Thursday, September 29, 2016

Mobile Greenhouse

Mobile Greenhouse
A creation typically used by various Nomads on Mars, though variants of these can be found throughout the solar system. They feature lightweight but rigid base with wheels and an inflated and pressurized tube of translucent polymers, forming a large pressure tent. The inside features a collapsible and highly modular system of supports and endoskeletal struts which can be used to assemble planters, water systems, hooks for hydroponics and many other agriculture or aquaculture needs. They average about 38 square meters of surface, but their interior volume is flexible and multiple greenhouses can be linked together for more space. They have eight wheels, and are typically towed, but have a small electric motor and manual controls to self-propel if needed. They have rechargeable batteries linked to extendable solar panels, as a Greenhouse requires exposure to sunlight to function. Almost all modern Mobile Greenhouses come equipped with either integrated nanoswarm hives, or apiaries for Gardener Bees or Wasps. With their internal environmental controls, and enough plant material, they can provide indefinite life support to up to half a dozen transhumans. Some Scum ships are even known to attach greenhouses to the hull or tow them in space for extremely “ghetto” hydroponics or living space rigs. Comes with exterior floodlights and a Spindle to act as a tow cable. [High]

Capacity: 1-6
Handling: -10
Movement Rate: 4/20
Max Speed: 40
AV: 10/10
DUR: 40
WT: 8

Wednesday, September 28, 2016

Merowech

Merowech
Type: Tidally Locked
Jovian Moon
Primary Star: M4V (Red Dwarf)
Satellite Of: Alfheimr (95 Earth Masses)
Gravity: .05 g
Diameter: 1,522.8 km
Atmospheric Pressure: 0 atm
Atmospheric Composition: N/A
Surface Temperature (Mean): 180 C
Day Length: N/A
Orbital Period: 52 Days
Satellites: None
Gate Access: Fissure Gate
Notes: High Population of System Bodies, Resources Available, Alien Archaeological Traces
Discovered by a Scum group of “vikings” from Phelan’s Recourse (hence the norse/germanic
naming), Merowech is an interesting mirror to Oberon and the Fissure Gate. A small,
tidally locked moon around a small jovian world (Alfheimr), in a standard Red Dwarf system with
a high volume of planetary bodies. Merowech is cold, airless, with a layer of ices over a hard,
rocky crust. Planetary surveys indicate that Merowech is ideal for volatile mining, and so some
have placed an interest in the world, but can’t come to a clean agreement due to the stipulations
about the Fissure Gate. Much more interesting are the alien traces on this world, mostly
exploration marks around the Gate which have survived due to a lack of erosive forces, and
several artifacts discovered. Called “Alfur Tren” or “Elf Trees”, they are mysterious treelike
constructs which appear to “grow” out of the surface of Merowech, and are all composed of a
mixture of crystalline “shells” or “skin”, and a primary composition of precious metals. They are
also highly reflective, appearing luminous when placed in almost any light. When placed in an
atmosphere, they appear to “hum” slightly, though they do not appear to vibrate when scanned.
Many consider this hum to be soothing, or have an otherwise positive emotional aspect (though
many Asyncs have noted it has no effect on them, or is slightly annoying, like someone playing
a piece of music on repeat). Elf Trees are moderately robust, but also very fragile; they seem to
ignore extremes of temperature and radiation, but crumple to dust when exposed to significantly
high gravity or pressure, but do not react to “artificial” gravity of many habitats. Due to their
pleasing looks, precious composition and relative rarity, Elf Trees are a moderately valuable
artifact back insystem. They are only found on the “day” side of Merowech, and leading theory
they are the byproduct of some alien nanotech, similar to TITAN “termite mounds” and fractal
burrows. Exact analysis is difficult however, as their outer layers are resistant to many kinds of
scans and almost any damage to the object causes the entire thing to shatter, turning into an
inert pile of dust of metals such as gold, platinum or iridium. The Merowech Gate is located in a
bottom of a crater intersecting a chasma in proximity to the tidal “pole” of Merowech on the Alfheimr side, with the small jovian hanging prominently in the sky, reflecting a gold-white
color. Some who spend time out under the stars and sky under Alfheimr report a similar hum to the Elf Trees and an inexplicable compulsion to go toward or reach out for the Gas Giant. Many people
who have slept on Merowech report unusual dreams about tall, luminous figures.

Monday, September 26, 2016

Brand Name Weapons #2 - PSC

Polite Society Collective (PSC)
The PSC is an Anarchist collective focused on production of self and station-defense weapons, their name derived from the phrase "An armed society is a polite society". Originally made by pirating designs from the Inner System, the group's work has evolved into its own style of simple, utilitarian designs made to easily come out of and be assembled from nanofabricators. This has led to some weapon's experts and aficionados to derisively refer to their weapons as "box guns" for their simplistic designs.

