethal variety. The Stunner is typically marketed as a less-lethal deterrent weapon. But transhuman fascination with electricity, especially "lightning" has not abated with time, and so some designers have made it so high-powered electrolasers can be used with lethal intent.
Lightning Gun: Known by a variety of names, such as "EL Rifle", "Heavy Stunner", "Shock Rifle" or "Ghostbuster", the Lightning Gun is a high-power electrolaser based on the same principle as a Stunner, but utilizes a more intense laser and higher power capacitors to bring a more powerful shock to the target. While the primary purpose of a Stunner is an incapacitating shock, the Lightning Gun is classified as a nominal lethal weapon, like military-grade Portal Denial Systems, and electroshock effects are purely secondary. In proper conditions, the lightning gun causes enough air displacement to make a sharp "crack" or "boom" sound, which while not as intense as natural lightning, is still similar enough to lend the weapon it's most common name. While most stunners are small or medium sized weapons, the Lightning Gun is fully rifle sized. Like a Stunner, it does not operate in vacuum. [High]
AP 0 2d10+5+Shock DV SA Ammo 100
Short: 0-10 Medium: 11-30 Long: 31-60 Extreme: 61-80
Lightning Gun: Known by a variety of names, such as "EL Rifle", "Heavy Stunner", "Shock Rifle" or "Ghostbuster", the Lightning Gun is a high-power electrolaser based on the same principle as a Stunner, but utilizes a more intense laser and higher power capacitors to bring a more powerful shock to the target. While the primary purpose of a Stunner is an incapacitating shock, the Lightning Gun is classified as a nominal lethal weapon, like military-grade Portal Denial Systems, and electroshock effects are purely secondary. In proper conditions, the lightning gun causes enough air displacement to make a sharp "crack" or "boom" sound, which while not as intense as natural lightning, is still similar enough to lend the weapon it's most common name. While most stunners are small or medium sized weapons, the Lightning Gun is fully rifle sized. Like a Stunner, it does not operate in vacuum. [High]
AP 0 2d10+5+Shock DV SA Ammo 100
Short: 0-10 Medium: 11-30 Long: 31-60 Extreme: 61-80
Tuesday, October 25, 2016
Centaur Pod
Centaur (Pod)
One of Fortean's earliest transgenic creations, this model combines the humanoid upper torso with a full-sized torso of a horse - using the best Smart Horse genelines. Internal cybernetics reinforce the body, and greatly augmented musculature allows both halves of the body to support themselves. Centaur pods are very fast, great sprinters, with enhanced multi-lung systems which mean they can work in various levels of oxygen environments. They're surprisingly agile on their feet too, the result of highly optimized cyberbrain sectors. Centaur users report increased curiosity, inquisitiveness and observation, though they sometimes feel panicky or more likely to flee from threats. They are also bundled with digestive enhancements which means they can actually live off grass, though a Centaur pod requires a decent diet to keep it's organic parts nourished. The hooves of a Centaur pod make deadly weapons in a pinch as well. It is possible for one or more medium sized morphs to ride on the back of a Centaur, but the small centaur communities of Fortean generally consider this rude except under specific circumstances. Fortean's genehackers have also managed to "miniaturize" the Centaur by sculpting down it's body to be more in line with a pony, which makes the result about as tall as the normal transhuman - though considerably less hardy (See Reduced Size trait).
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digestive Symbiotes, Enhanced Hearing, Enhanced Respiration, Mnemonic Augmentation, Muscle Augmentation, Puppet-Sock
Movement Rate: 4/40 (Walk)
Aptitude Max: 30 (40 SOM)
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +10 Freerunning, Hoof Attack (AP -1 1d10+1 DV, use Unarmed), Extra Limb x2 (Four Legs, 2 Arms)
Notes: Large Size, Non-human Biochemistry, Social Stigma (Pod)
CP Cost: 35
Credit Cost: Expensive (35,000+)
(Centaur is actually fairly late in a series of classical mythology pods I work on from time to time [feel free to leave a suggestion in the comments, I already have a version of Harpy and Lamia] which usually sources back to good ol' Fortean for making unusual genehacking combinations. The Centaur is an interesting morph. Large Size gives it a lot of solid bonuses but matched impairment, and because of fairly limited implant needs it can afford a Muscle Augmentation - so Centaur Cavalry could actually work as a build. The hooves also make a decent unarmed attack with a guaranteed decent DB. Wouldn't want to try one in zero-g, though. The Reduced Size trait means one can make a pocket or mini-centaur morph which is more manageable but less visually impressive. Might be a good morph for a gatecrashing campaign)
One of Fortean's earliest transgenic creations, this model combines the humanoid upper torso with a full-sized torso of a horse - using the best Smart Horse genelines. Internal cybernetics reinforce the body, and greatly augmented musculature allows both halves of the body to support themselves. Centaur pods are very fast, great sprinters, with enhanced multi-lung systems which mean they can work in various levels of oxygen environments. They're surprisingly agile on their feet too, the result of highly optimized cyberbrain sectors. Centaur users report increased curiosity, inquisitiveness and observation, though they sometimes feel panicky or more likely to flee from threats. They are also bundled with digestive enhancements which means they can actually live off grass, though a Centaur pod requires a decent diet to keep it's organic parts nourished. The hooves of a Centaur pod make deadly weapons in a pinch as well. It is possible for one or more medium sized morphs to ride on the back of a Centaur, but the small centaur communities of Fortean generally consider this rude except under specific circumstances. Fortean's genehackers have also managed to "miniaturize" the Centaur by sculpting down it's body to be more in line with a pony, which makes the result about as tall as the normal transhuman - though considerably less hardy (See Reduced Size trait).
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digestive Symbiotes, Enhanced Hearing, Enhanced Respiration, Mnemonic Augmentation, Muscle Augmentation, Puppet-Sock
Movement Rate: 4/40 (Walk)
Aptitude Max: 30 (40 SOM)
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +10 Freerunning, Hoof Attack (AP -1 1d10+1 DV, use Unarmed), Extra Limb x2 (Four Legs, 2 Arms)
Notes: Large Size, Non-human Biochemistry, Social Stigma (Pod)
CP Cost: 35
Credit Cost: Expensive (35,000+)
(Centaur is actually fairly late in a series of classical mythology pods I work on from time to time [feel free to leave a suggestion in the comments, I already have a version of Harpy and Lamia] which usually sources back to good ol' Fortean for making unusual genehacking combinations. The Centaur is an interesting morph. Large Size gives it a lot of solid bonuses but matched impairment, and because of fairly limited implant needs it can afford a Muscle Augmentation - so Centaur Cavalry could actually work as a build. The hooves also make a decent unarmed attack with a guaranteed decent DB. Wouldn't want to try one in zero-g, though. The Reduced Size trait means one can make a pocket or mini-centaur morph which is more manageable but less visually impressive. Might be a good morph for a gatecrashing campaign)
Monday, October 24, 2016
Shock Tolerance
Shock Attacks (p. 204 EP) are an incredibly potent weapon against biomorphs and pods, able to completely incapacitate them or seriously hamper them long enough to subdue or engage with conventional weapons. The effectiveness of shock weapons is one of the primary reasons, combined with disabling pain sensors, that Synth morphs are considered the top tier of combat morphs. But, one cannot count out transhuman ingenuity, and so attempts have been made to improve biomorph's resistance to Shock effects, and they have some limited success.
Shock Tolerance: This bioware comprehensively strengthens the body to resist or dampen the effect of a Shock attack on the body. This involves improving interbody insulation, toughening certain nerve clusters and muscle groups, and actually improving muscular control so that one can maintain conscious control of the body even though some debilitating effects still occur. While impossible to completely alleviate the effects of a Shock attack (which many users note is still discomforting or even painful), Shock Tolerance makes it so morphs are statistically less likely to be completely incapacitated - though this involves many variables (physical location of the shock, overall health, etc) to nail down as a complete immunity. A morph with Shock Tolerance rolls (DURx2)+Energy Armor when struck with a Shock weapon to resist its effects. [High]
Shock Tolerance is sometimes used by habtechs who work with electrical gear to help prevent dangerous injuries when working with live cables or wiring, but the most common is in morphs with combat or security duties to resist a debilitating incapacitation, such as police in the LLA where synthmorph rights agitators often deploy Shock weapons en masse due to Synths' inherent immunities. On the other hand, Shock Tolerance occupies a place of dubious legality in many polities due to law enforcement's frequent use of Shock weapons. The legislature in the Titanian Commonwealth, for instance, has gone back and forth on if Shock Tolerance should be available to the average citizen. The resistance to non-lethal takedown by police not only makes things more dangerous for officers and other civilians, but also means police may have to endanger the life and limb of a suspect as well.
