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<blockquote data-quote="Zireael" data-source="post: 6088528" data-attributes="member: 6686270"><p><strong>Equipment</strong></p><p>Starting equipment and ammo does not count against inventory size. An item’s inventory size is 1x1 unless noted otherwise. Lockpicks, medkits, multitools and the like stack. So do explosives and knives and throwing knives. The max size of such a stack is 20.</p><p></p><p>The total inventory size allowed is 5x5.</p><p></p><p>A character can only carry one of a given type of item (stacking items count as one).</p><p><u></u></p><p><u>Starting equipment</u></p><p>DataVault</p><p><em>The Datavault represents your internal “hard drive.” It can store images and data files for access at any time. There are three sections through which you can cycle: Goals, Notes and Images.</em></p><p><em></em></p><p>IFF</p><p><em>Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories.</em></p><p></p><p>Infolink</p><p><em>One-way micro-transceiver array allows agents in the field to receive messages from Control. It is shut down when the agent is off-duty.</em></p><p></p><p>Keyring</p><p><em>This tool vaguely resembles a yellow handgun with a LED in the middle. It uses nanites to lock or unlock – more specifically, nano keys in the form of a blue cylinder. The LED will turn green when a door is locked or unlocked successfully, and red when the appropriate nanokey has not been picked up.</em></p><p><u></u></p><p><u>Non-starting equipment</u></p><p></p><p>Bioelectric cell</p><p><em>A bioelectric cell provides efficient storage of energy in a form that can be utilized by a number of different devices.</em></p><p>A single cell recharges 25% of one’s bioenergy.</p><p></p><p>Energy cell</p><p><em>A bioelectric energy battery that powers nanotech biomods. Can be used to replenish a modified person's power supply.</em></p><p>A single energy cell recharges 100% of one’s bioenergy.</p><p></p><p>Lockpick</p><p><em>A disposable tool made from steel and polymers, which can be used to bypass all but the most high-end nanolocks.</em></p><p>A standard lockpick depletes 10% of lock strength.</p><p></p><p>Medkit</p><p><em>First-aid kits designed for use in the field.</em></p><p>A standard medkit heals 30% of health.</p><p></p><p>Multitool</p><p><em>An electronic device using electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through a circuit.</em></p><p>A standard multitool depletes 10% of bypass strength.</p><p></p><p>Augmentation canister</p><p><em>It contains special nanites that allow nano-augmented people to achieve feats considered impossible to regular humans. However, proper programming of augmentations must be conducted by a medical robot, otherwise terminal damage may occur.</em></p><p></p><p>Flare</p><p><em>A small device used to create a yellow bright source or signal without exploding. Upon being used, it falls to the ground and provides light for several seconds before dissipating.</em></p><p></p><p>Rebreather</p><p><em>A disposable chemical scrubber that can extract oxygen from water during brief submerged operations.</em></p><p></p><p>Ballistic armor</p><p><em>Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage. These polymer sheets must be charged before use; after the charge has dissipated they lose their reflexive properties and should be discarded.</em></p><p></p><p>Hazmat suit</p><p><em>A standard hazardous materials suit that protects against a full range of environmental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an integrated bacterial oxygen scrubber that degrades over time and thus should not be reused.</em></p><p></p><p>Thermoptic camo</p><p><em>Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves; however, the high power drain makes it impractical for more than short-term use, after which the circuitry is fused and it becomes useless.