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 Post subject: nezumi's gear list
PostPosted: Sun May 22, 2011 9:02 am 
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I'm archiving the equipment I ran in my SR3R game, since the game will be deleted. Please feel free to comment, modify or use.

Latex face mask - Availability 8/1 mo. Street index 4 $500
This is a latex mask kit, including the materials necessary for a single cast. The latex mask can be matched to a single facial structure. Similar kits can be bought for hands (accurate down to the finger print level) for half the price.

Autopicker - Availability 6/1 mo. Street index 4 rating*$200
Also called a pick-gun. It's about the size of a light pistol down to an electric toothbrush, with a long, slender piece inserted into the key hole. With either a snap of a spring or an electric vibration, this snaps the cylinders into place. The user can use the rating of this device in place of the lockpicking skill on any locks not specifically designed to overcome them (generally rating 8 locks or above). These do make noises, and may be heard on a perception test with a TN of 4 (although likely not recognized). They can also be made at home with some basic electronics skill (the difficulty is based on the rating). It generally takes approximately 5 seconds to work.

lockpick set - Availability 2/1 wk. Street index 2 $30
This or the autopicker are required for lockpicking. This depends completely on the user's skill (lockpicking). The TN for picking is based on the quality of the lock. These are exceptionally simple to make at home assuming you have the tools and some basic skill, which makes them easy to pick up on the street. A lockpick set can be replaced by a lockpicking kit, shop or facility (standard prices), which also will decrease the TN of picking the lock. Lockpicking can be done almost silently, causing no more noise than the normal operation of the lock, but generally takes longer (this will be a test against a TN based on the lock. The basic time it takes is 10 minutes per attempt, divided by the number of successes. No penalty for multiple attempts.)

Chain saw - Availability 4/1 wk. Street inex 1.5 $300
It's a chainsaw. It cuts through things.


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 Post subject: Re: nezumi's gear list
PostPosted: Sun May 22, 2011 2:45 pm 
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Drugs:
Drugs are sold by the dose. The dose varies from drug to drug, but each dose is generally small enough to fit in a single hypodermic needle.

Drugs have damage codes just like other weapons. Damage cannot be staged up, only staged down. A second dose applied before the first has taking effect will increase the damage level by one. Additional doses past that do not increase the damage, but each increases the power by +1. Ongoing exposure results in regular damage resistance tests, however a drug can never cause more than it's base Damage Level + 1. The exception is overdosing and prolonged use, which will be covered later.

Below are common combat drugs:

CS/Tear Gas 4/2 weeks SI 4 $150
Contact/inhalation
Speed: 1 Combat Turn
Damage: Make Body(5) test. +3 modifier to all actions, -1 per success. Effect is for 5 minutes -1 per success. -2 to willpower vs. fear or intimidation.
Effect: Stun Damage, Disorientation
Description: Commonly referred to as tear gas, CS gas is an
irritant that affects the skin, eyes, and mucus membranes, causing
them to burn and water. It also stimulates a physiological
panic response: increased heart rate, shortness of breath, and so
forth. Washing thoroughly with soap and water can remove CS
from the victim’s skin, thus ending the duration of the nausea
prematurely. CS gas becomes inert after 2 minutes of contact
with the air.


Cyanide 3/48 hrs. $360 SI 1
Speed: Instantaneous
One of the most rapidly acting of all natural poisons. Its presence is noted by a momentary burning sensation in the mouth (if swallowed or inhaled), the smell of bitter almonds, and an almost instant lapse into spasmodic breathing.

Cyanide works by inhibiting and blocking the enzyme that controls the oxygen release from red blood cells. The result is death by cellular asphyxiation. Oxiding agents, such as hydrogen permanganate or potassium permanganate can transform cyanide into a harmless oxamine, but they must be applied immediately.


Gamma-Scopolamine
Gamma-Scopolamine 8/2 wks. $200 SI 5
Vector: Injection
Speed: Immediate
Damage: 10D
Effect: Paralysis, Truth Serum (see Description).
Description: This neuromuscular blocking agent renders a target unable to move. It is derived from the natural toxin found in Atropa Belladonna, commonly known as nightshade. Gammascopolamine takes effect immediately, causing dizziness, dilation of the pupils, speech loss, delirium, and paralysis. The full effects last for one hour. After the hour has passed, the residue remaining in the body acts as a “truth serum” for an additional hour. Reduce the target’s Willpower by 3 (to a minimum of 1)
for the duration of the chemical’s effect.