Shock Tolerance: This bioware comprehensively strengthens the body to resist or dampen the effect of a Shock attack on the body. This involves improving interbody insulation, toughening certain nerve clusters and muscle groups, and actually improving muscular control so that one can maintain conscious control of the body even though some debilitating effects still occur. While impossible to completely alleviate the effects of a Shock attack (which many users note is still discomforting or even painful), Shock Tolerance makes it so morphs are statistically less likely to be completely incapacitated - though this involves many variables (physical location of the shock, overall health, etc) to nail down as a complete immunity. A morph with Shock Tolerance rolls (DURx2)+Energy Armor when struck with a Shock weapon to resist its effects. [High]
Shock Tolerance is sometimes used by habtechs who work with electrical gear to help prevent dangerous injuries when working with live cables or wiring, but the most common is in morphs with combat or security duties to resist a debilitating incapacitation, such as police in the LLA where synthmorph rights agitators often deploy Shock weapons en masse due to Synths' inherent immunities. On the other hand, Shock Tolerance occupies a place of dubious legality in many polities due to law enforcement's frequent use of Shock weapons. The legislature in the Titanian Commonwealth, for instance, has gone back and forth on if Shock Tolerance should be available to the average citizen. The resistance to non-lethal takedown by police not only makes things more dangerous for officers and other civilians, but also means police may have to endanger the life and limb of a suspect as well.
Sunday, October 23, 2016
Underbarrel Torch
The Torch (p. 341 EP) is a fairly useful weapon and tool for area denial and has utility against many unusual threats, such as nanoswarms and alien entities (xenofauna, xenoflora and xenofungus). The self-igniting fuel capsules used by these weapons are particularly useful, though in non-oxygen environments they do not contain enough fuel to sustain a fire for long. They are, however, a somewhat bulky weapon which requires two hands to utilize for average-sized morphs, and due to their specialized nature they may not always be required on an operation - which can make going to the trouble of obtaining and carrying a Torch now worth it. Luckily, weapon designers and security companies have developed a solution for portability with torch-like systems.
Underbarrel Torch: The Underbarrel Torch is a compact, torch-like weapon system which mounts to the underside of a rifle- or SMG -sized weapon, similar to the Underbarrel Seeker (p. 340 EP). This compact configuration makes it much easier to carry and use than a Torch, but means it holds less fuel capsules, and produces less volume and intensity of its flames. Any target hit by an attack which was an Excellent Success is set On Fire, and will take 2d10 DV per Action Turn until it is put out. Similar to the Torch, the flames will not persist long if deprived of oxygen. While torches are seen as utility tools in several habs to handle pest control (both organic and nanotech varieties), the Underbarrel Torch is often more restrictive, due to it's compact nature and association with combat weapons. [Low]
AP -4 2d10 SS Ammo 10
Short: 0-5 Medium: 6-15 Long: 16-30 Extreme: 31-40
Underbarrel Torch: The Underbarrel Torch is a compact, torch-like weapon system which mounts to the underside of a rifle- or SMG -sized weapon, similar to the Underbarrel Seeker (p. 340 EP). This compact configuration makes it much easier to carry and use than a Torch, but means it holds less fuel capsules, and produces less volume and intensity of its flames. Any target hit by an attack which was an Excellent Success is set On Fire, and will take 2d10 DV per Action Turn until it is put out. Similar to the Torch, the flames will not persist long if deprived of oxygen. While torches are seen as utility tools in several habs to handle pest control (both organic and nanotech varieties), the Underbarrel Torch is often more restrictive, due to it's compact nature and association with combat weapons. [Low]
AP -4 2d10 SS Ammo 10
Short: 0-5 Medium: 6-15 Long: 16-30 Extreme: 31-40
Friday, October 21, 2016
Yeti
Yeti (Pod)
Originally designed by a Titanian microcorp as a cold-weather option for Hominid uplifts, the Yeti has spread throughout the Outer System as a low-temp labor pod which is also suited to Uplifts. Made from a combination of various hominid species (including some extinct lines), the Yeti is a tall, large morph covered in thick fur and an insulating layer of fat, with very long arms. Designed to operate in cold temperatures, it is shielded from glare and able to navigate easily, and enter hibernation to conserve resources. It also has a reinforced skeleton which makes it ideal for heavy lifting jobs. Sadly, the mixture of genes that went into the pod means that almost always do they have unpleasant or unnatural facial features, which tends to impact their ability to socialize properly.
Implants: Access Jacks, Anti-Glare, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Fat Storage, Enhanced Respiration, Enhanced Hearing, Enhanced Vision, Hardened Skeleton, Hibernate, Mnemonic Augmentation, Prehensile Feet, Puppet-Sock, Temperature Tolerance (Improved Cold)
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30 (40 SOM)
Durability: 40 (w/ Hardened Skeleton)
Wound Threshold: 8
Advantages: +10 SOM (w/ Hardened Skeleton), +5 to one aptitude of your choice
Notes: Large Size, Non-Human Biochemistry, Social Stigma (Pod), Unattractive (1) trait
CP Cost: 30
Credit Cost: Expensive (30,000+)
(This was an attempt to build a cold-weather pod suitable for Hominids, who might not be comfortable in something like a Hulder. It ended up being an interesting design for it's raw strength and tough build, but it has a couple of negative impacting traits. Unlike some of the other designs I've done based on mythical archetypes, this isn't a Fortean creation. I personally think the Yeti name is kind of a marketing ploy to get it more coverage on the Mesh, and because coming up with another name for a cold-weather super-ape would be hard. A variant with (Cryonic) to withstand all kinds of cold temperatures would probably be roughly the same CP cost, but probably more expensive)
Originally designed by a Titanian microcorp as a cold-weather option for Hominid uplifts, the Yeti has spread throughout the Outer System as a low-temp labor pod which is also suited to Uplifts. Made from a combination of various hominid species (including some extinct lines), the Yeti is a tall, large morph covered in thick fur and an insulating layer of fat, with very long arms. Designed to operate in cold temperatures, it is shielded from glare and able to navigate easily, and enter hibernation to conserve resources. It also has a reinforced skeleton which makes it ideal for heavy lifting jobs. Sadly, the mixture of genes that went into the pod means that almost always do they have unpleasant or unnatural facial features, which tends to impact their ability to socialize properly.
