From: | Deird'Re Brooks <deirdre@***.ORG> |
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Subject: | Some mods and options |
Date: | Tue, 23 Nov 1993 21:12:32 -0800 |
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1. HMG's; The .50 HMG and the 14.5/14.7 Russian HMG's are
best described as "semi-portable machine cannons". As such
their extreme accurate range is about 2,400 meters (they
will reach about 5 kilometers) and their damage should be
about 12D (14D for the Russian) with their ranges tripled.
2. Sniping Rifles; The Ranger Arms sniper rifle, which
SEEMS to be a Barrett .50 upgrade, should have the same
ranges and damages as my HMG. (During Desert Storm the
Special Forces snipers regularly made 2,000 meter shots with
their 1990 versions. Weapons hardly ever get WORSE with
time.) A real-life sniping rifle (.308 Win) would have an
800 meter range and do 7S damage. (The 300 Win Mag version
would have about a 1000 meter range and do 10 S damage.)
This means triple the range for the Barrett Sniping Rifle
and downgrading the standard Sniping Rifle's damage and only
doubling it's range.
3. MMG's; Fires the same round (for 7S damage) as the
sporting rifle. It and the Sporting Rifle's Ranges should
be tripled.
4. LMG's; These fire the standard 8M assault rifle round.
It's Ranges should be doubled.
5. Where's the "Standard Pistol"? The equivalent to the
9mmP and the .45 acp. It would look like this; Damage 6M to
7M, concealment 7 to 6, ranges as per heavy pistol, ammo
capacity 12 to 15 as per heavy pistols. Obviously uses SMG
ammo interchangeably.
6. Allergies for PC's. Just precisely what is the Medium
Severity supposed to be? (I use +2 on all Target Numbers,
plus the character will remove themselves from contact with
the allergen As Soon As Possible).
7. What can be targeted from Astral Space? From reading
the SR II and the Grimoire II rulebooks, especially page
150, (L column, 4th sentence) of SRII and pages 44 (R
column, 3rd paragraph, 2nd sentence), 45 (R column, 6th
paragraph, 3rd sentence), 50 (L column, 7th paragraph
complete and 8th paragraph, 3rd sentence), and 87 (L column,
paragraphs 5, 6, 8, and 9) of Grimoire II, it seems that
anything that has both an Astral presence and a Physical
presence at the same time may have a Combat spell targeted
through them to the physical plane by an astral mage. The
list of things that provide this astral bridge include Spell
Locks, Dual-Natured Beings, Anchored Spells, Quickened
Spells, Astrally perceiving mages and mages in the act of
casting a spell. Nowhere in the SR II book, nor in the
Grimoire II, is that stated in simple language however. Is
my interpretation correct?
8. The Increased Reflexes Spell vs the Boosted Reflexes
Cyberware(?) and Synapse Accelerator Bioware. Just
precisely how are these regarded vis a vis the Increased
Reflexes spell? Do they work with the Increased Reflexes
spell? Does Enhanced Articulation? (I say that none of
them will work with the spell.) As it is written at present
the fastest a cyberless and biowareless mage can react is 17
+ 4 dice (average 31 initiative) while a Street Samurai
maxes out at 25 + 4 dice (average 39 initiative). This
seems proper to me.
If Enhanced Articulation works with the spell it allows
the same mage to reach 18 + 4 dice (average 32 initiative).
If Synapse Accelerators do not count as Cyberware for the
purposes of the Increased Reflexes spell then that same mage
can reach a initiative of 18 + 6 dice (average 39
initiative)! And if Boosted Reflexes do not count as
cyberware then a mage could have an initiative of 20 + 6
dice (average 41 initiative).
There is, indeed, a cost to the mage. Boosted Reflexes
and Enhanced Articulation cost 3.4 essence and 4 magic while
Synapse Accelerators and Enhanced Articulation cost 2.2
essence and 3 magic. But if those items were put in by good
doctors at a Beta clinic then the Enhanced Articulation
costs only .36 essence and the Synapse Accelerators only
cost 1.28 for a total cost of 1.64 essence and 2 magic,
while the Boosted Reflexes costs 1.344 and the Enhanced
Articulation still costs .36 giving a total Essense cost of
1.704!
Am I correct in considering Synapse Accelerators,
Enhanced Articulation and Boosted Reflexes as Cyberware for
the purposes of the Increased Reflexes spell?
9. Clip vs Magazine; There is a vast difference between a
"Clip" and a "Magazine" when it comes to holding ammunition.
This may be a personal problem but it does gripe at me.
10. Physical Combat Spells vs Vehicles; Specifically, the
difference in operation between the Power Bolt, Missile, etc
and the operation of the Ram and Wrecker spells. That
difference makes the Ram and Wrecker much less powerful than
the Power series. I make, and would ask that you make, the
method of operation used by the Ram and Wrecker be the
"correct" one. It helps to de-power the mage a bit more.
