Вы находитесь на странице: 1из 7

Knock-Off Monday 19 May 2014

CORPORATE AGE CYBER-SHOPS PART 3



SUPERIOR EQUIPMENT
In KOM 56 we provided a few examples of knockoff characteristics that substandard tech devices might possess. This week we look at
the other side of the coin the characteristics of superior equipment. As Knockoff devices have defects lowering the cost of a device,
superior devices provide benefits thereby raising the price of the item.

In the Corporation Core Rules pages 30 and 82 we are given basic examples of what especially well made equipment is capable of
Basically as the condition level of the device goes up you also have an increased chance of rolling a critical success (i.e. a Fine device
critically succeeds on1/1 to 2/2, an Exceptional device criticals on a 1/1 to 3/3, etc.). This issue of KOM seeks to expand on the canon
material giving GMs and players additional options when purchasing superior equipment.

System
Superior Devices typically have warranties or repair contracts as mentioned in their description. If no such agreement is mentioned it is
up to the GM if one is available. As you are paying more for a better quality item you might have legal standing to recover your losses
providing you werent to blame for damaging the item in the first place.

To determine an items other superior assets run through the system below.


SUPERIOR TECH CREATION SYSTEM

A. Roll D6 to determine the number of beneficial characteristics the device has.









B. For every beneficial characteristic the item has roll a D6 to determine what Category it is in.











C. Once the Categories are decided make a roll under each to determine the specific Beneficial Characteristic the device has. Reroll
any result if not applicable to your device.












D4 Characteristics
1-2 No other benefits
3 1 additional benefit
4 2 additional benefits
5 3 additional benefits
6 4 additional benefits
D6 Benefit Category Description
1 Aesthetics Determines the physical features of the device
2 Security / Resistances Defines any securities or resistances the device might have
3 Improvement Describes any impediments to improving the device
4 Maintenance Determines the maintenance problems the device possesses
5 Operation / Performance Demonstrates any performance issues the device has.
6 Special Effects Describes any positive benefits the device might have

1. AESTHETICS (Roll D4)

1 The device is streamlined and/or smaller than typical tech of this type
[Increase maximum AGI by D2 points when using the device]

Cost Increase: 5% per point of increased AGI maximum

2 The device is much lighter than typical tech of this type
[Reduce the level of STR required to carry / use the device without penalty. Adjust as needed]







Cost Increase: 5% per point of reduced STR.

3 The device is attractive, appealing or just very interesting. Invites praise from others
[Provides a +3 to relevant Looking Good action checks]

Cost Increase: 10%

4 When used the devices ergonomic shape and symmetrical design acts to improve the users response times
[+D2 to Initiative checks]

Cost Increase: 5% per point of increased Initiative



2. SECURITY & RESISTANCES (Roll D4)

1 Well Grounded
[Whenever the device experiences electrical arcing or an excessive power surge, there is a 2D4 x 10%
chance of built-in power sinks harmlessly channeling the excess load into its internal batteries.]

Cost Increase: 5% per level of chance (10%) of the device rendering the electrical load harmless

2 Environmental Baffling
[There is a 2D4 x 10% chance the device protectively readjusts its internal configuration to prevent harm
whenever an environmental hazard threatens to cause damage. This works to prevent 2D4 points of
damage each round the devise is exposed to the elements, i.e. Heat, moisture, etc.]

Cost Increase: 5% per level of chance (10%) of protection

3 Resistant to Hacking, Sabotage, and similar attacks
[Hackers and Saboteurs take a -4 to relevant action checks]

Cost Increase: 15%

4 Resistance
[Increase the devices AV by 2 and decrease the damage done by the relevant effect by 50%]














Cost Increase: 15%

D4 Strength
1 -1 point
2 -2 points
3 -3 points
4 -4 or more points
D12 Weakness
1 Cold
2 Corrosives
3 Dust & Particulates
4 Electricity
5 EMP
6 Heat & Flames
7 Moisture
8 Nanites
9 Radiation (i.e. Microwaves, etc.)
10 Specific Element, Metal, Mineral or other material substance
11 Telepathics
12 Other

3. IMPROVEMENTS (Roll D4)

1 Inexpensive to Improve
[Reduce the amount of cash / resources required to make improvements by D4 x 10%]

Cost Increase: 5% per extra level (10%) of cash required to make improvements

2 Easier to Improve
[+2 bonus to all action checks to improve the device]

Cost Increase: 5%

3 Takes less time to improve
[i.e. Takes half as long to make improvements, etc. ]

Cost Increase: 5% per additional week / doubling of time (max 20%)

4 The device is a marvel of engineering, accepting improvements and upgrades exceptionally well
[When upgrading the device you are able to improve it two condition levels instead of just one in the same
amount of time Reroll if not applicable]