</em></p><p></p><p><u>Other</u></p><p></p><p>Ambrosia vial</p><p><em>The only known vaccine against the 'Gray Death.' Unfortunately, it is quickly metabolized by the body making its effects temporary at best. One dose (20 cm³ or 20ml) stops the symptoms of the Gray Death for 48 hours.</em></p><p></p><p>Zyme</p><p><em>A vial of zyme, brewed up in some basement lab. The name literally means „ferment” and it is a synthetic drug which appeared in the 2050s in the US.</em></p><p>Prince: 65 credits</p><p></p><p><u>Food items</u></p><p></p><p>Beer</p><p><em>An alcoholic beverage produced through brewing and fermenting grains such as barley or wheat. The process of brewing sterilizes beer, making it a very popular drink for thousands of years around the world. Warning: May be harmful to your health.</em></p><p></p><p>Bread</p><p><em>Lots of air and even a little nutritition. Health-boosted with active mold cultures.</em></p><p>Heals 5% health.</p><p></p><p></p><p>Forty</p><p><em>Forty is vernacular for a 40-ounce bottle of any cheap alcoholic beverage, likely beer or liquor.</em></p><p></p><p>Liquor</p><p><em>Liquor is an alcoholic beverage made through distilling starches or fruits, opposed to fermenting in beer and wine. The label is torn off, but it looks like some of the good stuff.</em></p><p></p><p>Soda</p><p><em>Soft drinks, also called sodas, are carbonated beverages made from water and a flavoring agent.</em></p><p>A can of soda restores 5 health.</p><p>Price: 10 credits</p><p></p><p>Wine</p><p><em>Wine is an alcoholic drink made from a fermenting fruit, as opposed to starches used in beer.</em></p><p></p><p><u>Weaponry</u></p><p></p><p>[SPOILER]Pistol</p><p><em>A standard 10 mm IMM Austin pistol.</em></p><p>Applicable skill - Weapons: Pistol</p><p>Damage: 10</p><p>Clip size: 6</p><p>Rate of fire: 1.5 rds/sec</p><p>Reload: 2 sec</p><p>Effective range: 45 m</p><p>Max range: 100 m</p><p>Ammo: 10 mm</p><p></p><p>Stealth Pistol</p><p><em>The stealth pistol is a variant of the standard 10mm pistol with a larger clip and integrated silencer designed for wet work at very close ranges.</em></p><p>Applicable skill - Weapons: Pistol</p><p>Damage: 8</p><p>Clip size: 10</p><p>Rate of fire: 6 rds/sec</p><p>Reload: 2 sec</p><p>Effective range: 45 m</p><p>Max range: 100 m</p><p>Ammo: 10 mm</p><p></p><p>Mini-crossbow</p><p><em>The wrist-mounted mini-crossbow was specifically developed for espionage work, and accepts a range of dart types that can be later retrieved.</em></p><p>Applicable skill - Weapons: Pistol</p><p>Damage: 15</p><p>Clip size: 4</p><p>Rate of fire: 1 rd/sec</p><p>Reload: 2 sec</p><p>Effective range: 15 m</p><p>Max range: 30 m</p><p>Ammo: darts, tranquilizer darts, flares, EMP darts</p><p></p><p>Machine pistol</p><p><em>The Hurricane TMP-18 (Tactical Machine Pistol 18) is a fully-automatic machine pistol made by Stasiuk Arms Inc.</em></p><p>Applicable skill - Weapons: Pistol</p><p>Damage: 7</p><p>Clip size: 30</p><p>Rate of fire: 10 rds/sec Auto</p><p>Reload: 1 turn</p><p>Effective range: 45 m</p><p>Max range: 100 m</p><p>Ammo: 9x19mm</p><p>Inventory size: 4x1</p><p></p><p>Tranquilizer rifle</p><p><em>The PAX-22 Tranquilizer Rifle is a non-lethal, silent weapon made by Military Arms of Ostrava (MAO) located in the Czech Republic. It was intentionally developed for capture operations on wildlife and other organic targets.</em></p><p>Applicable skill – Weapons: Rifle</p><p>Damage: 15</p><p>Clip size: 1</p><p>Reload: 1 turn</p><p>Effective range: 45 m</p><p>Max range: 90 m</p><p>Ammo: tranq darts</p><p>Inventory size: 4x1</p><p></p><p></p><p></p><p></p><p>Sniper Rifle</p><p><em>The military sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve tight groupings at better than 1 MOA (minute of angle) depending on environmental conditions.