Narcoject
Narcojet 6/2 wks. $50 SI 6
Vector: Injection
Speed: Immediate
Effect: 8S
Description: A common knockout drug, narcoject is often used with dart guns. It has no side effects.


Nausea Gas
Nausea Gas 4/48hrs. $25 SI 2
Vector: Inhalation
Speed: 3 Combat Turns
Damage: See below
Effect: Disorientation, Nausea
Description: A victim who breathes nausea gas will feel the need to vomit. Further, the character suffers a +5 modifier to all target numbers, -1 per Body(5) success. Characters who suffer a higher TN modifier than their willpower must make another Body(5) test or vomit (and thusly be incapacitated for 3 turns). Nausea gas lasts for 5 minutes per +1 modifier.


Neuro-Stun XI
Neuro-Stun 36/36hrs. $20 SI 2
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Power: 6S
Effect: Stun Damage, Disorientation
Description: This colorless and odorless knockout gas is used for emergency-containment conditions. Neuro-Stun comes
in different concentrations. Some become inert after only 10 minutes of contact with the air; others become inert after only 1 minute. Wind and other environmental conditions may disperse the gas more quickly.


Pepper Punch
Pepper Punch 2/4 hours SI 1 $5
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Damage: 12L Stun
Effect: Stun Damage, Nausea
Description: Pepper punch uses oreocapsicum, derived from hot peppers, as an active ingredient. A victim dosed with pepper punch feels an intense burning on any affected skin, and her eyes and nose will water. Eyes that are sprayed will burn fiercely and the victim will have difficulty seeing. The throat and nasal passage will be irritated, making breathing difficult.

In addition to resisting 12L Stun, the victim rolls a Body(5) test. He suffers +5 to all actions, -1 per success, for 10 - (2 per success) minutes.


Seven-7
Seven-7 20/2 wks. $1,000 SI 6
Vector: Contact, Inhalation
Speed: 1 Combat Turn
Damage: 10D stun
Effect: Damage, Disorientation, Nausea
Description: This colorless and odorless cutting-edge war gas was developed by Mitsuhama specifically to bypass chemical protection measures. In addition to Physical damage, Seven-7 causes cramping, nausea and double vision to victims. Seven-7 oxidizes and becomes inert after 10 minutes of exposure to air. Standard chemsuits do not reduce the power, but only add 2 turns to the gas' speed.


Non-Combat drugs:
I use this term loosely to cover any drug you might use on yourself instead of on someone else. This primarily includes medicinal, recreational and enhancement drugs. In 2050 drug makers have refined their products to make them both more addictive and less lethal. To do otherwise risks losing business. As such, most of these drugs are "safer" but more addicting than their modern counterparts. Unfortunately, these drugs are just as deadly in the long run, they'll just drain the bank account longer.

Drugs have several important ratings:
The addiction rating - this determines how addictive the drug is. There are two "types" of addiction ratings, physical (P) and mental (M) for the two different types of addictions. Mental addiction is resister by willpower, Physical by body. A drug may have two addiction ratings, making it both physically and mentally addicting.

Tolerance - This is how easily you develop a tolerance for the drug in question (which can be very useful for those poisons you can build a tolerance to, by the by). With regular use (usually after an addiction), I'll begin making this with the addiction test. Some chemicals will have their tolerance go down by 1 every test until you discontinue use for some time. Some won't. This is a case by case basis, so feel free to ask. Building up tolerance means that the effects of the drug are diminished and you either need to bump up the dose or find a stronger drug in approximately the same category.

Speed of Addiction - This determines how many uses in 6 months are required before you make an addiction check.

There are some other factors (acceptable time between fixes and the like) which will be played out, but I see no reason to document them all here.

Results of Addiction - This varies from drug to drug, and ultimately isn't always even known. Some drugs are intentionally made to be free of any serious side effects, assuming "moderate" use. Many drugs carry a measly -1 to resistance against diseases (alcohol and cigarettes) and/or a +1-3 to Athletic TNs (depending on the length and strength of the addiction). Street drugs are generally not so kind, however, and are more likely to allow the user to build up a tolerance, forcing them to find a "better" fix. This generally includes a gradual decrease in physical and mental attributes (repairable only by expending karma again) and eventually a loss of physical health boxes (repairable only through prolonged drug treatment).