Implants: Access Jacks, Anti-Glare, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Fat Storage, Enhanced Respiration, Enhanced Hearing, Enhanced Vision, Hardened Skeleton, Hibernate, Mnemonic Augmentation, Prehensile Feet, Puppet-Sock, Temperature Tolerance (Improved Cold)
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30 (40 SOM)
Durability: 40 (w/ Hardened Skeleton)
Wound Threshold: 8
Advantages: +10 SOM (w/ Hardened Skeleton), +5 to one aptitude of your choice
Notes: Large Size, Non-Human Biochemistry, Social Stigma (Pod), Unattractive (1) trait
CP Cost: 30
Credit Cost: Expensive (30,000+)
(This was an attempt to build a cold-weather pod suitable for Hominids, who might not be comfortable in something like a Hulder. It ended up being an interesting design for it's raw strength and tough build, but it has a couple of negative impacting traits. Unlike some of the other designs I've done based on mythical archetypes, this isn't a Fortean creation. I personally think the Yeti name is kind of a marketing ploy to get it more coverage on the Mesh, and because coming up with another name for a cold-weather super-ape would be hard. A variant with (Cryonic) to withstand all kinds of cold temperatures would probably be roughly the same CP cost, but probably more expensive)
Thursday, October 20, 2016
Ulmo
Ulmo
Type: Terrestrial (Oceanic)
Primary Star: M2V (Red Dwarf)
Gravity: .84 g
Diameter: 10,076.62 km
Atmospheric Pressure: .53 atm
Atmospheric Composition: 55% Argon, 17% Oxygen, 17% Carbon dioxide, 7% Sulfur dioxide,
3% Nitrogen, 1% Other Gasses
Surface Temperature (Mean): 28 C
Day Length: 48 Hours
Orbital Period: 283 Days
Satellites: None
Gate Access: Vulcanoid Gate, Set Gate
Notes: Planetary Rings, Deep Oceans, Transhuman Settlement (Aqua Dimension Research
Station Bathyscaphe)
Ulmo is an interesting prospect, settled in relatively close to its star, with an ideal temperature range for transhumans, but an atmosphere too thin for those without Enhanced Respiration to breathe. Unfortunately or fortunately, as the case may be, much of Ulmo’s surface is covered in extremely deep oceans, which alleviates this problem for water breathing biomorphs. Due to it’s otherwise hospitable conditions, Ulmo has been settled by a aquaculture and biodesign extropian microcorp known as Aqua Dimension, based out of Ceres in the Main Belt. Aqua Dimension has built a sizable bathyscaphe near the Gate area, and begun exploration efforts. The discovery of an entire planetary body of oceans has interested both Neo-Octopi
and Neo-Cetaceans, and it is believed the Hidden Concern has invested into the exploration of the planet. Aqua Dimension has even created an amphibious variant of the Ruster (usually called a “Salter”) which allows normal Transhumans to survive on surface conditions on Ulmo. Ulmo has no moons, but does have a planetary ring formation, which is highly interesting. The Gate on Ulmo is located in a large, black rock grotto inside a seamount relatively close to the surface, with the gate itself located outside of the water.
Mera
Station Type: Bathyscaphe
Allegiance: Independent (Aqua Dimension/TerraGenesis)
Primary Languages: English, Spanish, Russian, Neo-Cetacean
Population: 3,000
Mera is a Bathyscaphe habitat on Ulmo anchored to the top of the seamount (usually titled Mera Seamount) which contains the Pandora Gate. Mera is owned and operated by Aqua Dimension, an extropian-style hypercorp primarily based out of Ceres and Atlantica in the Main Belt, with a contractual agreement with TerraGenesis. Aqua Dimension specializes in aquaculture and aquatic biodesign, and is considered a competitor to several major Genehacking outfits on Enceladus, and is also well known for a large volume of Neo-Cetacean and Neo-Octopi uplifts among its staff. The station is arranged into a series of submerged spheres at various depths (but never too extremely far from the surface), with the outermost layer of spheres partially flooded to accommodate amphibious morphs. Beyond the spheres are anchored frameworks which function as cultivates for aquaculture designed by Aqua Dimension to grow and thrive on Ulmo. Primary power for the station is generated by tidal plants along the bottom and attached to the anchoring tethers, with some limited surface solar facilities. The central bubble of the station, known as “The Sphere” is the largest, and holds the primary infrastructure and administration facilities for the colony, as well as connects to the anchors and to “Gate Grotto”, via pressurized elevator. The Gate Grotto itself has been sealed and increased to normal earth pressure, and connects via a short swim or submarine ride to a specialized “customs” facility which leads into the Sphere. The rest of the station’s spheres are arranged into roughly three layers out from the sphere, known as the Inner Circle, Middle Circle and Outer Circle. The Inner Circle contains most of the habitation, recreation and life support infrastructure for the station, the Middle Circle is made up of research and development labs, specialized towards specific projects, and the Outer Circle contains the amphibious bubbles which are for Aquatic morphs and uplifts, and some other specialized research tasks. On the topmost layer of Mera, where The Sphere actually breaks the surface of Ulmo’s vast oceans, is the TerraGenesis run resort known as the Pacifica Hotel, which is a large, mostly open air space, where people can rent one of Aqua Dimension’s custom “Salter” morphs, and enjoy the experience of Ulmo to the fullest.
About 50% of the population are employees directly with Aqua Dimension, with another 30% unaffiliated contract employees. The remaining population is a combination of dependents, unaffiliated researchers (mostly Argonauts and Europans), TerraGenesis and other Venusian and Extropian corp affiliates, and an indeterminate number of tourists, gawkers, aquatic mercurials and freelance gatecrashers. Mera is wholly owned and operated by Aqua Dimension (except for large sections leased to TerraGenesis to run their resort) operates off a Profundan anarchocapitalist model, where employees of the corp are provided with shares, the dividends of which go first and foremost to paying for habitation expenses on Mera. Contractors are provided with habitation and necessities as part of their employment contracts for the period of their employment (thus, coming out of their end pay), and all other parties must either obtain basic resources on a prorated basis, or are provided them by a group (such as TerraGenesis) who have an extant contract with Aqua Dimension. There is also the influence of the Hidden Concern, who have invested in the project though legitimate and illegitimate means, and as such, are one of the few forces to hold shares in the microcorp who are not employed by it. In addition to their living expenses, shareholders are entitled to vote on matters related to the corporation as a whole, including regular elections for the CEO and other officer positions in the corp.
Salter Biomorph (Ruster Variant)
Implants: Add Direction Sense, Echolocation, Gills, Lateral Line and Swim Bladder
CP Cost: 30
Cost: Expensive (Almost impossible to find off Ulmo)
Type: Terrestrial (Oceanic)
Primary Star: M2V (Red Dwarf)
Gravity: .84 g
Diameter: 10,076.62 km
Atmospheric Pressure: .53 atm
Atmospheric Composition: 55% Argon, 17% Oxygen, 17% Carbon dioxide, 7% Sulfur dioxide,
3% Nitrogen, 1% Other Gasses
Surface Temperature (Mean): 28 C
Day Length: 48 Hours
Orbital Period: 283 Days
Satellites: None
Gate Access: Vulcanoid Gate, Set Gate
Notes: Planetary Rings, Deep Oceans, Transhuman Settlement (Aqua Dimension Research
Station Bathyscaphe)
Ulmo is an interesting prospect, settled in relatively close to its star, with an ideal temperature range for transhumans, but an atmosphere too thin for those without Enhanced Respiration to breathe. Unfortunately or fortunately, as the case may be, much of Ulmo’s surface is covered in extremely deep oceans, which alleviates this problem for water breathing biomorphs. Due to it’s otherwise hospitable conditions, Ulmo has been settled by a aquaculture and biodesign extropian microcorp known as Aqua Dimension, based out of Ceres in the Main Belt. Aqua Dimension has built a sizable bathyscaphe near the Gate area, and begun exploration efforts. The discovery of an entire planetary body of oceans has interested both Neo-Octopi
and Neo-Cetaceans, and it is believed the Hidden Concern has invested into the exploration of the planet. Aqua Dimension has even created an amphibious variant of the Ruster (usually called a “Salter”) which allows normal Transhumans to survive on surface conditions on Ulmo. Ulmo has no moons, but does have a planetary ring formation, which is highly interesting. The Gate on Ulmo is located in a large, black rock grotto inside a seamount relatively close to the surface, with the gate itself located outside of the water.
Mera
Station Type: Bathyscaphe
Allegiance: Independent (Aqua Dimension/TerraGenesis)
Primary Languages: English, Spanish, Russian, Neo-Cetacean
Population: 3,000
Mera is a Bathyscaphe habitat on Ulmo anchored to the top of the seamount (usually titled Mera Seamount) which contains the Pandora Gate. Mera is owned and operated by Aqua Dimension, an extropian-style hypercorp primarily based out of Ceres and Atlantica in the Main Belt, with a contractual agreement with TerraGenesis. Aqua Dimension specializes in aquaculture and aquatic biodesign, and is considered a competitor to several major Genehacking outfits on Enceladus, and is also well known for a large volume of Neo-Cetacean and Neo-Octopi uplifts among its staff. The station is arranged into a series of submerged spheres at various depths (but never too extremely far from the surface), with the outermost layer of spheres partially flooded to accommodate amphibious morphs. Beyond the spheres are anchored frameworks which function as cultivates for aquaculture designed by Aqua Dimension to grow and thrive on Ulmo. Primary power for the station is generated by tidal plants along the bottom and attached to the anchoring tethers, with some limited surface solar facilities. The central bubble of the station, known as “The Sphere” is the largest, and holds the primary infrastructure and administration facilities for the colony, as well as connects to the anchors and to “Gate Grotto”, via pressurized elevator. The Gate Grotto itself has been sealed and increased to normal earth pressure, and connects via a short swim or submarine ride to a specialized “customs” facility which leads into the Sphere. The rest of the station’s spheres are arranged into roughly three layers out from the sphere, known as the Inner Circle, Middle Circle and Outer Circle. The Inner Circle contains most of the habitation, recreation and life support infrastructure for the station, the Middle Circle is made up of research and development labs, specialized towards specific projects, and the Outer Circle contains the amphibious bubbles which are for Aquatic morphs and uplifts, and some other specialized research tasks. On the topmost layer of Mera, where The Sphere actually breaks the surface of Ulmo’s vast oceans, is the TerraGenesis run resort known as the Pacifica Hotel, which is a large, mostly open air space, where people can rent one of Aqua Dimension’s custom “Salter” morphs, and enjoy the experience of Ulmo to the fullest.