</em></p><p>Applicable skill - Weapons: Rifle</p><p>Damage: 20</p><p>Clip size: 6</p><p>Rate of fire: 0.5 rds/sec</p><p>Effective range: 550 m</p><p>Max range: 900 m</p><p>Ammo: 30.06 mm</p><p>Inventory size: 4x1</p><p></p><p>Assault Shotgun</p><p><em>The assault shotgun (sometimes referred to as a 'street sweeper') combines the best traits of a normal shotgun with a fully automatic feed that can clear an area of hostiles in a matter of seconds. Particularly effective in urban combat, the assault shotgun accepts either buckshot or sabot shells.</em></p><p>Applicable skill - Weapons: Rifle</p><p>Damage: 20</p><p>Clip size: 4</p><p>Rate of fire: 1.5 rds/sec Auto</p><p>Reload: 1 turn</p><p>Effective range: 20 m</p><p>Max range: 40 m</p><p>Ammo: Sabot, Buckshot</p><p>Inventory size: 2x2</p><p></p><p>Assault Rifle</p><p><em>The ZHL-U1953 assault rifle is designed for close-quarter combat, utilizing a shortened barrel and 'bullpup' design for increased maneuverability. An additional underhand 20mm HE launcher increases the rifle's effectiveness against a variety of targets.</em></p><p>Applicable skill – Weapons: Rifle</p><p>Damage: 3x5</p><p>Clip size: 30</p><p>Rate of fire: 10 rds/sec Auto</p><p>Reload: 1/2 turn</p><p>Effective range:</p><p>Max range:</p><p>Ammo: 7.62 mm or 20 mm HE</p><p>Inventory size: 2x2</p><p></p><p></p><p></p><p>Combat Knife</p><p><em>An ultra-high carbon stainless steel knife. </em> </p><p>Applicable skill - Weapons: Low-Tech</p><p>Damage: 7</p><p>Alternate fire: throwing</p><p></p><p>Baton</p><p><em>A hefty looking baton, typically used by riot police and national security forces to discourage civilian resistance.</em></p><p>Applicable skill - Weapons: Low-Tech</p><p>Damage: 7</p><p></p><p>Crowbar</p><p><em>A crowbar. Hit someone or something with it. Repeat. Many crowbars we call ‘murder of crowbars’ – Gunther Hermann.</em></p><p>Applicable skill - Weapons: Low-Tech</p><p>Damage: 12</p><p>Inventory size: 2x1</p><p></p><p>Throwing Knives</p><p><em>A favorite weapon of assassins in the Far East for centuries, throwing knives can be deadly when wielded by a master but are more generally used when it becomes desirable to send a message. The message is usually 'Your death is coming on swift feet.'</em></p><p>Applicable skill - Weapons: Low-Tech</p><p>Damage: 10</p><p></p><p>Riot Prod</p><p><em>The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be a valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise.</em></p><p>Applicable skill - Weapons: Low-Tech</p><p>Damage: 15 (stun)</p><p>Clip size: 4</p><p>Ammo: prod charger</p><p></p><p>Pepper Spray</p><p><em>The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering at short-range.</em></p><p>Applicable skill - Weapons: Low-Tech</p><p>Damage: 0</p><p>Clip size: 100</p><p>Effective range: 2 m</p><p>Max range: 2 m</p><p>Ammo: pepper can</p><p></p><p></p><p>LAM (Lightweight Attack Munitions)</p><p><em>A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine.</em></p><p>Applicable skill - Weapons: Demolitions</p><p>Damage: 500</p><p></p><p>EMP Grenade<em></em></p><p><em>The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids.</em></p><p>Applicable skill - Weapons: Demolitions</p><p>Damage: 0 (bioenergy reduced to 0)</p><p></p><p>Gas Grenade</p><p><em>Upon detonation, the gas grenade releases a large amount of CS (a military-grade 'tear gas' agent) over its area of effect. CS will cause irritation to all exposed mucous membranes leading to temporary blindness and uncontrolled coughing. Like a LAM, gas grenades can be attached to any surface.</em></p><p>Applicable skill - Weapons: Demolitions</p><p>Damage: 0 (incapacitated for 2 rounds per every stay in the 10 m cloud)</p><p></p><p></p><p>Flamethrower</p><p><em>A portable flamethrower that discards the old and highly dangerous backpack fuel delivery system in favor of pressurized canisters of napalm. Inexperienced users will find that a flamethrower can be difficult to maneuver, however.