PSC "Adjudicator" Heavy Pistol:
"Why wouldn't you use a heavy pistol?" - Anarchist militia member
The first major blueprint launched by the Polite Society Collective, the Adjudicator is one of the most ubiquitous models of pistol on the AA, often at the top of fabricator lists. Built on the most basic principles, the weapon is also the source of the "boxgun" complaints, with straight angles which are easy to make in a fabricator. Compact, easily adjusted to any morphology, the Adjudicator is built along the principle of "why not use the largest bullet for self-defense". It's shortened design also makes it easy to draw and fire in close-quarters, with a slight loss of range not usually noticed in the tight confines of Anarchist habs. Decrease the maximum range of this weapon by 20%, reduce the penalty for the Attacker being in Melee by 10. [Low]
AP -4 2d10+6 DV SA/BF Ammo 8

PSC "Liberator" Assault Rifle:
The right arm of the Autonomist world, the Liberator model was produced after the Battle of Locus, and has spread to a majority of Anarchist militias in the outer system. The model has also begun appearing in the hands of militant Barsoomians on Mars. The Liberator is a balanced, model designed for fighting in close-quarters on space habs, but keeps most of it's range for "repelling boarders". While slightly more complex than most PSC designs, the Liberator is still fairly modular and easy to assemble, ready to go to defend liberty and autonomy. Decrease the max range of this weapon by 10%. [Moderate]
AP -6 2d10+6 DV SA/BF/FA  Ammo 35

PSC "Sunburst" Plasma Rifle:
In terms of power and utility, almost all accept that the Plasma Rifle is the primary type of weapon, with Plasma's thermal damage unlikely to breach many outer pressure hulls and having advantages against rogue nanotech. PSC produces a "slim" model with better energy efficiency which produces a lighter induction of plasma, meaning it doesn't hit as hard, but is less expensive to construct and easier on the outputs. It also features a reserve battery system, so it can hold two batteries at once meaning it can be switched between the two as a Quick Action, but both can be completely replaced in one Complex Action. Decrease the maximum range of this weapon by 20%, reduce the penalty for the Attacker being in Melee by 10. [Expensive (10,000)]
AP -7 3d10+18 DV SA  Ammo 14

Saturday, September 24, 2016

Musical genres

(Shout out to ThatWhichNeverWas on the Forums, who listed some ideas for music in the world of EP which quickly set me off on the path to a lot of these concepts)

AETHERWAVE
Ethereal or haunting genre of music only completely appreciated by those with Enhanced Hearing.

AIR METAL
Genre based on metal music, common on Venus. Combines traditional instrumentation and style of metal with themes related to airships, gliding or other uniquely venusian aspects.

BHANGRA POLKA
Popular fusion genre on Titan, combines punjabi pop music with swedish polka.

BIG BOLLY
Style popular on Luna and pushed by Experia - large performance bands with traditional instruments of the Indian Subcontinent and Southeast Asia. Works well with crowd dances.

CARBON METAL
Modern iteration of metal music popular on Titan. Mixes elements of black, viking and pirate metal with use of synths and playing with atmospheric density. 

EUTERPE
"Mathematically perfect" digital music, made and popular among AGI and other infolife. Named after the muse of music. 

HASH ROCK
Popular in the Orbit and Scum swarms, combines traditional elements of "rock" music with drug culture and certain psychedelic or hypnotic overtones. A laid back genre. 

HEBETUDE
Slow, relaxing, almost hypnotic electronic music, favorite for ambient sound or slow dances. 

M-POP
Short for "Mars Pop", music popular among urban martians and the planetary consortium. Solo or group acts based by digitally-derived music based on a number of asian music styles - with songs often recorded in multiple languages. 

PALEO
A genre favored among Neanderthal and Hominid uplifts, uses "primitive" instrumentation and simple musical structure. 

RED ROCK
Martian music genre, popular among barsoomians and nomads. Uses a mixture of "simple" instruments such as acoustic guitars and sitars and vocals often in one or more languages to resemble previous generations of rock and country music.

RETROBIT
Surprisingly deep musical genre which reimagines many classic sounds in early video game "midi" style. 

SCAVDUB
Music genre which plays pre-Fall styles of music on "scavenged" instruments, both replicas of existing styles or wholly unique constructs. Music in general plays to themes of memory and nostalgia.

SCUM TRIBAL
"Scum Tribal" attempts to classify the unclassifiable, the "genre" of music common in Scum Swarms - an ad hoc combination of instruments ranging from modern to ancient, often with psychedelic undertones.

SYNTH RAGE
Electronic/synth music genre produced by recording synthmorph vocals, high on acoustic dissonance and social themes.

TWENCEN
"Genre" which includes popular music and music styles from the 20th century (particularly the last half), and includes remixes and mashups thereof. 