About 50% of the population are employees directly with Aqua Dimension, with another 30% unaffiliated contract employees. The remaining population is a combination of dependents, unaffiliated researchers (mostly Argonauts and Europans), TerraGenesis and other Venusian and Extropian corp affiliates, and an indeterminate number of tourists, gawkers, aquatic mercurials and freelance gatecrashers. Mera is wholly owned and operated by Aqua Dimension (except for large sections leased to TerraGenesis to run their resort) operates off a Profundan anarchocapitalist model, where employees of the corp are provided with shares, the dividends of which go first and foremost to paying for habitation expenses on Mera. Contractors are provided with habitation and necessities as part of their employment contracts for the period of their employment (thus, coming out of their end pay), and all other parties must either obtain basic resources on a prorated basis, or are provided them by a group (such as TerraGenesis) who have an extant contract with Aqua Dimension. There is also the influence of the Hidden Concern, who have invested in the project though legitimate and illegitimate means, and as such, are one of the few forces to hold shares in the microcorp who are not employed by it. In addition to their living expenses, shareholders are entitled to vote on matters related to the corporation as a whole, including regular elections for the CEO and other officer positions in the corp.
Salter Biomorph (Ruster Variant)
Implants: Add Direction Sense, Echolocation, Gills, Lateral Line and Swim Bladder
CP Cost: 30
Cost: Expensive (Almost impossible to find off Ulmo)
Wednesday, October 19, 2016
Vitali-Tea
The act of drinking tea remains in the minds of many Transhuman cultures from many national and subcultural backgrounds. While drinking caffeine in all forms is popular as well, there are some who prefer the brewing act of tea itself. This is seen in several substances, such as Mono No Aware (p. 320 EP) which is typically consumed as a tea. Another of these such substances is the aptly named Vitali-Tea, which is typically marketed as a health supplement - harkening to an age of herbal medicine and tea.
Vitali-Tea: A health supplement which is typically brewed then drunk like tea, this compound is a fortifier of the body, designed to boost the immune system, strengthen the body and produces a strong, zen-like state which keeps one's mind clear. The chemicals in the tea stimulate the immune response in a short burst, which makes infection by conventional "diseases" less likely (though generally only test-tube virii can defeat Basic Biomods in the first place), make one feel stronger and better able to move (and helps counteract muscle or joint damage in this way) and keeps the mind calm and focused. For it's duration, it grants +5 SOM, and a +20 on any Test to resist a viral infection or pathogen and against emotional manipulation. On Luna, the drink is commonly used as a workout supplement to keep one up and active while practicing, while others in crowded, refugee-filled habs take it as a regular health supplement. Long-term abusers of Vitali-Tea often have flushed skin, unusual pupil dilation, and inappropriate responses to pain or injury. [Moderate]
Application: O
Onset: 1 Minute
Duration: 1 Hour
Addiction Modifier: -10
Addiction Type: Physical
Vitali-Tea: A health supplement which is typically brewed then drunk like tea, this compound is a fortifier of the body, designed to boost the immune system, strengthen the body and produces a strong, zen-like state which keeps one's mind clear. The chemicals in the tea stimulate the immune response in a short burst, which makes infection by conventional "diseases" less likely (though generally only test-tube virii can defeat Basic Biomods in the first place), make one feel stronger and better able to move (and helps counteract muscle or joint damage in this way) and keeps the mind calm and focused. For it's duration, it grants +5 SOM, and a +20 on any Test to resist a viral infection or pathogen and against emotional manipulation. On Luna, the drink is commonly used as a workout supplement to keep one up and active while practicing, while others in crowded, refugee-filled habs take it as a regular health supplement. Long-term abusers of Vitali-Tea often have flushed skin, unusual pupil dilation, and inappropriate responses to pain or injury. [Moderate]
Application: O
Onset: 1 Minute
Duration: 1 Hour
Addiction Modifier: -10
Addiction Type: Physical
Tuesday, October 18, 2016
Hand Stunner
The Hand Laser (p. 308 EP) is a fairly common and typically affordable implant for combat morphs or personal defense - especially if a habitat has loose personal armament laws. It makes an effective weapon in that it is self-charging and cannot be removed short of gross physical damage to the morph, though like most small pulse lasers, it is not a high output weapon. But for some, the act of violence on another is unpleasant or immoral. Some may wish to utilize cybernetics to defend themselves, but try and avoid permanent injury to the other party. Other locales have strict regulations on law enforcement or other government personnel when it comes to harming citizenry. For this case, there is the Hand Stunner.
Hand Stunner: Similar to the Hand Laser, this implant embeds an electrolaser through flexible components in the forearm, with the lens aperture emerging between knuckles on the dominant hand. Same as the Hand Laser, the Hand Stunner is powered by a self-charging nuclear battery embedded in the torso. Because of the lower power, the Hand Stunner has better efficiency than a Hand Laser, but still less than an external Stunner, holding a total of 100 shots. This hand stunner deals 1d10/2+Shock DV and has an AP of 0. It fires in Semi-Auto mode. Like a regular Stunner, the Hand Stunner does not work in Vacuum. [Moderate]
Hand Stunner: Similar to the Hand Laser, this implant embeds an electrolaser through flexible components in the forearm, with the lens aperture emerging between knuckles on the dominant hand. Same as the Hand Laser, the Hand Stunner is powered by a self-charging nuclear battery embedded in the torso. Because of the lower power, the Hand Stunner has better efficiency than a Hand Laser, but still less than an external Stunner, holding a total of 100 shots. This hand stunner deals 1d10/2+Shock DV and has an AP of 0. It fires in Semi-Auto mode. Like a regular Stunner, the Hand Stunner does not work in Vacuum. [Moderate]
Monday, October 17, 2016
Void Spider
Scum genehackers have produced several interesting creations. Most notable (or perhaps infamous) is the Swarm Cat (p. 155 Panopticon) a creation which only vaguely resembles a "cat" in the loosest sense, and have a variety of "uses" in many Scum Swarms. But, there are other strange creations or "tiny terrors" which have caught on with a certain Scum ethos - and are now the bane of many a space station Scum have docked with. One such example is the Void Spider.
Void Spider: Similar to the Space Roach, the Void Spider is an enlarged, transgenic blend of tarantula breeds which reaches the size of a small dog. Engineered with Vacuum Sealing, these often appear to have hardened carapaces without visible hairs, though they sometimes to retain them. Some designers even give them a wooly appearance underneath. Void Spiders were originally designed as budget pest control, as they are able to crawl both in a ship's hull and skitter across the outer surface, where they could keep vermin and rogue pets in line (especially Plasma Moths, which often eat micrometeorite shielding). However, they also became a bit of a budget security measure, as they can disable or eliminate biodrones and often discourage unwanted visitors in ship maintenance areas. Treat as a Space Roach (p. 330 EP) but add Bioweave Armor (Light), Vacuum Sealing, Claws, Poison Gland (Twitch) and Grip Pads. [Moderate]
Unfortunately, the tenacity, small size and ability to survive hard vacuum for extended periods has made Void Spiders a bit of a pest, especially in the areas heavily trafficked by Scum Swarms. More than one habtech or vac-worker has gotten a nasty surprise of a stalking Void Spider in an access panel or waiting by an airlock. They cause little harm to transhumans, but their venom is potent enough to temporarily disable one. Similarly, many Neo-Avians are particularly disgusted or uncomfortable - if not outright afraid - of Void Spiders due to their enlarged size and relations to "bird eating" spiders from Earth. However, if one encounters a vermin problem, such as a rogue colony of Space Roaches or Smart Rats or a "feral" Smart Racoon, the Void Spider is one of the best solutions to root them out. However, as they are live beings, many of the original biodesigners of the Void Spider frown upon breeding them purely for pranks. To help "soften" their image, "modern" Void Spiders are often colored in bright patterns which fluoresce under certain lighting (making them easier to spot) or are "wooly" to have soft, hypoallergenic covering which makes them less menacing.