</em></p><p>Applicable skill - Weapons: Heavy</p><p>Damage: 2 per unit</p><p>Clip size: 100 units</p><p>Rate of fire: 10 rds/sec</p><p>Reload: a turn</p><p>Effective range: 6 m</p><p>Max range: 6 m</p><p>Ammo: napalm canisters</p><p>Inventory size: 4x2</p><p></p><p>Plasma gun</p><p><em>An experimental weapon that is being produced in 2052 as a series of one-off prototypes, the plasma gun superheats slugs of magnetically-doped plastic and accelerates the resulting gas-liquid mix using an array of linear magnets. The resulting plasma stream is deadly when used against slow moving targets.</em></p><p>Applicable skill - Weapons: Heavy</p><p>Damage: 90</p><p>Clip size: 12</p><p>Rate of fire: 2 rds/sec</p><p>Reload: 2 sec</p><p>Effective range: 270 m</p><p>Max range: 450 m</p><p>Ammo: plasma clip</p><p>Inventory size: 4x2</p><p></p><p>GEP</p><p><em>The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy. While suitable for high-threat combat situations, it can be bulky for those who have not grown familiar with it.</em></p><p>Applicable skill - Weapons: Heavy</p><p>Damage: 300</p><p>Clip size: 1</p><p>Effective range: 270 m</p><p>Max range: 450 m</p><p>Ammo: rockets, WP rockets</p><p>Inventory size: 4x2</p><p></p><p>LAW</p><p><em>The LAW provides cheap, dependable anti-armor capability in the form of an integrated one-shot rocket and delivery system, though at the expense of any laser guidance. Like other heavy weapons, the LAW can slow those who have not trained with it extensively.</em></p><p>Applicable skill - Weapons: Heavy</p><p>Damage: 100</p><p>Clip size: 1</p><p>Rate of fire: N/A</p><p>Effective range: 270 m</p><p>Max range: 450 m</p><p>Ammo: N/A (single use only)</p><p>Inventory size: 4x1</p><p></p><p>PS20</p><p><em>The PS20 is a disposable, plasma-based weapon developed by an unknown security organization as a next generation stealth pistol. Unfortunately, the necessity of maintaining a small physical profile restricts the weapon to a single shot. Despite its limited functionality, the PS20 can be lethal at close range.</em></p><p>Applicable skill - Weapons: Pistol</p><p>Damage: 35</p><p>Clip size: 1</p><p>Rate of fire: N/A</p><p>Effective range: 270 m</p><p>Max range: 450 m</p><p>Ammo: N/A (single use only)</p><p></p><p>Weapon mods</p><p>Weapon mods can only be used with ranged weapons which are not single use only. </p><p></p><p>Accuracy: Improves weapon accuracy by 10%. Cannot be applied to heavy weapons. Price: 750 credits</p><p>Ammo scavenger: Decreases the amount of ammo used by 10%. Only works for automatic weapons.</p><p>Clip: Increases clip capacity by 10%, only for bullet weaponry. Price: 250 credits</p><p>EMP converter: The weapon deals additional EMP damage with each shot.</p><p>Laser: Provides a laser sighting to show where an accurate bullet will hit. Cannot be applied to heavy weapons. Price: 700 credits</p><p>Reload: Improves reload time by 10%. Cannot be applied to a mini-crossbow. Price: 250 credits</p><p>Scope: Adds a scope to the weapon. Can be applied to pistols, mini-crossbow, GEP gun and Plasma Rifle. Price: 700 credits</p><p>Range: Increases the effective range of the weapon by 10%. Cannot be applied to a shotgun or a flamethrower.</p><p>Silencer: Adds a silencer to the weapon, preventing enemies from hearing the weapon. Can be applied to Assault Rifle and Sniper Rifle only. Price: 500 credits[/SPOILER]</p><p></p><p><strong>Combat</strong></p><p>The body is divided into the following parts: head, torso, right arm, left arm, right leg, left leg.</p><p></p><p>The health of each body part is measured in percents, starting at 100% (full health). </p><p>If the health is reduced to 75%, the part is slightly wounded, resulting in a –10% penalty. If the health is reduced to 50%, it means it is wounded and the penalty is –20%. The health of 25% or less means the part is severely wounded and the penalty is –30%. If the health is reduced to 0%, the part is disabled and cannot be used. In the case of torso and head, 0% health means death.</p><p></p><p>Stunned, blinded or drugged conditions result in a penalty ranging from –20% to –40%.