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| Bio-Pol (Biological Police) | |||||||||||||
| History: During 2010 when VITAS (Virally Induced Toxic Allergy Syndrome), the governments of the world panicked causing the creation of the Biological Police (Bio-Pol) Units. During that year it is said that they helped the population greatly in containing the VITAS outbreaks. Background: GM Notes: Con Ammo Mode Damage Wt Availability Cost SI Range Rifle: 2 32(c) SA 7M+Special 5.25 18/14 Days 35,000 3 Assault Gun: 4 10(c) SA 8M+Special 2.25 20/14 Days 30,000 3 Heavy Notes: If a Bio-Pol sees anyone not Bio-Pol with a these weapons they are to shoot first then ask questions. Rifle and Gun have Smart Gun Link I/II, Thermographic, Digital Magnification 3 sight plus a Tactical Computer 2 built into it. Chemical Bullet: 1. Toxin - Neuro-Toxin causes 8S damage upon introduction into the system. Decreasing in power, by 1, every turn there after. 2. Gel - 5L each turn with an accumulating +1 Modifier each turn. Notes: When a person is hit by a Chemical Bullet, first figure the bullets impact, then figure the Toxin component then the Gel component, after that figure the Toxin component and then the Gel component at the beginning of each turn there after. The character can notice that there is no blood exiting the wound on a Int(5) test. If the wound is unplugged the character will get an accumulating -1 modifier each turn the wound is kept unplugged only negating the Gel component. If a person is hit with 3 or more Chemical Bullets there is a chance that the body will start splitting apart as the Gel components spread the body apart roll 2 dice if the number is equal or greater than the Body attribute then it will start splitting. |
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| Mimes | |||||||||||||
| On 2052 Dr. Teresa Goleman, a genetic scientist (gene-splicer) created the XY-Chromosome replacement, or the Goleman Chromosome. With this discovery several Corporations saw a new tool, a genetic copy cat or a Mime. With the embrace of the Corporations to this new technology there came a powerful opponent, Humanis Policlub. They hold a fanatical hatred towards Mimes. But the public, in their thirst for cruelty embraced Mimes, and put them into arenas where they would fight each other, sometimes to the death. Notes: There are two types of Mimes, Corporate and Renegade. Corporate Mimes live in special Conclaves with other mimes, and receive the protection of the Corporation. Renegade Mimes live a dangerous lifestyle, there are corporation patrols looking for renegade mimes to �Bring them back home� or to eliminate them. Many renegade Mimes live in small groups called �cells� in the sewers or in lower class lifestyle areas. The arena fights are sponsored by different corporations, and can have different rules from game to game. Usually it is only to incapacitation, but sometimes it is to the death. There are even street fights where people can bet on the favorites, those Mimes don�t last that long. Can only increase, or decrease by 3 the following: Body, Quickness, Strength, Charisma, and Reaction. Some skills can be wired into the template as well, mainly physical skills. Some mannerisms can also seep into the characters self. If a character wants to be a Mime then they must pick up a Mime Port during character creation, and they cannot have any other cyberware or bioware, except for some headware. Whenever they �flux� or change, the mime must replenish their nutrients, this can be done by eating large quantities of food or drinking 1-2 canisters of a special nutrient drink. Templates (Masques): It takes a minimum of 3 days to make a template. To buy a template for a corporate Mime costs 3,750 and the renegade Mime costs twice as much, 7,500. Starting characters get 2 templates: one meltdown, and one home Masque. The Meltdown template is designed to kill, it can be just a break down of molecular cohesion or a form that is missing a heart, lung or brain. Corporate Mimes get all of the benefits of templates with a seepage of 1, where Renegade Mimes get templates with a seepage of 3. Seepage is when the personality of the template starts to overlap into your own personality, i.e. if the mime is using a lot of violent templates then they will start behaving violently in the peaceful templates and vis versa. To figure if seepage is occurring roll 1 die if it is the seepage number or lower seepage has occurred. Some Non-Humanoid templates can have strange seepage effects on Mimes. Name Essence Price SI Mime Port 1.00 800,000 3.00 Mime Template Meltdown NA 1,500 1.00 Mime Template Human NA 3,750 1.00 Mime Template Troll NA 3,750 1.00 Mime Template Dwarf NA 3,750 1.00 Mime Template Elf NA 3,750 1.00 Mime Template Ork NA 3,750 1.00 Mime Template Humanoid NA 4,000 2.00 Mime Template Non-Humanoid NA 4,500 3.00 Nutrient Drink NA 15 2.00 |
