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Knock-Off Monday 12 May 2014

CORPORATE AGE CYBER-SHOPS PART 2



KNOCKOFF EQUIPMENT
While this issue started out as a treatise for knockoff cyberware it gradually morphed into an article for knockoff tech in general. Having said that, I
wanted to create a system where, with just a few rolls of the dice, one could create an example of copied or reproduced technology complete with
ingrained flaws and defects along with cost reduction. While I could have filled several pages with lists of tech flaws I instead provided a few
examples to get a GM started.

Basics
Before we get to the Knockoff Creation System we must first define what a knockoff item is. A quick check in the thesaurus provides the following
as knockoff synonyms: Copy, Counterfeit, Fake, Forgery, Reproduction, Rip-Off.

These words invoke impressions of such an item being - a piece of shit, cheap, low-end, poorly-made and substandard; not something any self-
respecting Agent would choose to sully their hands with. That poses the question - why would anyone choose to buy, let alone use such an item?

They are cheap.

Outlaws, small-time corporate security, independent freeholds, the working poor and other cash-strapped entities might find such items financially
attractive. Better to have something than nothing at all.

System
As a baseline all knockoff tech items are considered Condition 9, critically failing on rolled doubles of 9/9 to 10/10 with a Cost Savings of 10%.

Example: In the Core Rules on page 10 it shows a new Process Socket costs 20,000. A knockoff process socket, assuming no other defects, costs
18,000 [20,000 - 10% (2,000) = 18,000 and will critically fail on rolls of 9/9 to 10/10].

Knockoff Devices typically have no warranties or repair contracts of any kind. When such a contract is available the vendor will insist on replacing
the defective item not return the purchasers money. Generally, if a knockoff device fails, the user has no legal recourse to recover his loss.

To determine an items other knockoff characteristics run through the system below.

Knockoff Creation System

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









B. For every knockoff defect 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 Knockoff Characteristic the device has. Reroll any result if
not applicable to your device.

1. AESTHETICS (Roll D4)

D4 Characteristics
1-2 No other defects
3 1 additional defect
4 2 additional defects
5 3 additional defects
6 4 additional defects
D6 Knockoff Category Description
1 Aesthetics Determines the physical features of the device
2 Flaw / Liability Defines any weaknesses or vulnerabilities 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 Side Effects Describes any side effects when using the device


1 The device is bulky and/or larger than typical tech of this type
[Lowers AGI by D2 points when using the device]

Cost Savings: 5% per point of reduced AGI

2 The device is much heavier than typical tech of this type
[Requires a certain level of STR to carry / use without penalty. Adjust as needed]







Cost Savings: 5%

3 The device is ugly, unappealing or just plain b.o.r.i.n.g. Invites ridicule from others
[Imposes a -3 to relevant Looking Good action checks]

Cost Savings: 5%

4 When used the devices irregular shape and asymmetrical design acts to impede the users response times
[-D2 to Initiative checks]

Cost Savings: 5% per point of reduced Initiative

2. FLAW / LIABILITY (Roll D4)

Notes: Hazards The device is constructed of substandard, toxic materials, there is a 20% chance per use / mission that the device
begins to break down, releasing harmful contaminants that affect the users mind and body.

1 Physiological Hazard
[-D2 to Endurance and reduce users maximum Hit Points by 5 until treated Costs 500]

Cost Savings: 20%

2 Psychological Hazard
[-D2 to Intelligence and reduce D4 of the users skills by 1 level until cured Costs 500]

Cost Savings: 20%

3 Susceptible to Hacking, Sabotage, and Cyberhunter attacks
[Hackers, Saboteurs and Cyberhunters gain a +4 to relevant action checks]

Cost Savings: 15%

4 Vulnerability
[Reduce the devices AV by 2 and increase the damage done by the relevant effect by 50%]














Cost Savings: 15%

3. IMPROVEMENT ISSUES (Roll D4)

1 Expensive to Improve
[Costs an additional D4 x 10% cash / resources to make improvements]

Cost Savings: 5% per extra level (10%) of cash required to make improvements
D4 Strength
1 8
2 9
3 10
4 11+
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


2 Difficult to Improve
[-2 penalty to all action checks to improve the device]

Cost Savings: 5%

3 Takes longer to improve
[i.e. An additional week of Downtime, takes twice as long, etc. ]

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

4 Cannot Improve
[The item simply cannot be improved - Reroll if not applicable]

Cost Savings: 20%

4. MAINTENANCE ISSUES (Roll D6)

1 Expensive to repair
[Cost an additional D4 x 10% cash / resources when effecting repairs]

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

2 Constructed of inferior materials











Cost Savings: 5% per level of lowered AV / 15% if device has 25% HP / 30% if device has 50% less HP

3 Upkeep, requires frequent maintenance
[Must pay an additional 5% maintenance costs]

Cost Savings: 5%

4 Difficult to Repair
[-2 penalty to all repair rolls and requires an additional success]

Cost Savings: 5%

5 Takes longer to repair
[i.e. An additional week of Downtime, takes twice as long, etc.]

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

6 Cannot Repair
[The item simply cannot be repaired, i.e. Disposable. Reroll if not applicable]

Cost Savings: 25%. If the item is already disposable (i.e. a grenade) reroll the result






5. OPERATION / PERFORMANCE

1 Incompatible with other tech
[Cannot interface with other tech, i.e. odd shaped components, etc. There is a D4 x 10% chance the device
Is incompatible with any given tech including wireless devices]