</p><p></p><p>Headshots deal 4x damage. A medkit heals 30%, starting from the part which is most wounded. A player might also pick a given body part and use the 30% on this body part only. If using a medkit would cause the health to go above 100%, any excess percents are lost.</p><p></p><p>Shooting beyond effective range lowers damage by half.</p><p></p><p>Modifiers to combat tests</p><p>[SPOILER]Every group needs to be taken into account. All modifiers are summed up and the player throws against the total DC.</p><p></p><p>Distance</p><p>Less than half of effective range +20%</p><p>Half as far as effective range –20%</p><p></p><p>Targeting</p><p>Entire body (random body part hit) +20%</p><p>Left side or right side (random body part hit) +10%</p><p>Torso –10%</p><p>Limb –20%</p><p>Head –30%</p><p></p><p>Cover</p><p>Less than half –10%</p><p>Half –20%</p><p>Nearly complete –30%</p><p></p><p>Weather (not applied to melee combat)</p><p>Poor lightning –20%</p><p>Windy –10%</p><p>Heavy rain or light fog –20%</p><p>Thick fog or smoke grenade –30%</p><p></p><p>Movement</p><p>Standing still +10% per round, up to +30%</p><p>Running –20%</p><p>Shooting blindly –30%</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Zireael, post: 6088528, member: 6686270"] [B]Equipment[/B] Starting equipment and ammo does not count against inventory size. An item’s inventory size is 1x1 unless noted otherwise. Lockpicks, medkits, multitools and the like stack. So do explosives and knives and throwing knives. The max size of such a stack is 20. The total inventory size allowed is 5x5. A character can only carry one of a given type of item (stacking items count as one). [U] Starting equipment[/U] DataVault [I]The Datavault represents your internal “hard drive.” It can store images and data files for access at any time. There are three sections through which you can cycle: Goals, Notes and Images. [/I] IFF [I]Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories.[/I] Infolink [I]One-way micro-transceiver array allows agents in the field to receive messages from Control. It is shut down when the agent is off-duty.[/I] Keyring [I]This tool vaguely resembles a yellow handgun with a LED in the middle. It uses nanites to lock or unlock – more specifically, nano keys in the form of a blue cylinder. The LED will turn green when a door is locked or unlocked successfully, and red when the appropriate nanokey has not been picked up.[/I] [U] Non-starting equipment[/U] Bioelectric cell [I]A bioelectric cell provides efficient storage of energy in a form that can be utilized by a number of different devices.[/I] A single cell recharges 25% of one’s bioenergy. Energy cell [I]A bioelectric energy battery that powers nanotech biomods. Can be used to replenish a modified person's power supply.[/I] A single energy cell recharges 100% of one’s bioenergy. Lockpick [I]A disposable tool made from steel and polymers, which can be used to bypass all but the most high-end nanolocks.[/I] A standard lockpick depletes 10% of lock strength. Medkit [I]First-aid kits designed for use in the field.[/I] A standard medkit heals 30% of health. Multitool [I]An electronic device using electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through a circuit.[/I] A standard multitool depletes 10% of bypass strength. Augmentation canister [I]It contains special nanites that allow nano-augmented people to achieve feats considered impossible to regular humans. However, proper programming of augmentations must be conducted by a medical robot, otherwise terminal damage may occur.[/I] Flare [I]A small device used to create a yellow bright source or signal without exploding. Upon being used, it falls to the ground and provides light for several seconds before dissipating.[/I] Rebreather [I]A disposable chemical scrubber that can extract oxygen from water during brief submerged operations.