nDervish skrev:The only way I can see both things being true is if there's such a vast amount of data out there that cops and corps can't keep up with it all, so it won't be used against you unless they can find enough information by other means to tell them exactly when and where to look.
That's a good point. Maybe the reason they actually have surpluses is they don't as hard as they could. Björn's point (and yours too, sort of) that there are big differences between specific areas also applies, of course.
I'll look into applying the golemmech rules for drones, though prices and other specifics will obviously need a lot of adjustment. At least until we're rich enough to buy the mechs themselves and just outfit them with transponders, but that's going to be a while.
nDervish skrev:Although I haven't run any numbers or tried doing any comparisons to standard vehicle/drone stats, I suspect the golemmech design rules should probably work for vehicles in general, including drones, without needing much modification. But I could be wrong.
I just looked through those rules again, and most of it actually seems ok. The main problem is creating a series of smaller frame sizes with appropriate attributes and prices. Locomotion also feels a little on the expensive side, and the step about cockpits obviously doesn't apply (for the smaller sizes), but other than that it looks pretty good.
Guys! I have totally solved our transportation problems
BOARDS
NAKAMURA MOTORS ‘KAMIKAZE’ JUMP BOARD
Not really a full vehicle. The JUMP technology which was used to create JUMP bikes was originally used in JUMP Boards. This lead to the rash of deaths in the JUMP Board competitions, which eventually stopped the competitions. However with the new Impact Suits, the brave and fearless few have begun to pick up the JUMP board once more. Difficult to control and dangerous at high speed, it is the adrenaline junkies dream. Quite popular with Mainline Riggers, it’s often found in urban battlefields. JUMP Board gangs have even appeared. Many have argued that JUMP Boards are safer than the Micron.
•
Acc: 30 Top Speed: 60 (100 mph) Range: 100 miles
•
JUMP system allows speed jumps along both the vertical and horizontal axis up to half the acceleration rating of the bike! Jumps require a Driving roll, but allow the character to ignore penalties for movement over difficult ground for that round only! Advanced JUMP system allows jumps up to 30’ (6”) of vertical distance.
•
Handling: Poor (-1), VCI Controlled
•
Toughness 3 (0)
•
Crew: 1 (supports up to 350 lbs.)
•
Cost: 1,000 credits
God45 skrev:Guys! I have totally solved our transportation problems
At 1000 a piece I don't see why not David will have to get one for each foot, of course, but just consider that image!
Now that you mention them I might also tape a turret onto one and stick a transponder on the package; that's a lot easier than going through the whole golemmech-thing. The same thing could work with the Dragonfly Microlight Vehicle, some cheap cars and what not.
nDervish skrev:The only way I can see both things being true is if there's such a vast amount of data out there that cops and corps can't keep up with it all, so it won't be used against you unless they can find enough information by other means to tell them exactly when and where to look.
That's a good point. Maybe the reason they actually have surpluses is they don't as hard as they could. Björn's point (and yours too, sort of) that there are big differences between specific areas also applies, of course.
Why mercs operating in the grey shadows of the law not only survive but thrive in the surveillance society.
It's very very easy to make very very authentic fake videos which is why they are only permissable in court as circumstantial evidence.
It's only a crime if there's a complainant. For various reasons - fear, secrecy or cost effectiviness - many victims of crime never report the crime.
Indeed is there an information overload. Imagine having to find that one video on youtube that maybe possibly will me allowed in court as circumstantial evidence.
Unless we're talking about the military, agencies or really high end laboratories or the like very high security isn't cost effective.
Only the rich afford fast responsive security (and they generally prefer to keep things on the quiet).
The criminal prefer to work through any "problems" using in-house resources (and everyone is criminal these days).
From cameleon cloaks, white noise cancellation, drones and balaclava it is relatively easy to escape video and audio capture. Not leaving actual dna traces is another thing entirely.
On the other hand - once The Eye takes an interest to you it is so much harder to escape all it's drones, hackers, vids and everything you do leave a trace....
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
This is the equipment and cyber(gutter)ware my char is going to have. Since Interface Zero/Cyberpunk is a very equipment focused game and equipment can change the power level quite a bit I wanted to give you a chance to veto anything on the list Dave. I've also made some assumptions and tweaks that you need to ok.