Void Spider: Similar to the Space Roach, the Void Spider is an enlarged, transgenic blend of tarantula breeds which reaches the size of a small dog. Engineered with Vacuum Sealing, these often appear to have hardened carapaces without visible hairs, though they sometimes to retain them. Some designers even give them a wooly appearance underneath. Void Spiders were originally designed as budget pest control, as they are able to crawl both in a ship's hull and skitter across the outer surface, where they could keep vermin and rogue pets in line (especially Plasma Moths, which often eat micrometeorite shielding). However, they also became a bit of a budget security measure, as they can disable or eliminate biodrones and often discourage unwanted visitors in ship maintenance areas. Treat as a Space Roach (p. 330 EP) but add Bioweave Armor (Light), Vacuum Sealing, Claws, Poison Gland (Twitch) and Grip Pads. [Moderate]
Unfortunately, the tenacity, small size and ability to survive hard vacuum for extended periods has made Void Spiders a bit of a pest, especially in the areas heavily trafficked by Scum Swarms. More than one habtech or vac-worker has gotten a nasty surprise of a stalking Void Spider in an access panel or waiting by an airlock. They cause little harm to transhumans, but their venom is potent enough to temporarily disable one. Similarly, many Neo-Avians are particularly disgusted or uncomfortable - if not outright afraid - of Void Spiders due to their enlarged size and relations to "bird eating" spiders from Earth. However, if one encounters a vermin problem, such as a rogue colony of Space Roaches or Smart Rats or a "feral" Smart Racoon, the Void Spider is one of the best solutions to root them out. However, as they are live beings, many of the original biodesigners of the Void Spider frown upon breeding them purely for pranks. To help "soften" their image, "modern" Void Spiders are often colored in bright patterns which fluoresce under certain lighting (making them easier to spot) or are "wooly" to have soft, hypoallergenic covering which makes them less menacing.
Saturday, October 15, 2016
Power Fist
The act of fighting "unarmed" has several interesting features and complexities. Exotic morphologies allow numerous and different limbs to be utilized in unusual ways. Strength enhancing augs can make any morph have a punch like a truck - but Synthmorphs' inherently hardened shells give them a slight advantage in terms of the damage they can do. While Eelware or Shock Gloves offers some incapacitating or "less-lethal" benefit to fighting hand-to-hand, if one wants to have a more powerful "punch", the nominal ideal way is to sleeve into a synth and utilize the Pneumatic Limbs (p. 311 EP) to greatly increase the base power of a fist. However, technical solutions always exist - and through careful engineering based on long history of science-fiction, even biomorphs can wield the power of a pneumatic limb in the palm of their hand.
Power Fist: A high-power unarmed weapon which uses the same technology as the Pneumatic Limbs augmentation. It's favored by a few martial artists and sportsmen, or some particularly aggressive or vindictive security forces. It takes the form of a massive gauntlet with a strike-plate hooked to some high-pressure pneumatic cylinders. When an impact is made with the gauntlet, the cylinders release concentrating a lot of force into a small space. The gauntlets are so hefty that most users only wear one at a time, and their bulk grants a -10 penalty to all tests using the gloved hand, but offer an additional 1/3 AV to that arm. Scoring an excellent success with the Power Fist also forces the target to make a SOM x3 test or be knocked down, as if they had taken a wound. [Moderate]
AP -4 2d10+DB DV
Due to it's nature, the Power Fist does not enhance a Synthmorph equipped with Pneumatic Limbs already. And while potent, the added bulk is awkward, hard to conceal sometimes, and bound to attract some attention - not everyone wanders the streets bearing a Power Fist. It is up to GM discretion if a Power Fist can benefit from the bonuses for fighting using two melee weapons (since it is not traditionally paired), but if two gauntlets are worn it is encouraged to apply additional situational penalties for the doubled loss of dexterity.
A common fighting style in certain Venusian circles uses the Power Fist in the off hand, and long-bladed swords, usually monofilament, in the primary hand. The power fist is used to block, parry or even attempt to break the enemy's weapon, while the sword hand is free for strikes on a vulnerable foe.
Power Fist: A high-power unarmed weapon which uses the same technology as the Pneumatic Limbs augmentation. It's favored by a few martial artists and sportsmen, or some particularly aggressive or vindictive security forces. It takes the form of a massive gauntlet with a strike-plate hooked to some high-pressure pneumatic cylinders. When an impact is made with the gauntlet, the cylinders release concentrating a lot of force into a small space. The gauntlets are so hefty that most users only wear one at a time, and their bulk grants a -10 penalty to all tests using the gloved hand, but offer an additional 1/3 AV to that arm. Scoring an excellent success with the Power Fist also forces the target to make a SOM x3 test or be knocked down, as if they had taken a wound. [Moderate]
AP -4 2d10+DB DV
Due to it's nature, the Power Fist does not enhance a Synthmorph equipped with Pneumatic Limbs already. And while potent, the added bulk is awkward, hard to conceal sometimes, and bound to attract some attention - not everyone wanders the streets bearing a Power Fist. It is up to GM discretion if a Power Fist can benefit from the bonuses for fighting using two melee weapons (since it is not traditionally paired), but if two gauntlets are worn it is encouraged to apply additional situational penalties for the doubled loss of dexterity.
A common fighting style in certain Venusian circles uses the Power Fist in the off hand, and long-bladed swords, usually monofilament, in the primary hand. The power fist is used to block, parry or even attempt to break the enemy's weapon, while the sword hand is free for strikes on a vulnerable foe.
Friday, October 14, 2016
Penetrator Seekers
Kinetic penetrators have a long history with heavy munitions. While HEAP rounds (p. 340 EP) mix explosives with hot, melting metals to produce a great penetrative force which still maintains some area-effect as a consequences, Kinetic Penetrators (typically using discarding sabots, though some are just slugs of metal with gyrojet engines on them) discard any ability to affect secondary targets (except perhaps an unfortunate target immediately behind the first) for slight edges in armor penetration. They make an ideal mix with accushot smart ammo (p. 338 EP) and armed with stabilizing fins, but proximity or homing ammunition is also possible.