[/I] Ballistic armor [I]Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage. These polymer sheets must be charged before use; after the charge has dissipated they lose their reflexive properties and should be discarded.[/I] Hazmat suit [I]A standard hazardous materials suit that protects against a full range of environmental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an integrated bacterial oxygen scrubber that degrades over time and thus should not be reused.[/I] Thermoptic camo [I]Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves; however, the high power drain makes it impractical for more than short-term use, after which the circuitry is fused and it becomes useless.[/I] [U]Other[/U] Ambrosia vial [I]The only known vaccine against the 'Gray Death.' Unfortunately, it is quickly metabolized by the body making its effects temporary at best. One dose (20 cm³ or 20ml) stops the symptoms of the Gray Death for 48 hours.[/I] Zyme [I]A vial of zyme, brewed up in some basement lab. The name literally means „ferment” and it is a synthetic drug which appeared in the 2050s in the US.[/I] Prince: 65 credits [U]Food items[/U] Beer [I]An alcoholic beverage produced through brewing and fermenting grains such as barley or wheat. The process of brewing sterilizes beer, making it a very popular drink for thousands of years around the world. Warning: May be harmful to your health.[/I] Bread [I]Lots of air and even a little nutritition. Health-boosted with active mold cultures.[/I] Heals 5% health. Forty [I]Forty is vernacular for a 40-ounce bottle of any cheap alcoholic beverage, likely beer or liquor.[/I] Liquor [I]Liquor is an alcoholic beverage made through distilling starches or fruits, opposed to fermenting in beer and wine. The label is torn off, but it looks like some of the good stuff.[/I] Soda [I]Soft drinks, also called sodas, are carbonated beverages made from water and a flavoring agent.[/I] A can of soda restores 5 health. Price: 10 credits Wine [I]Wine is an alcoholic drink made from a fermenting fruit, as opposed to starches used in beer.[/I] [U]Weaponry[/U] [SPOILER]Pistol [I]A standard 10 mm IMM Austin pistol.[/I] Applicable skill - Weapons: Pistol Damage: 10 Clip size: 6 Rate of fire: 1.5 rds/sec Reload: 2 sec Effective range: 45 m Max range: 100 m Ammo: 10 mm Stealth Pistol [I]The stealth pistol is a variant of the standard 10mm pistol with a larger clip and integrated silencer designed for wet work at very close ranges.[/I] Applicable skill - Weapons: Pistol Damage: 8 Clip size: 10 Rate of fire: 6 rds/sec Reload: 2 sec Effective range: 45 m Max range: 100 m Ammo: 10 mm Mini-crossbow [I]The wrist-mounted mini-crossbow was specifically developed for espionage work, and accepts a range of dart types that can be later retrieved.[/I] Applicable skill - Weapons: Pistol Damage: 15 Clip size: 4 Rate of fire: 1 rd/sec Reload: 2 sec Effective range: 15 m Max range: 30 m Ammo: darts, tranquilizer darts, flares, EMP darts Machine pistol [I]The Hurricane TMP-18 (Tactical Machine Pistol 18) is a fully-automatic machine pistol made by Stasiuk Arms Inc.[/I] Applicable skill - Weapons: Pistol Damage: 7 Clip size: 30 Rate of fire: 10 rds/sec Auto Reload: 1 turn Effective range: 45 m Max range: 100 m Ammo: 9x19mm Inventory size: 4x1 Tranquilizer rifle [I]The PAX-22 Tranquilizer Rifle is a non-lethal, silent weapon made by Military Arms of Ostrava (MAO) located in the Czech Republic. It was intentionally developed for capture operations on wildlife and other organic targets.[/I] Applicable skill – Weapons: Rifle Damage: 15 Clip size: 1 Reload: 1 turn Effective range: 45 m Max range: 90 m Ammo: tranq darts Inventory size: 4x1 Sniper Rifle [I]The military sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve tight groupings at better than 1 MOA (minute of angle) depending on environmental conditions.