Cost Increase: 15%



4. MAINTENANCE (Roll D6)

1 Inexpensive to repair
[Reduce the amount of cash / resources required to make repairs by D4 x 10%]

Cost Increase: 5% per extra level (10%) of cash required to make repairs

2 Constructed of superior, advanced materials










Cost Increase: 10% per level of increased AV / 15% if device has 25% more HP / 25% if device has 50% more HP

3 Upkeep, requires less maintenance
[Maintenance costs are reduced by 20%]

Cost Increase: 5%

4 Easier to Repair
[+2 bonus to all repair rolls and requires one less success minimum of one]

Cost Increase: 10%

5 Takes less time to repair
[i.e. Takes half as long, etc.]

Cost Increase: 5% per additional week / doubling of time (max 20%)

6 Thanks to a well thought out, modular design and acceptability of replacement parts it is easy to get this device back in
working order in no time.
[When repairing this device you may treat it as simple regardless of actual complexity and never need
more than one success to effect repairs.]

Cost Increase: 20%


D4 Effect
1-2 The device has a higher Armour Value than typical tech/material of this type
[Armor Value increased by D3 points]

3-4 The device has more Hit Points than typical tech/material of this type

D4 HP Reduction
1-3 25% more HP
4 50% more HP



5. OPERATION / PERFORMANCE (Roll D8)

1 Compatible with other tech
[Easily interfaces with other tech, i.e. morphing alloys etc. There is an additional 2D4 x 10% chance the
device is compatible with any given tech including wireless devices] MAYBE CHANGE TO 50% TO 100%?

Cost Increase: 5% per level (10%) of compatibility

2 Efficient resource usage
[Resource usage is reduced by 2D4 x 10%, i.e. ammo, chemicals, etc. when used. Reroll if not
applicable]

Cost Increase: 5% per level (10%) of decreased resource usage

3 Efficient Energy Usage (Cybernetics)
[Reduce the caloric drain placed on the users metabolism by 50%. Reroll if not applicable]

Cost Increase: 10%

4 Superior Performance
[Baseline Device never critically fails and achieves critical success on 1/1. Successive rolled doubles
achieve critical successes at every level of improvement 1/1, 1/1 to 2/2, 1/1 to 3/3, etc.]

Cost Increase: Con 11 - x2 cost, Con 12 - x3 cost, Con 4 - x4 cost, etc.

5 Simple to Use
[i. e. Organized interface, Simple controls, etc. Provide a +1 bonus to relevant action checks. Reroll if not
applicable]

Cost Increase: 5%

6 Power Conservation
[Energy saving power capacitors use energy half as fast as normal.]

Cost Increase: 10%

7 Time Conservation
[Each scene there is a D4 x 10% chance of the device requiring less time to perform its
function, i.e. half as long]

Cost Increase: 5% per level of chance (10%)

8 Redundant Power Supplies
[Whenever EMP, damage or an action check would normally result in the device losing power, the device
instead merely cuts out for D3 rounds and then power is restored.

Cost Increase: 10%





















6. SPECIAL EFFECTS (Roll D20)

D20 Effect
1 Reinforced materials and strategically placed plates provide modest protection the device acts as a covert, hand
held Shield providing +1AV (The AV of the device is raised as well)

Cost Increase: 10% or 300 whichever is lower

2 Reinforced materials and strategically placed grips and studded plates allow you to wield the device as a club
Small - D4+STR / Medium - D6+STR / Large - D10+STR (Increase the devices Hit Points by 25% as well)

Cost Increase: 10% or 300 whichever is lower

3 The device has a mechanism than can produce an alternate means of transportation, i.e. wheels, treads, grapples,
hover system, etc. that allows bonuses to movement rates over varying types of terrain.








4 The device is considered to always be on in standby mode and doesnt require you to spend an action
to start it up, i.e. it doesnt need a startup time before it can perform its function.

Cost Increase: 10%

5 The device affects a greater area than a normal device of this type would.







6 The item can be disassembled into several individual components allowing for easy storage and transport when
operating under covert conditions. A small device can be broken down in one round, a medium item in 2 rounds and
a large in three. Disassembled items are not easily identifiable there is a -4/-20% penalty to Assess Tech +INT
rolls to recognize the device.







7 The device has a configurable frame allowing you to disguise its true form and function in D4 rounds as you make it
appear as something else entirely. The disguised device is not functional when reconfigured although higher quality
items allow this at greater cost.






8 You may link this device to an internal A.I., integrated computer or other relevant cybernetic implant via a Process
Socket or Neural Link. Allows the use of the item by the internal A.I. or sync-up with an implanted computer or other
augmentation like a Storage Drive. Requires a Process Socket or Neural Link.