Friday, September 23, 2016

Dual Purpose Grenades

Dual Grenades
Also called "Dual Phase Grenades" or "Dual Purpose Grenades", these munitions take advantage of minifacturing technology to allow a single standard-sized grenade shell to hold the payload of two minigrenade types. These grenades come with both physical and wireless-activated switches, allowing one to pick which type of payload to detonate easily in the moment, and combine with any number of detonation options. Purchasing this addition combines two types of minigrenades into a single device the size of a standard grenade, and may not be added to extant minigrenades without being completely disassembled and rebuilt in a fabber. Only the DV and effects of one minigrenade type are used when it is detonated, but which is detonated can be changed at any time before it actually goes off. Dual Grenades can also be Sticky (p. 341 EP). [Low] (plus cost of the minigrenades)

Dual Grenades have many uses and combinations. A standard military loadout mixes Concussion minigrenades with Frag minigrenades, allowing one to pick a situation where stunning force is better, or to inflict lethal harm. Riot police may mix CR Gas or Smoke charges with an Overload charge, depending on which option may be more appropriate to control or disperse a crowd as needed - especially in polities who are concerned with civilian's rights. Anti-Nanoswarm DP grenades often carry EMP/Plasmaburst charges, to cripple and disorient nanotech then have the option to cleanse the area with heat.

Thursday, September 22, 2016

Amorph

Amorph (Pod)
A long-rumored creation said to have been designed by Scum Genehackers, Extropian morph houses or Extrasolar Exhumans, the Amorph is a simple concept, a transgenic pod based on Factor biological data. Obtaining the samples to produce this morph was very difficult, and the end result is a pod which functions similar to the Bouba module, but with organic compounds which at passing glance resembles a Factor. The final version is a translucent, colored gel with cyberbrain components suspended inside it, with a bioweave shell to give it more security and substance. While they can flex to many shapes and sizes, most who sleeve in the Amorph tend to use their skinflex ability to shift into a roughly humanoid shape to make it easier to relate to others, though the morph can technically perceive both electrical current and the EM spectrum in a broad 360 view. The intrinsic abilities of the factor genetics used also means Amorphs develop eelware, skinlink and toxin glands. Their strange, distributed nature and shocking resilience also tends to embolden the wearers. Amorphs are slightly sticky to the touch, and look and feel a bit like gummi bears. Domestic intelligence agencies and Firewall are highly interested in this design for use to potentially infiltrate Factors.
Implants: 360 Degree Vision, Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Chameleon Skin, Cortical Stack, Cyberbrain, Eelware, Electrical Sense, Enhanced Smell, Enhanced Vision, Grip Pads, Mnemonic Augmentation, Poison Gland (Factor Dust Toxin), Skinflex, Skinlink, Squishbot, Swim Bladder, Toxin Filters
Movement Rate: Snake 4/16, Swim 4/16
Aptitude Maximum: 30 (20 SOM)
Durability: 30
Wound Threshold: 6
Advantages:  +10 COO, +5 WIL
Notes: Social Stigma (Pod), Social Stigma (Alien), Alien Biochemistry
CP Cost: 40
Credit Cost: Expensive (80,000+)

(The Amorph is probably the second morph I put serious effort into using the Morph Creation System. In several books, the concept of making a morph based on Factor "genetics" is discussed, both just as a market move or as a covert move by groups like Firewall. The inclusion of Squishbot in Transhuman also kind of set some precedent for a gelatinous morph as well. Other than that, the Amorph was built to model to the best of transhumanity's ability the natural abilities of the Factors. Of course what they do is entirely biological - or at least looks like it, while the Amorph has to rely on cyberware and nanoware to make up the difference. The cost on this is ludicrously high for roleplaying reasons, a GM could easily reduce the cost down to match the CP cost if they felt like it, but it might not match the exclusivity of the design)

Wednesday, September 21, 2016

Toxin ammo

Conventional firearms offer some of the broadest application of ammunition options, both "smart" and based in regular technology. Many of these have utility applications, like jamming or tracking rounds, or less-lethal options like plastic or zap gel rounds. Capsule or splash rounds can be used to deliver a wide variety of payloads, and many conventional ammunition designs such as armor penetrators or hollowpoints can increase conventional combat effectiveness. But, some people don't play by the rules of engagement - if they even have any. For those with access to easy refinement and separation of elements and compounds (via Nanofabrication) there are some nastier options with which one can load a gun.

Toxin: These rounds are specifically made from a blend of compounds and heavy metals which are toxic to most transhuman biochemistries. Some blends may even be mildly radioactive. The result is that being struck with such a round tends to release elements into the bloodstream, which can cause some acute effects in a short timeframe, but most bodies with basic biomods will also quickly take them out of the system, and prevents the most serious long-term side effects. When a biomorph or pod is hit by an attack using Toxin ammo, they must make a DUR test, taking 10 DV per Action turn for 1 action turn per MoF, which ignores armor. Medichines makes this a DUR x2 test, and those with Toxin Filters are completely immune. Passing the test still grants a -10 penalty to all tests for 1 Action turn, as if from a Wound. Luckily, the exotic or at least non-standard composition of this ammunition impacts their ability to function as bullets, reducing both the DV and the AP of the firearm by 2. [Low]