11. The use of the Smartlink with built in cyber-eye
magnification. It doesn't say whether or not these work
together so I let my players get the full benefits when
making long range shots, whether with firearms or magic. Of
course, their opponents get the same benefits.
12. Claymore Mine; Made of plastic and metal with a layer
of explosive which is covered with # 2 sized steel shot.
This is a directional mine that sends all it's damage in a
cone-shaped fan out from the detonation point. It is
commonly used as a booby-trap or as a command detonated
defensive device. It does 12 D damage and loses force at
the rate of -1 per 4 meters. It attacks everything in a 180
degree cone from the front of the weapon. It has a back-
blast that goes out in a 60 degree cone and does 8 D damage
and decays at the rate of -1 per meter. Impact armor
defends against this weapon and if the character beats the
mine-layer's successes with their combat pool dice alone
then they have dodged out of it's area of effect.
13. White Phosphorous Grenades; 10 M elemental fire attack
in a can. -1 per 3 meters away from the grenade. Burns for
20 rounds at -1 force per 2 rounds and will light any
flammable items in the area. This grenade has no real
explosive force behind it but if it goes off under a car it
will ignite the fuel inside of three rounds due to the 3000
degree heat it produces.
14. Jellied Liquid fuel Flamethrower; 6 shots, 50 meter
extreme range, no recoil, each shot can cover a 5 meter
area. There are two ways to use this weapon. Fired with
ignition it does 12 M of elemental fire and burns for 24
rounds at -1 force per every 2 rounds. The user can fire
also fire a "cold shot" of un-ignited fuel to soak the
target with napalm then hit the same target with a "Hot
shot" to ignite it and do an 18 M elemental fire attack that
decays at the rate of -1 per every 3 rounds. Flamethrowers
work very well on spirits. Their Immunity to Ranged Weapons
is halved when attacked by elemental effects, as per
Manifestation PAE 134, and Immunity to Normal Weapons PAE
133.
15. Solid fuel Flamethrower (HAFLA); Fires a cartridge of
red phosphorous and thermite mixed with steel and aluminum
shavings which detonates on impact or at 70 meters. This
does 12 M across a 5 meter radius area, and decays at the
rate of -1 force per 2 rounds till it burns out. It works
on spirits as a normal Flamethrower.
16. Mortars and Multiple Rocket Launchers; these are
indirect fire devices that launch explosive shells. They
all have a minimum range of 30 to 50 meters, a maximum range
that ranges from 800 meters to 4,500 meters, and they will
do damages from 20 S clear up to 80 S. All damages are
reduced by -1 per meter the character is from the impact
point of the round. Some rounds have proximity fuses so as
to be used for air bursts. On these the reduction of damage
would be figured from the detonation point of the round at a
rate of -1 per meter of distance.
17. Heavy Vehicular weapons; These are the kinetic energy
weapons (Cannons and Railguns) used by military vehicles
against each other and often against other targets. They
range in size from 23mm up to 210+mm. They generally fire
once per round or per two rounds. The bigger the gun, the
slower it fires. They do damage at the rate of (Gun Size in
mm) D. These weapons really aren't made to hit something as
small as a human or an oncoming motorcycle so they are at a
+ 4 for targets that small. They would be at +2 to hit an
oncoming car or the side of a motorcycle. They have no
modifier to hit a target the size of the side of a car or
larger. Many of the rounds fired by these weapons are high
explosive and do explosive damage at the rate of (gun size
in mm divided by 10) S. This damage falls off at the rate
of -1 per meter.
Clinic Quality
These are the multipliers for the various levels of quality
provided by various types of clinics. Some of these clinics are
harder to find than others and some are very easy. A "Ripperdoc"
is easy (too easy at times) to find where a Beta level clinic is
almost impossible. Delta clinics are major Corporate or
Government special clinics. Gamma and Epsilon clinics are those
crazy places where the cyber and bio are so custom that they seem
to be from another planet. Gamma and Epsilon ware will get the
owner killed for their parts if anyone finds out they have them.
The numbers given here are multipliers to be applied to the
Essense loss or Body Index gain for the installation in the case
of Doctor, Cyber, and Bioware and to the nuyen cost of the doc's
time, recovery time, and the ware itself in the case of Price.
Clinic Ware Price
Level Doctor Cyber Bio Doctor Cyber Bio
Ripper x 1.15 x 1.2 x 3 x .5 x .3 x 3
Poor x 1.1 x 1.1 x 2 x .75 x .5 x2
Normal x 1 x 1 x 1 x 1 x 1 x 1
Alpha x .9 x .8 x .75 x 20 x 3 x 4
Beta x .8 x .6 x .65 x 50 x 7 x 8
Delta x .7 x .4 x. 55 x 100 x 15 x 16
Gamma x .6 x .2 x .45 x 200 x 30 x 32
Epsilon x .5 x .15 x .35 x 400 x 60 x 64
Delta-ware is extremely finessed versions of the classic
cyberware. Gamma-ware is more multi-purpose and even more finely
developed while Epsilon-ware is actually so much a part of the
wearer that it is often unrecogninable. Delta-ware is almost
completely indetectable and Gamma and Epsilon ware is
undetectable without the use of magic.