[/I] Applicable skill - Weapons: Rifle Damage: 20 Clip size: 6 Rate of fire: 0.5 rds/sec Effective range: 550 m Max range: 900 m Ammo: 30.06 mm Inventory size: 4x1 Assault Shotgun [I]The assault shotgun (sometimes referred to as a 'street sweeper') combines the best traits of a normal shotgun with a fully automatic feed that can clear an area of hostiles in a matter of seconds. Particularly effective in urban combat, the assault shotgun accepts either buckshot or sabot shells.[/I] Applicable skill - Weapons: Rifle Damage: 20 Clip size: 4 Rate of fire: 1.5 rds/sec Auto Reload: 1 turn Effective range: 20 m Max range: 40 m Ammo: Sabot, Buckshot Inventory size: 2x2 Assault Rifle [I]The ZHL-U1953 assault rifle is designed for close-quarter combat, utilizing a shortened barrel and 'bullpup' design for increased maneuverability. An additional underhand 20mm HE launcher increases the rifle's effectiveness against a variety of targets.[/I] Applicable skill – Weapons: Rifle Damage: 3x5 Clip size: 30 Rate of fire: 10 rds/sec Auto Reload: 1/2 turn Effective range: Max range: Ammo: 7.62 mm or 20 mm HE Inventory size: 2x2 Combat Knife [I]An ultra-high carbon stainless steel knife. [/I] Applicable skill - Weapons: Low-Tech Damage: 7 Alternate fire: throwing Baton [I]A hefty looking baton, typically used by riot police and national security forces to discourage civilian resistance.[/I] Applicable skill - Weapons: Low-Tech Damage: 7 Crowbar [I]A crowbar. Hit someone or something with it. Repeat. Many crowbars we call ‘murder of crowbars’ – Gunther Hermann.[/I] Applicable skill - Weapons: Low-Tech Damage: 12 Inventory size: 2x1 Throwing Knives [I]A favorite weapon of assassins in the Far East for centuries, throwing knives can be deadly when wielded by a master but are more generally used when it becomes desirable to send a message. The message is usually 'Your death is coming on swift feet.'[/I] Applicable skill - Weapons: Low-Tech Damage: 10 Riot Prod [I]The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be a valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise.[/I] Applicable skill - Weapons: Low-Tech Damage: 15 (stun) Clip size: 4 Ammo: prod charger Pepper Spray [I]The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering at short-range.[/I] Applicable skill - Weapons: Low-Tech Damage: 0 Clip size: 100 Effective range: 2 m Max range: 2 m Ammo: pepper can LAM (Lightweight Attack Munitions) [I]A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine.[/I] Applicable skill - Weapons: Demolitions Damage: 500 EMP Grenade[I] The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids.[/I] Applicable skill - Weapons: Demolitions Damage: 0 (bioenergy reduced to 0) Gas Grenade [I]Upon detonation, the gas grenade releases a large amount of CS (a military-grade 'tear gas' agent) over its area of effect. CS will cause irritation to all exposed mucous membranes leading to temporary blindness and uncontrolled coughing. Like a LAM, gas grenades can be attached to any surface.[/I] Applicable skill - Weapons: Demolitions Damage: 0 (incapacitated for 2 rounds per every stay in the 10 m cloud) Flamethrower [I]A portable flamethrower that discards the old and highly dangerous backpack fuel delivery system in favor of pressurized canisters of napalm. Inexperienced users will find that a flamethrower can be difficult to maneuver, however.[/I] Applicable skill - Weapons: Heavy Damage: 2 per unit Clip size: 100 units Rate of fire: 10 rds/sec Reload: a turn Effective range: 6 m Max range: 6 m Ammo: napalm canisters Inventory size: 4x2 Plasma gun [I]An experimental weapon that is being produced in 2052 as a series of one-off prototypes, the plasma gun superheats slugs of magnetically-doped plastic and accelerates the resulting gas-liquid mix using an array of linear magnets. The resulting plasma stream is deadly when used against slow moving targets.[/I] Applicable skill - Weapons: Heavy Damage: 90 Clip size: 12 Rate of fire: 2 rds/sec Reload: 2 sec Effective range: 270 m Max range: 450 m Ammo: plasma clip Inventory size: 4x2 GEP [I]The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy. While suitable for high-threat combat situations, it can be bulky for those who have not grown familiar with it.