Interactions with magic: There are an assortment of drugs designed specifically to positively reinforce magical abilities. They may be used for dream quests or other magical sojourns. Most of these are now carefully manufactured and controlled, just like any other prescription medication (although buying the "natural alternative" is often possible and even preferable for shamans and the like). Unfortunately, like all drugs, even these, through prolonged use, may have a negative impact on the balance of the user's spirit. After an amount of time depending on the drug, the user rolls a Magic Loss check as though he had suffered a deadly wound. If the check fails, the user loses 1 magic point permanently. They amount of use required varies from drug to drug, but a ballpark figure is around 2-3 * Speed of Addiction. This includes Physical Adept powers.

Drugs and cyber: Drugs cause unusual physiological effects which cyberware generally is not made to handle. With weaker drugs, the effects generally are minimal except when used directly on the cyberware (tobacco used with a cyberlung, for instance). However, combat drugs especially may cause unusual side effects. A user popping Kamikaze when he already has Wired Reflexes 3 may cause his body to move "faster" than his mind, sending him into convulsions. Alternatively, when the same user pops Jazz, the effects of the drug (including the intended effects) are almost completely unoticable, as though he hadn't used it at all. The general rule is if a drug increases a statistic already increased through cyberware, an unusual drug interaction is significantly more likely. Generally the result is a decreased potency of the drug, but it can result in significantly more strength than intended, rocketing it to dangerous levels.

Drug to drug interactions: Mixing drugs with other drugs is a dangerous game to play. Increasing a single dose will give you half again the potency of the first (round down), but doubles the crash effects. This is especially dangerous when tolerance has already reduced the effects of the drug. When a drug is overused, depending on the drug, other negative effects may come into play. It's difficult to overdose on marijuana, although it'll put the user out for a while. Overdosing on novacoke is dangerously easy, however.

Mixing a drug with a drug with similar effects (example: heroine and alcohol) greatly reduces the risk of accidental overdose. Mixing a drug with an opposing drug (heroine and cocaine) can have unpredictable effects and again is deadly oftentimes enough to make it dangerous. Mixing drugs is generally not recommended, although a medical practitioner may be able to recommend appropriate mixes safely.


Jazz 8/4 days $40 SI 3
Addiction: 3m
Vector: Inhalation
Speed: Immediate
Duration: 10 * 1d6 minutes
Effects: Developed by Lone Star's R&D Division, jazz was designed to better the odds for run-of-the-mill law-enforcement officers who run up against wired and chromed street samurai. Designated as an "energizer", jazz significantly boosts the user's reflexes and reactions for a short period.

Usually taken from a signle-dose inhaler (or "popper"), jazz increases the user's Quickness by 2, Initiative by +1d6.

When Jazz wears off, the user crashes and is flooded with despondent and miserable emotions. The user must resist 8L stun damage and apply a +1 modifier to all tests involving concentration and a -1 penalty to quickness for 10 * 1d6 minutes.


Marijuana .5/1 hrs $10 SI .5
AKA: grass, weed, hashish, dubich, ganja
Addiction: 3m
Tolerance: 3
Speed of Addiction: 20
Speed: 2d6/1d6 minutes
Vector: Inhalation/Ingestion
Duration: 4d6 minutes/1d3 hours
Effects: Quickness -2, Intelligence -1, Charisma -1, Willpower -1, Reaction -2, lethargy, euphoria, block-all(2)
Crash Effects: Charisma -1, Reaction -1, Willpower -1, hunger, sensory sensitivity, Stimulant(1)
Permanent Effects: Artistic skills +1 once per month of use [Charisma(6), +1 maximum total increase], Charisma +1 once per month use [Willpower(6), +1 maximum total increase]


Kamikaze 5/4 days $50 SI 5
Addiction: 4p
Tolerance: 4
Speed of Addiction: 8
Vector: Inhalation
Duration: 10 * 1d6 minutes
Effects: Kamikaze is a tailored amphetamine combat drug. In moderate doses, kamikaze can give users an edge, somewhat equalizing the odds when unaugmented (either biologically or cybernetically) individuals face augmented opponents in combat. As use continues and addiction grows, the individual requires larger doses and adverse side effects begin to manifest. Large doses can cause excitement, tremors, momentary euphoria and dilated pupils. Excess doses (bordering on overdose) cause anxiety, hallucinations and uncontrolled muscular movements.