Penetrator: This type of seeker (not grenade) utilizes a single, solid kinetic penetrator with a drive encased in a discarding sabot, which maximizes the force of the Seeker Weapon into a small, dense package. These penetrators are made of dense, heavy metals similar to AP ammo in regular kinetic weapons. They produce no area effect, but strike single targets with great penetrating force. This does mean, however, they tend to cause overall less damage to a target. While nothing special in most Seeker weapons, full-size weapons or vehicle mounts often find this greater penetration useful due to their larger projectiles. [Moderate]
AP -9 3d10+4 DV, K Armor
Penetrator: This type of seeker (not grenade) utilizes a single, solid kinetic penetrator with a drive encased in a discarding sabot, which maximizes the force of the Seeker Weapon into a small, dense package. These penetrators are made of dense, heavy metals similar to AP ammo in regular kinetic weapons. They produce no area effect, but strike single targets with great penetrating force. This does mean, however, they tend to cause overall less damage to a target. While nothing special in most Seeker weapons, full-size weapons or vehicle mounts often find this greater penetration useful due to their larger projectiles. [Moderate]
AP -9 3d10+4 DV, K Armor
Thursday, October 13, 2016
Nihilus
Nihilus
Type: Asteroid (R-type)
Primary Star: None (Extrasolar Object)
Satellite of: None
Gravity: .025 g
Diameter: 530 km
Surface Temperature (Mean): -180 C
Day Length: N/A
Orbital Period: N/A
Gate Access: Cairn Gate, Martian Gate, Emmerich's World Gate
Notes: Alien Artifacts, Sculpted Terrain
Nihilus is an exotic, unusual locale, similar to Wormwood. As far as anyone can tell, it is an extrasolar asteroid, flung from its home system long ago, and none can be exactly sure what system it's from. The interior of Nihilus is also a puzzle, it contains many dug out tunnels and shafts which appear to have been made to extract valuable minerals from the interior surface by an unknown Gate-Faring species of at least Space Age technology. General assumption is they may have been a larger size (or had longer reach) than transhumans, and been vaguely insectoid with natural subterranean environs. No biological signs of this species remain, nor any long-term habitation signs, including signs of infrastructure or utility networking. The only signs they existed at all are occasional tool fragments or other remnants left behind in their mining areas. Some theorize an actual "species" may never even have been here, just mining drones which have since absconded. Surveys indicate most of the readily accessible and/or worthwhile veins of minerals have been tapped out, leading Pathfinder to seek other methods of making a profit on the discovery, including "tourism" based around the idea of the "Diggers" species (named after the Pod of the same name and apparent similar function) and also certain Neo-Buddhist groups have expressed an interest in building a monastery on the surface of Nihilus to "meditate on the void". Currently UMars has a large operation here for students to get "exotic" exoplanet studies done without more exotic hazards. The Nihilus Gate is located roughly in the center of the asteroid, in a chamber with an odd dodecahedral structure.
Type: Asteroid (R-type)
Primary Star: None (Extrasolar Object)
Satellite of: None
Gravity: .025 g
Diameter: 530 km
Surface Temperature (Mean): -180 C
Day Length: N/A
Orbital Period: N/A
Gate Access: Cairn Gate, Martian Gate, Emmerich's World Gate
Notes: Alien Artifacts, Sculpted Terrain
Nihilus is an exotic, unusual locale, similar to Wormwood. As far as anyone can tell, it is an extrasolar asteroid, flung from its home system long ago, and none can be exactly sure what system it's from. The interior of Nihilus is also a puzzle, it contains many dug out tunnels and shafts which appear to have been made to extract valuable minerals from the interior surface by an unknown Gate-Faring species of at least Space Age technology. General assumption is they may have been a larger size (or had longer reach) than transhumans, and been vaguely insectoid with natural subterranean environs. No biological signs of this species remain, nor any long-term habitation signs, including signs of infrastructure or utility networking. The only signs they existed at all are occasional tool fragments or other remnants left behind in their mining areas. Some theorize an actual "species" may never even have been here, just mining drones which have since absconded. Surveys indicate most of the readily accessible and/or worthwhile veins of minerals have been tapped out, leading Pathfinder to seek other methods of making a profit on the discovery, including "tourism" based around the idea of the "Diggers" species (named after the Pod of the same name and apparent similar function) and also certain Neo-Buddhist groups have expressed an interest in building a monastery on the surface of Nihilus to "meditate on the void". Currently UMars has a large operation here for students to get "exotic" exoplanet studies done without more exotic hazards. The Nihilus Gate is located roughly in the center of the asteroid, in a chamber with an odd dodecahedral structure.
Monday, October 10, 2016
Brand Name Weapons #3 - Medusan Arms
Medusan Arms
Another subsidiary of Gorgon Defense Systems, and sister company to Medusan Shield, Medusan Arms specializes in personal scale weaponry to provide personal defense or outfit small, private security teams - such as bodyguards. These weapons tend to be of higher quality than many other mass-market weapons, with the most expensive designs custom-adjusted for the buyer. Generally they are sleek weapons of simple artistry, but are difficult to customize aftermarket in order to stall the Extropian tendency to reverse engineer and alter IP.
Medusan Arms Arma PDW:
Considered to be a "signature" weapon of Medusan Arms, the Personal Defense Weapon is an anti-armor light weapon for use in close-quarters or by personnel carrying lighter weapons. It's mostly marketed for security or self-defense purposes, a countermeasure to the ubiquity of body armor or armored clothing. To this end, the Arma model uses "proprietary" armor-piercing ammunition, and has a compact design with a large magazine capacity, and can be used easily in both one or two hands. It also comes standard with a x2 mechanical sight, but this can easily be replaced. The Arma has drawn some concerns from the public due to how MA and their parent company GDS tend to aggressively pursue those who attempt to manufacture off-brand ammunition for the Arma, with many tort claims related to "hurting the effectiveness of the product" - leaving many copycats to forge off-brand versions of the PDW itself. Reduce the penalty for the Attacker being in Melee by 10. This weapon only uses AP ammunition. [Moderate]
AP -6 2d10 DV SA/BF/FA Ammo 42
Medusan Arms Longinus Sniper Rifle:
The Longinus is a high impact Sniper Rifle made for law enforcement and security purposes. It has precision components, a heavy barrel, attached bipod and precision stock, and an increased magazine capacity, all to deliver maximum accuracy and control at range. Commonly, this weapon is paired with accushot ammo for maximum precision at a distance. Of course, this comes at a price, the Longinus is heavy and expensive, and critics consider the weapon over-engineered for marksman purposes, but it still remains popular with Police Snipers in the LLA and Martian City-States. The Longinus comes with a variable (x6/x8/x10) Imaging scope. Increase maximum range of this weapon by 20%, but this weapon cannot be fired while in melee combat. [High]
AP -12 2d10+10 DV SA Ammo 20
Medusan Arms Sica Personal Defense Pistol:
The Sica model is a light pistol model which uses the same type of ammunition as the Arma PDW. While it lacks a lot of "stopping power" compared to most pistols, the weapon has phenomenal armor penetration for such a light pistol, and may be more useful in situations with armored enemies. The pistol also has low recoil making it fairly good for target or competition shooting also. This weapon only uses AP ammunition. [Low]
AP -5 2d10-2 DV SA/BF/FA Ammo 24
Another subsidiary of Gorgon Defense Systems, and sister company to Medusan Shield, Medusan Arms specializes in personal scale weaponry to provide personal defense or outfit small, private security teams - such as bodyguards. These weapons tend to be of higher quality than many other mass-market weapons, with the most expensive designs custom-adjusted for the buyer. Generally they are sleek weapons of simple artistry, but are difficult to customize aftermarket in order to stall the Extropian tendency to reverse engineer and alter IP.
Medusan Arms Arma PDW:
Considered to be a "signature" weapon of Medusan Arms, the Personal Defense Weapon is an anti-armor light weapon for use in close-quarters or by personnel carrying lighter weapons. It's mostly marketed for security or self-defense purposes, a countermeasure to the ubiquity of body armor or armored clothing. To this end, the Arma model uses "proprietary" armor-piercing ammunition, and has a compact design with a large magazine capacity, and can be used easily in both one or two hands. It also comes standard with a x2 mechanical sight, but this can easily be replaced. The Arma has drawn some concerns from the public due to how MA and their parent company GDS tend to aggressively pursue those who attempt to manufacture off-brand ammunition for the Arma, with many tort claims related to "hurting the effectiveness of the product" - leaving many copycats to forge off-brand versions of the PDW itself. Reduce the penalty for the Attacker being in Melee by 10. This weapon only uses AP ammunition. [Moderate]
AP -6 2d10 DV SA/BF/FA Ammo 42
Medusan Arms Longinus Sniper Rifle:
The Longinus is a high impact Sniper Rifle made for law enforcement and security purposes. It has precision components, a heavy barrel, attached bipod and precision stock, and an increased magazine capacity, all to deliver maximum accuracy and control at range. Commonly, this weapon is paired with accushot ammo for maximum precision at a distance. Of course, this comes at a price, the Longinus is heavy and expensive, and critics consider the weapon over-engineered for marksman purposes, but it still remains popular with Police Snipers in the LLA and Martian City-States. The Longinus comes with a variable (x6/x8/x10) Imaging scope. Increase maximum range of this weapon by 20%, but this weapon cannot be fired while in melee combat. [High]
AP -12 2d10+10 DV SA Ammo 20
Medusan Arms Sica Personal Defense Pistol:
The Sica model is a light pistol model which uses the same type of ammunition as the Arma PDW. While it lacks a lot of "stopping power" compared to most pistols, the weapon has phenomenal armor penetration for such a light pistol, and may be more useful in situations with armored enemies. The pistol also has low recoil making it fairly good for target or competition shooting also. This weapon only uses AP ammunition. [Low]
AP -5 2d10-2 DV SA/BF/FA Ammo 24
Sunday, October 9, 2016
Oxford
Learning/studying can be a conundrum for a modern Transhuman. While psychosurgery and simulspace dilation can make more efficient use of time and modern nootropics and cognitive enhancers can help one remember materials better, there is no proper substitute for spending the time and practice needed to develop skills. While some Egos are naturally quick on the uptake, there has been no success in cultivating this feature in morph-lines or as a cognitive enhancement. But, many people not in education or training do not have the time to devote hours to mastering a skill. For people who still want to try and "cram" in the traditional sense, there may be a pharmaceutical solution. "Study" drugs, stimulants and drugs to help focus have existed for long periods, but conventional chemistry can't keep up with ultramodern morphs and cognitive drugs. This requires a new modern blend of compounds to keep up with the transhuman mind.