Weapons -$9 460,00
Ceramic switchblade -$260,00
Hostile Takeover hold-out pistol -$800,00
- standard ammo, 50 -$100,00
AGA Thunderbolt heavy pistol -$1 500,00
- .5050 San Antonio ammo, 50 -$1 000,00
- Targeting laser -$150,00
P9D Personal defense weapon submachine gun -$2 000,00
- standard ammo, 500 -$1 000,00 I have assumed that the submachineguns uses pistol ammo rather than rifle ammo.
- Silencer -$200,00
- flashlight -$50,00
- strobe upgrade -$250,00 This struck me as over powered - what do you think Dave?
- Targeting laser -$150,00
Tear gas grenade x2 -$500,00
Smoke grenade x2 -$500,00
Hot smoke grenade -$500,00 Since the hot smoke grenades are a lot better I doubled the cost.
Flash bang grenade x2 -$500,00 Yes, I caved in and went for your initial suggestion of 250 per grenade. Call me a cheat.
Vehicles -$3 000,00
Temanda Iron Tornadon (knock-off Steel Wind) -$3 000,00 The new stats would be:
• Open Motorcycle
• Electronics suite: Basic AI, Firewall -2
• Colors: Custom Paintjob and HyperTags.
• Acc: 30 Top Speed: 65 (225 mph) Range: 450 miles
• Handling: normal (+0)
• Toughness: 5 (2)
• Crew: 1
• Cost: 3000 Credits
Gutterware -$40 000,00
Cybereyes, IR/UV -$5 000,00
Cyberyes, night vision -$5 000,00
Cyberlungs -$5 000,00
Subdermal armour -$5 000,00
Cyberarm, recoil compensation -$10 000,00
Cybereyes, enhanced vision -$10 000,00 While adding colour and finish to the cars at the factory Ryder got caught with his arm in an automatic gate. His arm was crushed and since the gate weren't shut properly the highly toxig chemicals used in the process destroyed his eyes and lungs.
bladerunner_35 skrev:
- standard ammo, 50 -$100,00
You should probably buy ammo in multiples of 20, since that's how I set the price of ammo tokens (1 token costs the same as 20 rounds).
bladerunner_35 skrev:
I have assumed that the submachineguns uses pistol ammo rather than rifle ammo.
Agreed. That's a very reality-based assumption.
bladerunner_35 skrev:
- strobe upgrade -$250,00 This struck me as over powered - what do you think Dave?
That does look pretty nasty, yeah. Let's try limiting it to affecting the same area as a flamethrower template and see how that goes, then we can adjust from there if needed. Also, if the weapon is aimed or fired, its target must be within the strobed area (obviously).
bladerunner_35 skrev:
Yes, I caved in and went for your initial suggestion of 250 per grenade. Call me a cheat.
Cheat!
bladerunner_35 skrev:
Gutterware -$40 000,00
I assume from the cost that that's 8 Strain total? With d6 Vigor and d6 Spirit, you'll need to roll Vigor at -2 to avoid a permanent Fatigue level if/when you have your next augmentation added and you've gained one extra Minor psychological hindrance (or upgrade a Minor psychological hindrance to Major).
I've gotten through most of the house rules entries on Obsidian Portal. The encumbrance system, a quick summary of how the Reputation system works, and weapon licensing remain to be written up.
I post in English, but can read Swedish. When replying to me, either language works.
bladerunner_35 skrev:
- strobe upgrade -$250,00 This struck me as over powered - what do you think Dave?
That does look pretty nasty, yeah. Let's try limiting it to affecting the same area as a flamethrower template and see how that goes, then we can adjust from there if needed. Also, if the weapon is aimed or fired, its target must be within the strobed area (obviously).
Sure, let's try that.
nDervish skrev:
bladerunner_35 skrev:
Gutterware -$40 000,00
I assume from the cost that that's 8 Strain total? With d6 Vigor and d6 Spirit, you'll need to roll Vigor at -2 to avoid a permanent Fatigue level if/when you have your next augmentation added and you've gained one extra Minor psychological hindrance (or upgrade a Minor psychological hindrance to Major).