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| Black Boxes | |||||||||||||
| In the early part of the 21st century many corporations realized that not all �mercenaries� were to be trusted, thus the creation of Black Boxes was implemented. The first ones were just Cortex Bombs and threats to use them. Now the corporations have the ability to actually take control of the wayward person. The basics of the modern Black Box are: Chipjack or Datajack This is the primary method for accessing the Black Box System. Chipjack (p246 Shadowrun2) / Datajack (p246 Shadowrun2) Comlink For proper control you need two lines of communication. Comlink (p76 Street Samurai Catalog) Cranial Bombs This is a last effective use of some Black Box Personnel, wether it is to eliminate all evidence in the persons head or as an area effect. Cranial Bombs (p27 Cybertechnology) Encephalon This is the main processing point of the Black Box. Encephalon (p49 ShadowTech) Memory Storage of different programs, from drive to firearms. Memory (p44 ShadowTech) Orientation System Only method of effectively locating Black Box Personnel. Orientation System (p63 ShadowTech) Radio or a Telephone For remote operation. Radio (p246 Shadowrun2) / Telephone (p247 Shadowrun2) RAS Cutout To make sure that the person is not going to interfere with the operation of the Black Box. RAS Cutout (Medical ppr) Sense Link This enables the controller to �feel� what the person feels. Sense Link (p83 Street Samurai Catalog) Skillwires + With out this the Black Box will take control of the body but it will not do anything. Skillwires + (p47 ShadowTech) SPU Echolocation This device is used to gain access to the ultrasonic views. SPU Echolocation (Cyberear ppr) SPU Math This combined with the Black Box means that timers can be set. SPU Math (p52 ShadowTech) SPU Medical It is always a good idea for the controllers to know what condition the Black Box System and person is in. SPU Medical (Medical ppr) SPU Sound The Sound SPU is used to gain access to all auditory systems the person may encounter. SPU Sound (Cyerear ppr) SPU Vision Simple SPU to gain access to a wider variety of Visual information. SPU Vision (Cybereye ppr) Tactical Computer Self explanatory. NOTE: if this is used with any of the �sense� SPU�s you add +2 not the +1 in the book. Tactical Computer (p53 ShadowTech) Wired Reflexes Level 0 or CDC Wired Reflexes This is the only way to move the person, it acts like a Central Nervous System. Wired Reflexes Level 0 (Sleepwalkers ppr) / CDC Wired Reflexes (Cyberdrones ppr) It is possible to add any number of other cyberware for any number of other purposes. RAS Cutout Similar to the Reticular Activation System Overrides found in Sense decks (ShadowBeat pg 80), this circuit when patched onto the central nervous system allows for the user's sensorium and voluntary motor control to be cut off completely. The user, unless assisted otherwise, is in a state resembling sleep, and is totally sensory deprived. The device is triggered by a signal from either short range signal, or other cyber device. Installation of this device is only permitted for legitimate medical or research purposes. Essence Cost: 0.40 Price: 8,000 >>>>>[ Rumor has it that at least one corp uses this on a semi-regular basis on its' **[Error: Block delete 5 Mp 8** ]<<<<< - Street Doc (16:38:03 02-Feb-2053) SPU (Echolocation) This interfaces between the cyberears, ultrasonic transmitter, brain, and a Vision SPU. It unlocks the full potential of ultrasonics, providing: Range - by measuring the time lag between the signal sent out, and the received echo, the distance from the target can be determined. Angular Direction - the stereo effect. If two receivers are used, then the angle of the echo can be determined. Relative velocity - the relative velocity between the gear and the target is determined by the Doppler shift of the echo; or by consecutive range and angular direction measurements. Target oscillations - fluttering movements in the target, causing changing surface areas and varying Doppler shifts. Target Size - the amplitude of the echo can be used as a rough indication of size. Target Shape and Surface Properties - when a target is illuminated with sound a three dimensional scattered field of echos. Information on shape and surface