Used as a battle stimulant, kamikaze adds +1 Body, +1 Quickness, +2 Strength, +1 Willpower and +1d6 initiative. It also provides pain resistance equivalent to 4 levels of the adept power.

When kamikaze wears off, the user crashes and suffers -1 quickness and -1 willpower for 10*1d6 minutes. They must resist 6M stun.

Repeated use has a destructive effect on the user's metabolism. On top of the likelihood of addiction. On top of the likelihood of addiction, every four applications in six months, there is a serious chance of cyberware or bioware malfunction (GM has secret mechanics, don't worry).


Novacoke 4/1 hr. $10 SI 2
AKA: coke, nose-candy, exec, C17H21NO4, snow
Addiction: 7p
Tolerance 3
Speed of Addiction: 1
Speed: Immediate
Vector: Inhalation
Duration: 1d3 hours
Effects: Quickness +1, Intelligence +1, Charisma -2, Body -2, aggressiveness, risk-taking, block-all(3)
Crash Effects: Depression, hyperactivity, M stun wound
Permanent Effects: Charisma -1 [Willpower(6)]
Addiction Effects: Body -1 per 3 months [Willpower(6)], Willpower and Intelligence -1 per 3 months [Willpower(4) for each. Resets after 6 months of no use.


FoolKiller 8/3hrs. $35 SI 2
AKA: ripper, charge, egg in a pan, joker, Herc
Addiction: 5p
Speed of Addiction: 5
Tolerance: 2
Speed: Immediate
Vector: Inhalation
Duration: 1d6 days
Effects: Charisma and Willpower +3, Body +2, Intelligence and Quickness -1, feeling of invulnerability, unshakable confidence, zealotry, aggressiveness, as activated pain editor
Crash Effects: Body -1, Willpower +1 for 1d6 days [Willpower(6)], Quickness -2 for 1d6 days [a Body(6) save will cut to -1], Intelligence -1 for 1d6 days
Permanent Effects: -1 physical box per dose [Body(4)], Body -2(vs. pathogens and poisons) [Body(5)]
Addiction Effects: -1 physical box per week [Body(5)], -1 physical box per month [Body(5)]


Phencyclidine 8/14 hrs $25 SI 2
AKA: PCP, dust, angel dust, stage, theatre, JWB
Addiction: 5m
Tolerance: 4
Speed of Addiction: 4
Speed: 2 minutes
Vector: Injection
Duration: 1-4 days
Effects: Body, Strength, Willpower +3, Quickness -3, Intelligence -4(cognitive), Willpower -3, Charisma -2, withdrawal from reality, intense hallucinations, as stimulant patch (5), as block-all(5)
Crash Effects: Withdrawal from reality, lethargy, concentration-based activities -2, serious stun wound
Permanent Effects: -1 physical box [Body(5)], Willpower -1 [Willpower(5)]
Addiction Effects: Intelligence, Charisma, Reaction -1 per 2 months use [Body(8) for each]


Better Than Life 2/1 hr $60/$3,000 SI 2
AKA: BTL, Beetle
Addiction: 7m
Tolerance: -
Speed of Addiction: 2 (roll addiction test vs. 3m on first use)
Speed: Immediate
Vector: Electronic
Duration: Single use chip - 30 minutes. Continuous use chip - until it burns out
Effects: BTLs are basic simsense recordings except that failsafes against high emotional output have been turned off. While basic simsense is a full VR, sometimes interactive recording, recording the internal monologue and emotions of the main character. Because the biofeedback hasn't been capped, or at times has been intentionally magnified, these chips are literally "better than life". Happiness is happier, fear more terrifying, danger more dangerous (excepting of course that you can always turn it off). Niche BTLs can push this to the edge, with snuff BTLs being surprisingly popular.

When your life is worthless (or you just feel like it is), BTLs are very tempting. It's not uncommon, especially in the barrens, to find BTL dens where people play out their electronic fantasies in relative safety. Most of the dangerous side effects result from the addiction causing the user to neglect himself. BTL users usually eventually die due to malnutrition or because they unknowingly put themselves in physical danger, not because of anything the "drug" itself does.


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 Post subject: Re: nezumi's gear list
PostPosted: Sun May 22, 2011 2:50 pm 
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(Some more stuff from SR4 I think we should incorporate)

Personal Electronics
Gabbana Designer Eyewear
Zeiss cybereyes are attractive when someone stares into your eyes, but the rest of the time you simply fade into the crowd. Designer eyewear has always been, and continues to be, a statement in fashion and quality. Now Gabbana Designers offer a wide selection of eyewear that allows for the class of the classic mirror shades, and the utility of installed cyberware, without any of the drawbacks of either. Gabbana currently offers three basic packages, each of which can be customized to the user's requests.