Oxford: Usually sold as tablets or injector capsules, fundamentally Oxford is a study drug. It utilizes a blend of caffeine and other naturally occurring stimulants with a cocktail of synthesized brain chemicals which stimulate areas of the brain which are associated with certain types of memory - namely those which help a person develop skills or factual knowledge. Quick to take effect but short in duration, Oxford grants a burst of energy and focus which makes the user feel awake and productive. Time spent under the effects of Oxford count double for purposes of improving skills or learning new skills. This benefit does not stack with the Fast Learner trait (p. 146 EP). At GM's discretion, being on Oxford may remove penalties for distractions or lack of sleep - but it works best when a user is already somewhat awake and has time and space to focus on learning. The fact that Oxford is blended from many naturally occurring substances has it's downsides, their chemical makeup is not altered in any way to reduce chances of addiction, so physical dependence among users is common. A long-time Oxford user is easy to spot: they're shaky and unfocused off the drug, and have a uncanny almost robotic focus when on it - and in either case often develop bloodshot eyes or dark circles regardless of how much sleep they need or get. [Low]
Application: Inj, O
Onset: 1 Minute
Duration: 2 Hours
Addiction Modifier: -10
Addiction Type: Physical
(Shoutout to RPPR, I got the name for Oxford from one of their campaigns - though the drug in Tribes of Tokyo was more sinister there than this modeled effect. Free plot hook for GMs who might make this more devious than an addictive, short-term study booster.)
Oxford: Usually sold as tablets or injector capsules, fundamentally Oxford is a study drug. It utilizes a blend of caffeine and other naturally occurring stimulants with a cocktail of synthesized brain chemicals which stimulate areas of the brain which are associated with certain types of memory - namely those which help a person develop skills or factual knowledge. Quick to take effect but short in duration, Oxford grants a burst of energy and focus which makes the user feel awake and productive. Time spent under the effects of Oxford count double for purposes of improving skills or learning new skills. This benefit does not stack with the Fast Learner trait (p. 146 EP). At GM's discretion, being on Oxford may remove penalties for distractions or lack of sleep - but it works best when a user is already somewhat awake and has time and space to focus on learning. The fact that Oxford is blended from many naturally occurring substances has it's downsides, their chemical makeup is not altered in any way to reduce chances of addiction, so physical dependence among users is common. A long-time Oxford user is easy to spot: they're shaky and unfocused off the drug, and have a uncanny almost robotic focus when on it - and in either case often develop bloodshot eyes or dark circles regardless of how much sleep they need or get. [Low]
Application: Inj, O
Onset: 1 Minute
Duration: 2 Hours
Addiction Modifier: -10
Addiction Type: Physical
(Shoutout to RPPR, I got the name for Oxford from one of their campaigns - though the drug in Tribes of Tokyo was more sinister there than this modeled effect. Free plot hook for GMs who might make this more devious than an addictive, short-term study booster.)
Friday, October 7, 2016
Morph Update
So, today there is not a regular update post - but instead I've probably posted the equivalent of 2-3 daily posts by appending some design notes and commentary to all my Morph posts, like I did with the original Felinoid. Be sure to check the morph tag for some ideas on the design focus or source for morphs, some comments on their builds or refinement or how they might be used and even a couple with some ideas for variance a player or GM might put on them.
Thursday, October 6, 2016
Exotic Melee Weapon: Whips
Whips are an interesting "weapon" type. Intended as a tool for pain compliance in animals or people, while the whip has some history as a practical weapon (and some interesting uses) it's primary purpose has been replaced by many directed energy weapons, such as agonizers or stunners. And as a weapon, the nature of the construction and methods of it's uses definitely lend it toward the "Exotic". But, for those with the patience to practice, the use of the Whip can provide some unique advantages and surprises. Assuming the user has the appropriate space to utilize a whip properly, whips should provide the Reach bonus regardless of the size of the user or target, and can always be used to perform Subdual attacks (p. 204 EP). All of the following use the skill Exotic Melee Weapon: Whips.
Whip: Also known as a stockwhip or a bullwhip, this is the most traditional type of whip people think of when they think of fighting with whips. They have a short handle and a long lash, which provide the ability to strike or whip with considerable reach, and make loud snapping or cracking noises which can startle people or animals. Traditionally made with leather, the modern whip is usually made of synthetic substances with the lash improved using toughed fibers to be able to inflict serious injuries such as cuts in addition to welts and bruises. Other styles of whip, such as longe whips or cat o' nine tails can be made in this way to produce similar results. [Trivial]
DV 1d10+DB 0 AP
Monofilament Whip: An exotic and dangerous variant, this whip is made with an incredibly thin strand or loop of monofiber to have an incredibly sharp cutting edge. Slashes with this whip will pass through flesh and bone easily, and even the shells of most synths will take deep cuts. This cutting potential comes at a price, however. Monofilament Whips are incredibly fragile, and can easily be broken after a single use in the wrong situation. It takes careful practice to utilize the weapon correctly, and thus, most users of monofilament whips are shadowy assassins in vids, and people without real combat experience who try and imitate them. [Low]
DV 2d10+DB -8 AP
Smart Whip: The most sophisticated type of whip for combat use, or any sort of use, Smart Whips are built along principles of smart materials and electronic rope. Other than some unique coloration or texturing, these whips look fairly conventional, but smart materials embedded in the lash and linked to the handle allow some very interesting uses. With simple touches and angles of the handle, the user can alter the course and speed of a Smart Whip mid-swing, making them more accurate and more forceful than conventional whips. While not as potent as the monofilament whip, a Smart Whip can generate a dense, sharp tip to slash, or more easily coil and wrap around a target. Users of the Smart Whip gain a +10 bonus on Subdual attacks, and can make Called Shots without the usual -10 penalty. [Low]
DV 1d10+3+DB -3 AP
Whip: Also known as a stockwhip or a bullwhip, this is the most traditional type of whip people think of when they think of fighting with whips. They have a short handle and a long lash, which provide the ability to strike or whip with considerable reach, and make loud snapping or cracking noises which can startle people or animals. Traditionally made with leather, the modern whip is usually made of synthetic substances with the lash improved using toughed fibers to be able to inflict serious injuries such as cuts in addition to welts and bruises. Other styles of whip, such as longe whips or cat o' nine tails can be made in this way to produce similar results. [Trivial]
DV 1d10+DB 0 AP
Monofilament Whip: An exotic and dangerous variant, this whip is made with an incredibly thin strand or loop of monofiber to have an incredibly sharp cutting edge. Slashes with this whip will pass through flesh and bone easily, and even the shells of most synths will take deep cuts. This cutting potential comes at a price, however. Monofilament Whips are incredibly fragile, and can easily be broken after a single use in the wrong situation. It takes careful practice to utilize the weapon correctly, and thus, most users of monofilament whips are shadowy assassins in vids, and people without real combat experience who try and imitate them. [Low]
DV 2d10+DB -8 AP
Smart Whip: The most sophisticated type of whip for combat use, or any sort of use, Smart Whips are built along principles of smart materials and electronic rope. Other than some unique coloration or texturing, these whips look fairly conventional, but smart materials embedded in the lash and linked to the handle allow some very interesting uses. With simple touches and angles of the handle, the user can alter the course and speed of a Smart Whip mid-swing, making them more accurate and more forceful than conventional whips. While not as potent as the monofilament whip, a Smart Whip can generate a dense, sharp tip to slash, or more easily coil and wrap around a target. Users of the Smart Whip gain a +10 bonus on Subdual attacks, and can make Called Shots without the usual -10 penalty. [Low]
DV 1d10+3+DB -3 AP
Tuesday, October 4, 2016
DCV
Social drugs occupy an interesting space in AF 10. Many of them are useful tools to bring people who may not be suited for social situations to a relatively competent level, or enhance the performance of those in social circles. While they may have potent side-effects or behavioral components, most have uses which are considered socially acceptable. One might not always enjoy the sight or sound of a person on Alpha, Hither or Juice (p. 320-21 EP), but they have their purposes. Other social drugs, however, may be more publicly frowned upon, despite also having clear advantageous uses.