properties is encoded on the spectral composition and temporal structure of the whole echo field. The SPU is a preprocessor for the data, automatically switching echolocation signal modes as needed, and providing data for the SPU (Vision) to display as a visual sense. The information is in the form of a monochrome image, with a terrain equivalent to the actual physical environment. The texture of the shapes reflects the actual surface properties. Essence Cost: 0.25 Price: 15,000 SPU (Medical) This sub processor is designed to operate with all standard medical sensors, to act on and interpret the data, and control chemical delivery systems. It is often used in long term medical cases, where the patient can afford the luxury of the apparatus, and wishes to retain some mobility. Essence: 0.30 Rating Cost 3 6,000 (Biotech 3 Expert System) 4 30,000 (Biotech 4 Expert System) 5 40,000 (Biotech 5 Expert System) SPU (Sound) When installed in the User's senseware interface, the sound coprocessor acts upon raw data from a cyberear, and depending on its current settings, process the data into a form the brain can understand. The Spu allows programs to instruct how it is to handle sound data. These programs are stored either in headware memory, or DataSofts. The SPU has full stereo capabilities, and when installed in an Encephalon, can interact with other cybernetic systems (eg. Provide noise level data for display on normal vision). Input can also come from Headware memory, or datajack link, (in the case of from a datajack, it works as a mastoid implant speaker). The rating of the SPU also affects the number of programs that can be running concurrently on it, before System Load begins to degrade. The maximum total rating of active programs is 4 times the rating of the CPU. Essence Level Cost Price Features 1 .15 4,000 2 .15 10,000 Integral 2-channel mixer Options: 2 track sampler +2,000 4 track sampler +3,000 SPU (Vision) When installed in the User's senseware interface, the vision coprocessor acts upon raw data from a cybereye, and other input devices, and gives this information to the brain via neural interface. Like the SPU (Sound), it acts on programs given either in DataSofts or Headware memory. This also functions as a display link. Input can also come from Headware memory, or datajack link. The rating of the SPU limits the maximum number of programs that can run concurrently on the chip. Up to 4 times rating worth of programs can operate concurrently. Level Essence Cost Price Features 1 .2 9,000 2 .3 20,000 Works in conjunction with military systems (eg smart-guns). Name Level Ess Cost Avail Legal SI CDC Wired Reflexes 0 10,000xECCM 3/8 Days Legal 1 CDC Wired Reflexes 1 2 25,000xECCM 4/8 Days 5P-CB 2 CDC Wired Reflexes 2 3 75,000xECCM 4/8 Days 4P-CB 2 CDC Wired Reflexes 3 5 250,000xECCM 8/14 Days 3-CC 2 CDC Wired Reflexes 4 7 1,250,000xECCM 12/20 Days 3-CC 2 Chipjack .2 1,000 3/72 Hrs Legal .9 Comlink 2 .3 8,000 2/48 Hrs Legal 1 4 .3 18,000 3/48 Hrs Legal 1.25 8 .3 40,000 4/48 Hrs Legal 1.5 10 .3 60,000 5/48 Hrs Legal 1.75 Cranial Bombs Kink Bomb NA 28,000 12/14 Days 2-CC 1.5 Microbomb NA 65,500 18/48 Hrs 2-CC 1.25 Area Bomb 3-8/M-D NA 500,000 20/14 Days 2-CC 1 Datajack .2 1,000 Always Legal .9 Encephalon, +1Int 1 0.50 15,000 6/12 Days Legal 2 Encephalon, +1Int,+1TP 2 0.75 40,000 6/12 Days Legal 2 Encephalon, +2Int,+2TP 3 1.50 75,000 6/12 Days Legal 2 Encephalon, +2Int,+3TP 4 1.75 115,000 6/12 Days Legal 2 Memory/Storage MP/300 MPx150 3/24 Hrs Legal .8 Orientation System .5 15,000 5/6 Days Legal 1.5 Radio .75 4,000 2/24 Hrs Legal .8 RAS Cutout .4 8,000 8/12 Days 6-CA 1.5 Sense Link 2 300,000 2/5 Days 10P-CA 1 Skillwires + 1-3 Lvl*.1 Lvl*15,000 4/10 Days Legal 1 4-6 Lvl*.2 Lvl*125,000 5/10 Days 6P-CB 1 7-9 Lvl*.3 Lvl*1,000,000 12/20 Days 4P-CB 1 Smartgun Link .5 2,500 3/26 Hrs 5P-CA 1 SPU Echolocation .25 15,000 6/60 Hrs Legal 1 SPU Math 1 .1 2,000 6/60 Hrs Legal 1 2 .15 5,000 6/60 Hrs Legal 1 3 .2 11,000 6/60 Hrs Legal 1 4 .25 23,000 6/60 Hrs Legal 1 SPU Medical 3 .3 6,000 4/36 Hrs Legal 1 4 .3 30,000 6/36 Hrs 5-CA 2 5 .3 40,000 6/36 Hrs 4-CA 2 SPU Sound 1 .15 4,000 3/24 Hrs Legal 1 2 .15 10,000 4/36 Hrs 5-CA 2 2 track sampler +2,000 3/24 Hrs Legal 1 4 track sampler +3,000 3/24 Hrs Legal 1 SPU Vision 1 .2 9,000 3/24 Hrs Legal 1 2 .3 20,000 4/36 Hrs 5-CA 2 Tactical Computer 1 3.5 350,000 12/60 Days 4-CB 4 2 4 900,000 12/60 Days 4-CC 4 3 4.5 2,000,000 18/10 Month 2-CC 8 4 5 5,000,000 20/15 Month 1-CC 8 Telephone .5 3,700 3/24 Hrs Legal .9 Wired Reflexes 0 .75 17,500 4/8 Days Legal 1 |
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