Goggles come in primarily aviator and wrap-around style, can accept up to .5 essence in add-ons and has a datajack plug-in to allow DNI control. They function for eight hours before needing to be recharged.
Shades come in a number of styles. All shades can accept up to .3 essence in add-ons. Functions may be toggled using control bumps on the edge of the frame. They function for four hours before needing to be recharged.
Contacts are simple contact lenses, although they may come in any color or style, and can accept up to .2 essence in add-ons. Functions are always on while worn. They function for one hour before needing to be recharged.

All packages can accept any eye-based cyberware modification, up to the maximum essence capacity of the eyewear. The eyewear does not accept any non-standard cyberware grades, and does not cost the wearer any essence. With the exception of the goggles, no eyewear is capable of DNI control, and therefore all functions are controlled manually, if at all. All versions run on a battery based on the size of the equipment, limiting their degree of use.

Novatech eBud Earwear
There has always been a market for hearing aids, but it's only in the last few years that that market has become trendy. EBuds support a variety of cyberear enhancements, without the normal essence cost associated with implanted cyberware. EBuds currently only come in one model, although in a variety of colors. In addition to supporting features commonly only found in artificial ears, the eBud interfaces with local wireless devices like a pocket secretary or cell phone, to make for a truly multi-use device. The long battery life allows eBuds to continue providing quality sound for up to 10 hours.

EBuds or ear buds can hold up to .3 essence in cyberear add-ons without costing the user any essence. Add-ons must be standard grade. All functions can be toggled through a tiny control on the ear bud itself.

Lead's Show-Off Nails
Press-on or installed nails, these can have their color and pattern changed with a simple touch of their attached stylus. Twist the stylus to select the color and pattern (more patterns can be bought online through the Lead's matrix host). Show-Off nails can be installed as cyberware for .05 essence for ten, and at an additional 300¥ cost.

Conceal Weight Avail. Cost St. Index Legal
Goggles 6 1 4/1 day 500¥ 1 Legal
Shades 8 - 4/1 day 1,000¥ 1 Legal
Contacts12 - 6/2 days2,000¥ 1 Legal
eBud 8 - 4/1 day 500¥ 1 Legal
Show-Off Nails (for 10) 10Always100¥ 6 Legal


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 Post subject: Re: nezumi's gear list
PostPosted: Mon Aug 01, 2011 11:27 am 
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nezumi wrote:
Autopicker - Availability 6/1 mo. Street index 4 rating*$200
Also called a pick-gun. It's about the size of a light pistol down to an electric toothbrush, with a long, slender piece inserted into the key hole. With either a snap of a spring or an electric vibration, this snaps the cylinders into place. The user can use the rating of this device in place of the lockpicking skill on any locks not specifically designed to overcome them (generally rating 8 locks or above). These do make noises, and may be heard on a perception test with a TN of 4 (although likely not recognized). They can also be made at home with some basic electronics skill (the difficulty is based on the rating). It generally takes approximately 5 seconds to work.

lockpick set - Availability 2/1 wk. Street index 2 $30
This or the autopicker are required for lockpicking. This depends completely on the user's skill (lockpicking). The TN for picking is based on the quality of the lock. These are exceptionally simple to make at home assuming you have the tools and some basic skill, which makes them easy to pick up on the street. A lockpick set can be replaced by a lockpicking kit, shop or facility (standard prices), which also will decrease the TN of picking the lock. Lockpicking can be done almost silently, causing no more noise than the normal operation of the lock, but generally takes longer (this will be a test against a TN based on the lock. The basic time it takes is 10 minutes per attempt, divided by the number of successes. No penalty for multiple attempts.)

I'm not convinced that mechanical locks have a place in Shadowrun—they aren't there now, the way the world is described suggests they wouldn't be common, and their absence is in my experience pretty much uncontroversial. If you see the inclusion of such rules as adding something to the game, could you please expand on that?

Quote:
Chain saw - Availability 4/1 wk. Street inex 1.5 $300
It's a chainsaw. It cuts through things.