[/I] Applicable skill - Weapons: Heavy Damage: 300 Clip size: 1 Effective range: 270 m Max range: 450 m Ammo: rockets, WP rockets Inventory size: 4x2 LAW [I]The LAW provides cheap, dependable anti-armor capability in the form of an integrated one-shot rocket and delivery system, though at the expense of any laser guidance. Like other heavy weapons, the LAW can slow those who have not trained with it extensively.[/I] Applicable skill - Weapons: Heavy Damage: 100 Clip size: 1 Rate of fire: N/A Effective range: 270 m Max range: 450 m Ammo: N/A (single use only) Inventory size: 4x1 PS20 [I]The PS20 is a disposable, plasma-based weapon developed by an unknown security organization as a next generation stealth pistol. Unfortunately, the necessity of maintaining a small physical profile restricts the weapon to a single shot. Despite its limited functionality, the PS20 can be lethal at close range.[/I] Applicable skill - Weapons: Pistol Damage: 35 Clip size: 1 Rate of fire: N/A Effective range: 270 m Max range: 450 m Ammo: N/A (single use only) Weapon mods Weapon mods can only be used with ranged weapons which are not single use only. Accuracy: Improves weapon accuracy by 10%. Cannot be applied to heavy weapons. Price: 750 credits Ammo scavenger: Decreases the amount of ammo used by 10%. Only works for automatic weapons. Clip: Increases clip capacity by 10%, only for bullet weaponry. Price: 250 credits EMP converter: The weapon deals additional EMP damage with each shot. Laser: Provides a laser sighting to show where an accurate bullet will hit. Cannot be applied to heavy weapons. Price: 700 credits Reload: Improves reload time by 10%. Cannot be applied to a mini-crossbow. Price: 250 credits Scope: Adds a scope to the weapon. Can be applied to pistols, mini-crossbow, GEP gun and Plasma Rifle. Price: 700 credits Range: Increases the effective range of the weapon by 10%. Cannot be applied to a shotgun or a flamethrower. Silencer: Adds a silencer to the weapon, preventing enemies from hearing the weapon. Can be applied to Assault Rifle and Sniper Rifle only. Price: 500 credits[/SPOILER] [B]Combat[/B] The body is divided into the following parts: head, torso, right arm, left arm, right leg, left leg. The health of each body part is measured in percents, starting at 100% (full health). If the health is reduced to 75%, the part is slightly wounded, resulting in a –10% penalty. If the health is reduced to 50%, it means it is wounded and the penalty is –20%. The health of 25% or less means the part is severely wounded and the penalty is –30%. If the health is reduced to 0%, the part is disabled and cannot be used. In the case of torso and head, 0% health means death. Stunned, blinded or drugged conditions result in a penalty ranging from –20% to –40%. Headshots deal 4x damage. A medkit heals 30%, starting from the part which is most wounded. A player might also pick a given body part and use the 30% on this body part only. If using a medkit would cause the health to go above 100%, any excess percents are lost. Shooting beyond effective range lowers damage by half. Modifiers to combat tests [SPOILER]Every group needs to be taken into account. All modifiers are summed up and the player throws against the total DC. Distance Less than half of effective range +20% Half as far as effective range –20% Targeting Entire body (random body part hit) +20% Left side or right side (random body part hit) +10% Torso –10% Limb –20% Head –30% Cover Less than half –10% Half –20% Nearly complete –30% Weather (not applied to melee combat) Poor lightning –20% Windy –10% Heavy rain or light fog –20% Thick fog or smoke grenade –30% Movement Standing still +10% per round, up to +30% Running –20% Shooting blindly –30% [/SPOILER] [/QUOTE]
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