Drats, I got confused when you mentioned 10 strain earlier. Hmm, I really like my setup. I'll see if it's worth a minor psych indrance. Also I think I need to tweak my list based on your character creation writeup on Obsidian Portal.
nDervish skrev:I've gotten through most of the house rules entries on Obsidian Portal. The encumbrance system, a quick summary of how the Reputation system works, and weapon licensing remain to be written up.
Good job old boy! I'll try to put up some stuff for my char tomorrow.
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
bladerunner_35 skrev:
- strobe upgrade -$250,00 This struck me as over powered - what do you think Dave?
That does look pretty nasty, yeah. Let's try limiting it to affecting the same area as a flamethrower template and see how that goes, then we can adjust from there if needed. Also, if the weapon is aimed or fired, its target must be within the strobed area (obviously).
Hang on - since I have the strobe on my submachinegun I can only fire at people within a flamethrower template??
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
I assume from the cost that that's 8 Strain total? With d6 Vigor and d6 Spirit, you'll need to roll Vigor at -2 to avoid a permanent Fatigue level if/when you have your next augmentation added and you've gained one extra Minor psychological hindrance (or upgrade a Minor psychological hindrance to Major).
I cannot find any psychological hindrance. I assumed that there was a special table in IZ 1.0 or 2.0 but maybe it's just a normal indrance?
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
Obsidian Portal skrev:Player Characters are created at the “Deniable Assets” level, as defined on page 4 of the Interface Zero 2.0 Character Creation Beta document. Replace “Augment Packages” with player-chosen augments totaling 50,000 Cr value (5 Strain of Streetware, twice as much Gutterware, or half as much Hyperchrome) per allowed package.
Reading this and the table on page four in the beta character document confuses me. Exactly how much money are we starting with and how much additional money do we get to buy cyberware? From reading it seems to be 30,000 credits to buy weapons and gear and another 50,000 to buy cyberware but that seems like a whole lot so I wanted to double check.
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
nDervish skrev:
That does look pretty nasty, yeah. Let's try limiting it to affecting the same area as a flamethrower template and see how that goes, then we can adjust from there if needed. Also, if the weapon is aimed or fired, its target must be within the strobed area (obviously).
Hang on - since I have the strobe on my submachinegun I can only fire at people within a flamethrower template??
How about "in the same direction as the template"? That's what I meant, I just didn't consider the range aspect... The intent is just that you can't strobe north while shooting south.
bladerunner_35 skrev:I cannot find any psychological hindrance. I assumed that there was a special table in IZ 1.0 or 2.0 but maybe it's just a normal indrance?
Yeah, it's just a normal hindrance, but limited to one that could reasonably have a psychological basis. The mental stress of having too many augments isn't going to make your arm fall off.
I post in English, but can read Swedish. When replying to me, either language works.
Yeah, it's just a normal hindrance, but limited to one that could reasonably have a psychological basis. The mental stress of having too many augments isn't going to make your arm fall off.
You should get bloodlust, go cyber-psycho!
“You’d be surprised how often you have to stuff a motherfucker in a big burlap sack.”
-Spoony
Obsidian Portal skrev:Player Characters are created at the “Deniable Assets” level, as defined on page 4 of the Interface Zero 2.0 Character Creation Beta document. Replace “Augment Packages” with player-chosen augments totaling 50,000 Cr value (5 Strain of Streetware, twice as much Gutterware, or half as much Hyperchrome) per allowed package.
Reading this and the table on page four in the beta character document confuses me. Exactly how much money are we starting with and how much additional money do we get to buy cyberware? From reading it seems to be 30,000 credits to buy weapons and gear and another 50,000 to buy cyberware but that seems like a whole lot so I wanted to double check.
That is correct.
If you take a look at the Augmentation Packages on p.35-36, most of them are Strain 5 Streetware, giving a cost of 50,000 Cr. I figure it's easier to just say "take 50,000 Cr of augments" instead of making a long list of available packages to choose from. Plus it seems more fair, since nobody feels like they're getting screwed if they take the 2 Strain "Survivor" package while someone else gets the 10 Strain "Shock Trooper" package.
I post in English, but can read Swedish. When replying to me, either language works.