Chainsaws are actually already in the game, but as improvised weapons and without a cost/avail/etc. I might be interested in adding a more detailed "getting through stuff" supplement with stuff like chainsaws, particularly the reinforced water-cooled kind used to cut stone and concrete (plascrete in SR), but that's a low priority.

nezumi wrote:
Personal Electronics
<a bunch of mostly non-cyber versions of cyberthings>

I'll have to come back to this and give it more detailed thought. My gut reaction is that I'm not crazy about the idea of expanding the ability for cyberware effects to be obtained noncybernetically, but I'll need to think about to what degree that response is well-grounded and how such things make sense in the world. The eyeware also seems to overlap pretty heavily with pre-existing stuff (capabilities are accounted for differently, and yours adds DNI, but they fill mostly the same role). Will think about it.

nezumi wrote:
Drugs:
Drugs are sold by the dose. The dose varies from drug to drug, but each dose is generally small enough to fit in a single hypodermic needle.

Drugs have damage codes just like other weapons. Damage cannot be staged up, only staged down. A second dose applied before the first has taking effect will increase the damage level by one. Additional doses past that do not increase the damage, but each increases the power by +1. Ongoing exposure results in regular damage resistance tests, however a drug can never cause more than it's base Damage Level + 1. The exception is overdosing and prolonged use, which will be covered later.

This looks like the base rules, correct/

Quote:
Below are common combat drugs:

For reference, in SR usage "combat drug" appears to refer to drugs that one takes to improve combat performance (like Jazz, Kamikaze, etc.), so something that one deploys against the opposition like tear gas wouldn't count.

I'm going to skip over these at the moment because the drug rules need huge overhaul anyway.

~J

_________________
Failure: when your best just isn't good enough.


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 Post subject: Re: nezumi's gear list
PostPosted: Wed Aug 10, 2011 12:43 pm 
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Kagetenshi wrote:
nezumi wrote:
snip
nezumi wrote:
Personal Electronics
<a bunch of mostly non-cyber versions of cyberthings>

I'll have to come back to this and give it more detailed thought. My gut reaction is that I'm not crazy about the idea of expanding the ability for cyberware effects to be obtained noncybernetically, but I'll need to think about to what degree that response is well-grounded and how such things make sense in the world. The eyeware also seems to overlap pretty heavily with pre-existing stuff (capabilities are accounted for differently, and yours adds DNI, but they fill mostly the same role). Will think about it.

snip


Seems similar to the existing smartlink goggles (unless those have been stripped?). As far as the form factor being goggles and not available as shades, I'm for ditching that nonsense; it seems to be the Return of the Giant 1980's Cellphone.

I guess possible objections here seem more reasonable to me for balance or gameplay reasons, since I think they fit with the world.


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 Post subject: Re: nezumi's gear list
PostPosted: Tue Aug 16, 2011 9:19 am 
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Kagetenshi wrote:
I'm not convinced that mechanical locks have a place in Shadowrun—they aren't there now, the way the world is described suggests they wouldn't be common, and their absence is in my experience pretty much uncontroversial. If you see the inclusion of such rules as adding something to the game, could you please expand on that?


They aren't common, and presumably that's for a reason. Currently if I place a mechanical lock in front of a shadowrun group and demand they get by it covertly, they're basically stumped. There are rules for getting past them, but they're very restrictive (defaulting to Quickness, if memory serves). But I agree that mechanical locks are almost unheard of. Why? Clearly there's some technology that made a $20 mechanical lock less desirable than a $200 electronic lock, for ALL of the different uses of locks. My assumption is that autopickers have gotten to the point that it's really just point and click. If that's the case though, we should probably include it for completeness, and for those fringe situations when the shadowrunners are running through pre-Crash buildings, locations which refuse to rely on electricity or complex manufactured devices, or just some ass trying to throw intruders for a loop.


Quote:
My gut reaction is that I'm not crazy about the idea of expanding the ability for cyberware effects to be obtained noncybernetically, but I'll need to think about to what degree that response is well-grounded and how such things make sense in the world. The eyeware also seems to overlap pretty heavily with pre-existing stuff (capabilities are accounted for differently, and yours adds DNI, but they fill mostly the same role). Will think about it.


We do indeed already have smartlink goggles, low-light binoculars and so on. The problem is, they're oftentimes just not cool. They're oversized and goofy, and thusly, not great for use. I do agree that they shouldn't be as good as the non-cyber version (perhaps limited by battery life, or lesser bonuses), but I can't conceive of why they wouldn't be available at all.


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