Cost Savings: 5% per level of incompatibility

2 Inefficient resource usage
D4 Effect
1-2 The device has a lower Armour Value than typical tech/material of this type
[Armor Value reduced by D3 points]

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

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


[Uses an additional D4 x 10% resources, i.e. ammo, chemicals, etc. when used. Reroll if not applicable]

Cost Savings: 5% per level of additional resource usage

3 Inefficient Energy Usage (Cybernetics) Takes batteries, does not use the wearers metabolism to power.
[Requires battery upkeep, say a makeshift energy cell or two (50 each) every session. Reroll if not applicable]

Cost Savings: 10%

4 Substandard Performance
[Critically fails on rolled doubles Similar to Prototype Equipment. All Knockoff devices fail on a 9/9 to 10/10 as a
baseline]

Cost Savings: 10% per level

5 Overly Complex
[i.e. Multipart controls, Clunky interface, etc. Imposes a -1 penalty to relevant action checks. Reroll if not applicable]

Cost Savings: 5%

6 Overheats
[There is a D4 x 10% chance the device overheats whenever it is used. This inflicts a cumulative 1HP of
damage each round until the device is deactivated]

Cost Savings: 5% per level of chance (10%) of the device overheating

7 Overpowered
[Each time the device is used there is a D4 x 10% chance of the excess power load arcing, causing minor harm (D6
Damage Galvanic) to the user and anyone else nearby]

Cost Savings: 5% per level of chance (10%) of the device malfunctioning

8 Power Hog
[Drains twice as much power than usual. Includes energy cells. If cybernetic, it counts as two items of its type when
determining an Agents caloric needs]

Cost Savings: 10%

9 Sluggish
[Each scene there is a D4 x 10% chance of the device requiring a greater amount of time to perform its function,
i.e. twice as long]

Cost Savings: 5% per level of chance (10%) to require additional time

10 Underpowered
[Each time the device is used there is a D4 x 10% chance of it cutting out for D4 rounds due to loss of power]

Cost Savings: 5% per level of chance (10%) of the device losing power







6. SIDE EFFECTS

D20 Effect
1 During every scene, each time the device is used / activated there is a 20% chance of a power feedback and the
user sustains 2D4 damage of a type appropriate for the device (heat, cold, electricity, chaffing, etc.)

Cost Savings: 20%

2 When used / activated, the device makes an unbelievably loud, high-pitched, sonic whine lasting for 2D4 minutes.
Everyone within 30 meters suffers from an annoying headache (-2 penalty to action checks. Earplugs and the like
mitigate the effects somewhat reducing the penalty to -1).

Cost Savings: 20%

3 When the device is activated (must be powered) there is a 20% chance all electronics within a 10-meter radius
are disrupted and hit with 4D6 EMP blast effect.


Cost Savings: 20%

4 When used the device emits a low, steady hum or rhythmic pulse that is noticeable up to 30 meters away (Stealth
checks are impossible).

Cost Savings: 5%

5 When used / activated the device discharges harmless special effects, i.e. colored light beams, sparks, etc.

Cost Savings: 5%

6 After a scene has concluded the device requires minor repairs before it can be used again Requires Mechtronics 1
and 5 minutes work. Requires Mechtronics 1 and 5 minutes.

Cost Savings: 10%

7 Each scene there is a 20% chance that a piece of the device falls off, breaks away, ejects itself, etc. Device will
not function until repaired. Requires Mechtronics 1 and 5 minutes.

Cost Savings: 10%

8 At random, completely inappropriate times (D3 times per session) there is a 20% chance the device self-
activates and attempts to perform its function.

Cost Savings: 10%

9 Each session there is a 20% chance of a sudden breach in the devices power core (i.e. reactor, battery
pack, energy cell, etc. Requires repair before using again.

Cost Savings: 5%

10 If damaged, the device emits a loud, mechanical shriek and begins to smoke; gradually filling a 10-meter area around
the user (Obscures vision within the cloud and persists for 2D4 minutes).

Cost Savings: 5%

11 If damaged, the device emits a loud, mechanical shriek and begins to leak a sticky, viscous fluid that is hard to clean
off (Takes 2D4 minutes and a strong detergent).

Cost Savings: 5%

12 When used / activated the device shakes, shudders or produces powerful recoil effects (Takes up users Free Action
for the round to recover).

Cost Savings: 5%

13 Once or twice per session there is a 20% chance of the device having a power burst - stunning (knocking out) the
user for D4 minutes. Users with ICE are immune although they will feel the effects (tingling).

Cost Savings: 10%

14 After D4 rounds of use the device causes a red, itchy rash on the users skin. The condition goes away when the
device is turned off / deactivated (-1 to Looking Good checks).

Cost Savings: 5%

15 Every time doubles are rolled the device loses D4 condition levels.

Cost Savings: 5%

16 When being used if a critical failure is rolled the device explodes - dealing 2D10 damage in a 5-meter radius.

Cost Savings: 10%

17 Having faulty components the device takes 50% more damage from Galvanic and EMP attacks.

Cost Savings: 5%

18 Whenever a critical failure is rolled the device disassembles itself. If cyberware the user takes 2D4 damage.


Cost Savings: 15%

19 Whenever a critical failure is rolled the device acquires another knockoff characteristic. Roll on Table B above to
determine the category and then Table C to determine the new defect

Cost Savings: 10%

20 Whenever a critical failure is rolled the device acquires another D4 knockoff characteristics. Roll on Table B above to
determine the category and then Table C to determine the new defects.

Cost Savings: 20%

































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

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