Total Multipliers
Clinic
Level Cyber Bio
Ripper 1.27 3.45
Poor 1.21 2.2
Normal 1 1
Alpha .72 .68
Beta .48 .52
Delta .28 .39
Gamma .12 .27
Epsilon .08 .18
Shadowrun Changes
These are a set of rules to adapt the Shadowrun idea of
weapons to realistic calibers.
*** Firearms ***
********** SHOTGUN GAUGES *********
Calibre Damage Possible Weapons
10 Ga 10S Defiance T-250
12 ga (3" mag.) 9S CMDT
12 ga ( 2/34" ) 8S Standard Shotgun, Enfield AS7
20 ga 9M Remington Roomsweeper
********** PISTOL CALIBERS *********
Calibre Damage Possible Weapons
.22 .25 4L Streetline, Tiffani
.380, 7.62mm, .38 6L Beretta 101T, Scorpion,
.38 spec, 9mm 6M Browning, Ares Victor, UZI III
.45ACP, 40 S&W 7M Colt Warhammer, Ingram Smartgun
.357M, .41M 9M Ares Predator II, Colt Manhunter
.44M, 10M Ruger Warhawk
.454, .475, .500 11M Casul, Wildey, Hawksley
A person using a 9M damage round in a SMG would take a +2 to
target number per round fired instead of +1. Of course, it does
12S per burst too.
******* RIFLE CALIBERS **********
Calibre Damage Possible Weapons
.22 pistol 4M .22 Long Rifle. .22 Mag
5mm - 6mm modern 8M AK97, Colt M22A2, H&K227, LMGs
7mm - 8mm any 7S FN HAR, All MMGs, REM 750
7mmM - 11mm Sports 9S Rem950, .460Weatherby
*******Ammunition*******
Type Modifiers Price
CorBon, Talon +1 Damage Code x 2
Hollow Points +2 Ballistic Armor, +1 Damage Code x 1.5
APDS Halves Ballistic Armor x 3.5
AP -1 Ballistic Armor x 2
APHE (Shaped) -2 Ballistic Armor, +1 Power, D C x 3.5
Point Costs for Specials.
Vampires. It costs the character's 'A' pick to start as a
Vampire.
Point Costs for Lifestyles.
A player can pay character points to be of a particular
lifestyle, or they can GAIN character points if they chose to
have their character come from one of the lower class lifestyles.
Streets: GIVES the player 4 character points. Character
cannot ever own any more than they can carry, they never have
much money, and they never get paid much or they always get
robbed or cheated out of what they do manage to get. They get 1/5
Start Money and they get paid 1/5 of what a 'lower class' person
would get for a job, etc.
Squatter: GIVES the player 2 character points. Not as bad as
'Streets" but not good either. They would get 1/2 of a lower
class person's pay, Start Money, etc.
Low: This one is FREE. The default lifestyle. Everything in
the book is based on this lifestyle. Start with 3d6 x $1000.
Middle: COSTS the player their 'A' character construction
pick to have this lifestyle for their character. But they don't
have to do anything to maintain it. Equates to a Resources of
$20,000. They are Better off, per the book, characters with this
lifestyle get double normal pay, start money, etc.
High: COSTS the player their 'A + E' character construction
picks to have this lifestyle for their character. The benefits
are as per the book. Equates to a Resources of $400,000. They
have all the perks described in the book too. They get 5 times
start money, pay, etc.
Luxury: COSTS the player their 'A + C' character
construction picks. Equates to a Resources of 1,000,000 and all
the perks are included. These characters will be the dilettante
types, or Euro-solos. These characters get
TWENTY times normal pay, start money, etc.
Character Points
Players can GAIN character points for their characters by
taking various drawbacks that will apply to the character. These
drawbacks would be rated by severity from Nuisance (worth 1 Char.
Point), Mild (worth 2), Moderate (worth 3) and Severe (worth 4)
based on the amount of trouble they cause the character. A Severe
allergy to sunlight (Albinism) would be worth 4 character points
but the character would be unable to go out in the sunlight at
all. A character can have any amount of Drawbacks that the player
wants to load on the character, and that the player will play.
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Marzhavasati Kali |If mail bounces, check spelling. It's deirdre.
deirdre@***.org |If that doesn't work, send mail to
|deirdre%efn.org@*******.cs.uoregon.edu
"Mother is the name for god in the hearts and minds of all children."
-- The Crow