STROBE UPGRADE (FLASHLIGHT)
This upgrade changes a standard LEN light into a tactical strobe. While the Trobe is active, those seeing the strobe must make a Spirit Roll or be Shaken. Visual flash compensators will grant a +2 bonus on the Spirit roll.
I agree that it seems both strange and powerful. The direction, however, already seems covered unless you mount the strobe to your helmet, but even then you're generally going to look where you shoot. I'm also guessing the range is that of the flashlight, so generally 40m. But do you keep rolling every round, just when it's turned on, or even just once per encounter?
Dave, what do you think about combining vehicles, smart weapon turrets and drone transponders? To me it seems like they want you to do that (why else have transponders?), but you're the boss.
STROBE UPGRADE (FLASHLIGHT)
This upgrade changes a standard LEN light into a tactical strobe. While the Trobe is active, those seeing the strobe must make a Spirit Roll or be Shaken. Visual flash compensators will grant a +2 bonus on the Spirit roll.
I agree that it seems both strange and powerful. The direction, however, already seems covered unless you mount the strobe to your helmet, but even then you're generally going to look where you shoot. I'm also guessing the range is that of the flashlight, so generally 40m. But do you keep rolling every round, just when it's turned on, or even just once per encounter?
Maybe ignore the shaken effect and instead give the opponents that are targeted by the strobe -1 or -2 to shoot back. Or to save us headache just drop it all together?
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
I also thought of -2 to all actions (or at least fight/shoot). The question then is for how long. You roll to unshake every round, but doing that for a penalty seems a tad complicated. Two rounds, three? We could also just try it as written and see how it feels.
I took the time to take a look at equipment. I can't remember what amount of starting money we've agreed on, but I'm playing a Spartian (frugal) character so I think it shouldn't be a problem even with the multiplier because of my size.
EQ:
KODIAK BLASTHAMMER (WT) (Cost: 1000)
FOLEY ARMS WATCHDOG PISTOL (Cost: 1000)
+ Access to a Jackhamer (Improvised weapon). Due to my size I can use it in melee without a second thought. Would only be taken out on a mission where I'd expect to use one (making your own entrance kind of a thing).
Flashlight
BEACHHEAD FIRST RESPONDER ARMOR (Cost: 5000)
+ Access too Dante fire protection armor, perhaps not owned by me but can be borrowed in exchange for a fee and a good explanation. If that's not possible I think I should be entitled to a professional discount. (Cost: 10500)
Connections:
- Fire sergeant Clint; My boss, with whom I have a love-hate relationship. Two people who really don't like each other, but trust each other with their lives. I confide with him, I ask and appreciate his advice/guidance but would hate to call him a friend.
- Lab rat family friend Gregor: Due to my size and genetic features I was an person of interest for the scientific community ever since I was an embryo. I have stayed in touch with Gregor who was just a junior when I was born and was first introduced to him, but has grown in the scientific community since. It's a symbiotic relationship: He provides me with a window into the world of science (a source of information, connections, medical favours and gadgets) while I have volunteered for many medical experiments of his (sometimes daring or even controversial) in my time, happily putting my body on the line to further science.
------------------------------------------------
Does anyone have a comment on this?
As for the how do we know each other, I don't have a good story yet, but I feel connecting to Björn's character is the best option. How do you feel about this: After a a warehouse fire the fire department hired extra help for clearing rubble etc. I gave a job to Ryder Lewis even though he wasn't an obvious choice (because of the accidents ramifications), but he convinced me he really needed the job. Since then I hook him up with an odd job here and there and he sometimes asks for my help (both professional and after work stuff).
Senast redigerad av Rekreativc den lör 21 sep 2013, 23:55, redigerad totalt 2 gång.
Jag vill förbättra min svenska. Om du tänka min post kunde vara bättre, snälla PM mig. Tack!
Yeah, it's just a normal hindrance, but limited to one that could reasonably have a psychological basis. The mental stress of having too many augments isn't going to make your arm fall off.
You should get bloodlust, go cyber-psycho!
Sorry Sebastian but I went the other way. I took loyal. The justification is that feeling like he's exchanging parts of himself for better performance or new abilities he overcompensates to be "more human".
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.