DCV: Usually sold in small inhalers or vapor rubs, DCV is a social drug specifically engineered to make the user a better liar. It accomplishes this with a mild relaxant effect, which makes it easier to control heart-rate, pupil dilation and other classical "tells" of lying, but not so far as to be as unsettling as the Emotional Dampers implant. It also helps inhibit areas of the brain generally associated with self-doubt, guilt or regret - making it easier for the user to engage in a lie or deceptive behavior. These effects are not intense, however, so DCV does not overcome many dedicated truth-detecting methods, nor can it keep someone calm in serious life-or-death situations. It grants a +10 bonus on Deception and Impersonation checks for the duration.[Low]
Marketing-wise, DCV is usually sold as a niche enhancement for actors and performance artists, or occasionally to people who work in covert government or research projects and need to keep their mouths shut regularly. But, it has a thriving secondary market in con artists, spies and people who are just terrible everyday liars. DCV is not intrinsically habit forming, and most users do not find the feeling intense enough to become addicted under normal circumstances. That said, people who make regular use of the drug tend to regularly require performance enhancement to lie, so they may have habits related to deception which go beyond substance abuse.
Application: D, Inh
Onset: 1 Minute
Duration: 8 Hours
Addiction Modifier: N/A
Addiction Type: N/A
DCV: Usually sold in small inhalers or vapor rubs, DCV is a social drug specifically engineered to make the user a better liar. It accomplishes this with a mild relaxant effect, which makes it easier to control heart-rate, pupil dilation and other classical "tells" of lying, but not so far as to be as unsettling as the Emotional Dampers implant. It also helps inhibit areas of the brain generally associated with self-doubt, guilt or regret - making it easier for the user to engage in a lie or deceptive behavior. These effects are not intense, however, so DCV does not overcome many dedicated truth-detecting methods, nor can it keep someone calm in serious life-or-death situations. It grants a +10 bonus on Deception and Impersonation checks for the duration.[Low]
Marketing-wise, DCV is usually sold as a niche enhancement for actors and performance artists, or occasionally to people who work in covert government or research projects and need to keep their mouths shut regularly. But, it has a thriving secondary market in con artists, spies and people who are just terrible everyday liars. DCV is not intrinsically habit forming, and most users do not find the feeling intense enough to become addicted under normal circumstances. That said, people who make regular use of the drug tend to regularly require performance enhancement to lie, so they may have habits related to deception which go beyond substance abuse.
Application: D, Inh
Onset: 1 Minute
Duration: 8 Hours
Addiction Modifier: N/A
Addiction Type: N/A
Saturday, October 1, 2016
Isonade morph
Isonade (Synth)
Named after a legendary water-creature from Japanese Mythology, the Isonade was designed by an offshoot of the corporation who designed the Takko morph, and has similar principles. Cetacean morphs are rare and sometimes at a premium, even in aquatic habitats, so the Isonade is intended as a synthetic alternative. It obviously requires no gills or oxygen reserve, and is equipped both with an aquatic propeller system, a thrust vector for Zero-G, and the underside can undulate along the ground when out of water but in gravity. The morph is equipped with a number of features which can be enjoyed by aquatic uplifts and are useful, such as its eelware and electrical sense. With equipped Sonar and enhanced hearing, the morph is capable of "speaking" Neo-Cetacean, and can also use the Octopus chromatophore language with Chameleon Skin. As a final useful feature, the Isonade has two retractable arms, which can telescope, so the morph retains it's manipulators as needed. However, it's synthetic shell isn't as fully optimized for proper "swimming" as an actual Cetacean morph. Sadly also, the extensive adaptation and custom shell does make it quite expensive to produce.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Eelware, Electrical Sense, Enhanced Hearing, Extra Limbs (Two extendable Arms), Hydrostatic Pressure Adaptation, Mnemonic Augmentation, Polarization Vision, Puppet-Sock, Sonar, Telescoping Limbs
Movement Rate: (Submersible), 4/16 (Snake), 8/40 (Thrust Vector)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 REF, +5 INT, +5 to one of your choice, +30 Swimming, Bite Weapon (AP -1, 1d10+1 DV, use Unarmed), Armor 6/6
CP Cost: 50
Credit Cost: Expensive (50,000+)
(The Isonade is a morph I originally designed in a little jam to build a Cetacean-compatible synthmorph option over in the /epg/ community. This is a later reiteration with some refinement. Like many synth alternatives, the Isonade (named after a creature from Japanese Folklore as noted above - giving it an echo to the Takko) is expensive. But carries a lot of benefit, and can probably be more easily mass produced then possibly GRM-locked uplift morphs. The addition of snake was an idea I had because I didn't want it to be useless out of water, but Thrust Vector might not be universally applicable. So in a pinch the Isonade can scoot along a surface to move. It loses some of the massive swimming bonus for a better natural weapon, the shell armor and some great bonuses - plus no need to worry about breathing at all)
Named after a legendary water-creature from Japanese Mythology, the Isonade was designed by an offshoot of the corporation who designed the Takko morph, and has similar principles. Cetacean morphs are rare and sometimes at a premium, even in aquatic habitats, so the Isonade is intended as a synthetic alternative. It obviously requires no gills or oxygen reserve, and is equipped both with an aquatic propeller system, a thrust vector for Zero-G, and the underside can undulate along the ground when out of water but in gravity. The morph is equipped with a number of features which can be enjoyed by aquatic uplifts and are useful, such as its eelware and electrical sense. With equipped Sonar and enhanced hearing, the morph is capable of "speaking" Neo-Cetacean, and can also use the Octopus chromatophore language with Chameleon Skin. As a final useful feature, the Isonade has two retractable arms, which can telescope, so the morph retains it's manipulators as needed. However, it's synthetic shell isn't as fully optimized for proper "swimming" as an actual Cetacean morph. Sadly also, the extensive adaptation and custom shell does make it quite expensive to produce.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Eelware, Electrical Sense, Enhanced Hearing, Extra Limbs (Two extendable Arms), Hydrostatic Pressure Adaptation, Mnemonic Augmentation, Polarization Vision, Puppet-Sock, Sonar, Telescoping Limbs
Movement Rate: (Submersible), 4/16 (Snake), 8/40 (Thrust Vector)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 REF, +5 INT, +5 to one of your choice, +30 Swimming, Bite Weapon (AP -1, 1d10+1 DV, use Unarmed), Armor 6/6
CP Cost: 50
Credit Cost: Expensive (50,000+)
(The Isonade is a morph I originally designed in a little jam to build a Cetacean-compatible synthmorph option over in the /epg/ community. This is a later reiteration with some refinement. Like many synth alternatives, the Isonade (named after a creature from Japanese Folklore as noted above - giving it an echo to the Takko) is expensive. But carries a lot of benefit, and can probably be more easily mass produced then possibly GRM-locked uplift morphs. The addition of snake was an idea I had because I didn't want it to be useless out of water, but Thrust Vector might not be universally applicable. So in a pinch the Isonade can scoot along a surface to move. It loses some of the massive swimming bonus for a better natural weapon, the shell armor and some great bonuses - plus no need to worry about breathing at all)
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