Cost Increase: 25%

9 This device was designed to intimidate via radical styling, i.e. spikes, spines, serrations, paint job, etc. It provides a
+2 bonus to Attitude checks to intimidate or impress applicable onlookers. Reroll result if not applicable to your
device.

Cost Increase: 10%

D6 Area of Effect/Range Increase Cost Increase
1-3 +50% +25%
4-5 Double / x2 +50%
6 Triple / x3 Double Cost / x2

Size Break Down Cost Increase
Small 1 Round +50%
Medium 2 Rounds +50%
Large 3 Rounds +50%
D10 Mode Example Movement Bonuses Cost Increase
1-3 Wheels Skateboard, Skates +50% over pavement, roads, etc. 200
4-6 Treads Grip-Tight Soles/Palms +50% over rough terrain 200
7-9 Grapple Rappelling Line +50% climbing rates / +2 Climb 400
10 Anti-Grav Limited (2 meter) AG System Double rate over all terrain types 1,000

Purchase Options Cost Increase
Base Design (Cannot perform function when disguised) +25%
Per Extra Disguise +25% each
Allows use of primary devices function when disguised +50%


10 The item contains a security feature that must be overcome in order to use the device.



















11 The devices casing and chassis is constructed from cutting edge materials. It is highly resistant to damage and has
double the Hit Points and an Armour Value 4 points higher than a standard item of its type with no corresponding
increase in weight or bulk unless the GM states otherwise.

Cost Increase: Triple the cost

12 Constructed of an Anilgesium Composition, the device can be implanted as cyberware and resists the body rejecting
the implant. Maintenance costs are reduced by 10%. Reroll the result if not applicable to your device (See Machines
of War page 61).

Cost Increase: 20% (10% for being constructed of Anilgesium and 10% for being able to be implanted)

13 When not in use the device is pre-staged in a ready condition. When prompted, via physical or mental trigger, the
device instantly springs into your hands ready for use. This provides a +2 bonus to initiative rolls when using the
device (if applicable) and/or initiates possible surprise from those around you.

Cost Increase: 15%

14 The device contains an internal nanite hive that maintains and repairs any damage done to the device that doesnt
destroy it outright. Hit Points are restored at a rate of 1 per minute and lost condition levels are restored at a rate of 1
per day.

Cost Increase: 10,000

15 The device is semi-sentient containing a proto-A.I. (INT 4). Over time (D4 weeks) the device will sense your
emotions, adapt to your habits and practices and respond in kind providing you a +2 bonus to relevant action checks.
The proto-A.I. will remain loyal unless hacked. Attempts to hack the device take a -8 penalty and require two
successes to break the bond and take control.

Cost Increase: Double the cost

16 The device is fully sentient containing a mature A.I. (INT 11). Over time (D4 days) the A.I. will sense your emotions,
adapt to your habits and practices and respond in kind providing you a +4 bonus to relevant action checks. The A.I.
will remain loyal unless hacked. Attempts to hack the device take a -12 penalty and require three successes to break
the bond and take control.

Cost Increase: Triple the cost

17 The device looks like one thing but acts like another (Core Rules page 31). As an example the device may look like
a portable computer but function as a security bypass device. Anyone examining the device takes a -6/-30% penalty
to Assess Checks to identify its true function.

Cost Increase: 20%




D4 Security Feature Preq. Cost Increase
1 The device is chip locked. None 100

2 Booby Trapped (3 round delay) Chip Locked 200 per D6 damage inflicted

1 Barbed spikes spring out from the casing inflicting D6 damage to an unauthorized user
2 The device emits an electric shock doing 3D6 damage to an unauthorized user
3 When triggered the device heats up burning an unauthorized user for 2D6 damage
4 The device explodes inflicting 4D6 damage to the unauthorized user

3 The device incorporates a genetic tagging system Biosignature 1,000
based on the users DNA / Biometrics Reading

4 The device emits an encapsulating Hard HION Chip Locked 2,000
shield to protect against unauthorized use
20 HP EMPS 20

18 This item integrates two separate pieces of equipment into a single device (i.e. combining a scanner sensor and
bomb sniffer together).

Cost Increase: Cost of both items plus 20% of the most expensive item.

19 The device incorporates a carefully concealed storage compartment within its casing. The size of the device
determines what can be held within the compartment (GMs discretion). Checks to find the hidden space take a
-6/-30% penalty to locate.

Cost Increase: 10%

20 Whenever a critical success is rolled when using the device there is a 25% chance that another previously unknown,
beneficial characteristic is revealed. Roll on Table B above to determine the category and then Table C to determine
the new benefit. A maximum of 4 additional beneficial characteristics may be obtained and the cost increase must be
purchased for each.

Cost Increase: 25% per each















































Copyright Iam Nobody, Brutal Games (Knock-off) 2014

Вам также может понравиться