@opencharacter/cwn-srd 0.0.0-stage → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +144 -0
- package/README.md +170 -2
- package/content/armor/armored-clothing.yaml +10 -0
- package/content/armor/heavy-armored-suit.yaml +14 -0
- package/content/armor/impact-jacket.yaml +11 -0
- package/content/armor/light-armored-suit.yaml +13 -0
- package/content/armor/medium-armored-suit.yaml +13 -0
- package/content/armor/ordinary-clothing.yaml +8 -0
- package/content/armor/plated-longcoat.yaml +12 -0
- package/content/armor/reinforced-clothing.yaml +9 -0
- package/content/armor/reinforced-longcoat.yaml +10 -0
- package/content/armor/riot-shield.yaml +9 -0
- package/content/armor/street-leathers.yaml +9 -0
- package/content/armor/war-harness.yaml +10 -0
- package/content/armor-accessories/absorption-plates.yaml +13 -0
- package/content/armor-accessories/joint-reinforcement.yaml +10 -0
- package/content/armor-mods/absorption-pads.yaml +7 -0
- package/content/armor-mods/active-response.yaml +7 -0
- package/content/armor-mods/biostabilizing.yaml +5 -0
- package/content/armor-mods/customized.yaml +8 -0
- package/content/armor-mods/discreet-design.yaml +9 -0
- package/content/armor-mods/flexible.yaml +7 -0
- package/content/armor-mods/quickchange.yaml +5 -0
- package/content/armor-mods/sealed.yaml +5 -0
- package/content/armor-mods/tailored-rig.yaml +14 -0
- package/content/armor-mods/trauma-dampers.yaml +7 -0
- package/content/armor-mods/whisperlight.yaml +7 -0
- package/content/arts/alacrity-basic.yaml +6 -0
- package/content/arts/alacrity-improved.yaml +6 -0
- package/content/arts/alacrity-sublime.yaml +6 -0
- package/content/arts/arcane-senses.yaml +4 -0
- package/content/arts/arcane-skill.yaml +4 -0
- package/content/arts/blades-of-will.yaml +4 -0
- package/content/arts/brazen-thews.yaml +11 -0
- package/content/arts/faultless-grace.yaml +11 -0
- package/content/arts/flying-steps.yaml +4 -0
- package/content/arts/hand-of-doom.yaml +9 -0
- package/content/arts/hundred-faces.yaml +4 -0
- package/content/arts/inexhaustible-vigor.yaml +11 -0
- package/content/arts/martial-instinct.yaml +16 -0
- package/content/arts/occult-pavis.yaml +9 -0
- package/content/arts/personal-void.yaml +4 -0
- package/content/arts/refulgent-vitality.yaml +4 -0
- package/content/arts/skin-of-steel.yaml +14 -0
- package/content/arts/sorcerous-sight.yaml +4 -0
- package/content/arts/spiritbane.yaml +4 -0
- package/content/backgrounds/bum.yaml +18 -0
- package/content/backgrounds/bureaucrat.yaml +18 -0
- package/content/backgrounds/clergy.yaml +18 -0
- package/content/backgrounds/coder.yaml +18 -0
- package/content/backgrounds/corp-security.yaml +18 -0
- package/content/backgrounds/corper.yaml +18 -0
- package/content/backgrounds/criminal.yaml +18 -0
- package/content/backgrounds/doctor.yaml +18 -0
- package/content/backgrounds/drone-jockey.yaml +18 -0
- package/content/backgrounds/ganger.yaml +18 -0
- package/content/backgrounds/laborer.yaml +18 -0
- package/content/backgrounds/law-enforcement.yaml +18 -0
- package/content/backgrounds/manager.yaml +18 -0
- package/content/backgrounds/outlander.yaml +18 -0
- package/content/backgrounds/performer.yaml +18 -0
- package/content/backgrounds/soldier.yaml +18 -0
- package/content/backgrounds/spy.yaml +18 -0
- package/content/backgrounds/streetwalker.yaml +18 -0
- package/content/backgrounds/technician.yaml +18 -0
- package/content/backgrounds/trader.yaml +18 -0
- package/content/contacts/contact.yaml +2 -0
- package/content/cyberdeck-mods/bespoke-code-optimization.yaml +6 -0
- package/content/cyberdeck-mods/buffer-circuits.yaml +7 -0
- package/content/cyberdeck-mods/cpu-overclocking.yaml +7 -0
- package/content/cyberdeck-mods/memory-expansion.yaml +7 -0
- package/content/cyberdeck-mods/polymorphic-intrusion-algorithms.yaml +8 -0
- package/content/cyberdeck-mods/skeletal-case.yaml +8 -0
- package/content/cyberdeck-mods/thermal-exhaust-case.yaml +8 -0
- package/content/cyberdecks/beowulf.yaml +9 -0
- package/content/cyberdecks/icepick.yaml +9 -0
- package/content/cyberdecks/scrap-deck.yaml +9 -0
- package/content/cyberdecks/synapse.yaml +9 -0
- package/content/cyberdecks/taifu.yaml +9 -0
- package/content/cyberdecks/tanto.yaml +9 -0
- package/content/cyberdecks/tizona.yaml +9 -0
- package/content/cyberware/active-sense-processor.yaml +14 -0
- package/content/cyberware/aesthetic-augmentation-suite.yaml +11 -0
- package/content/cyberware/assisted-glide-system.yaml +7 -0
- package/content/cyberware/banshee-module.yaml +7 -0
- package/content/cyberware/body-blades-i.yaml +15 -0
- package/content/cyberware/body-blades-ii.yaml +15 -0
- package/content/cyberware/coordination-augment-i.yaml +11 -0
- package/content/cyberware/coordination-augment-ii.yaml +14 -0
- package/content/cyberware/courier-memory.yaml +7 -0
- package/content/cyberware/cranial-jack.yaml +13 -0
- package/content/cyberware/cyberears.yaml +9 -0
- package/content/cyberware/cybereyes.yaml +9 -0
- package/content/cyberware/cyberlimb.yaml +7 -0
- package/content/cyberware/cybernetic-infrastructure-baseline.yaml +10 -0
- package/content/cyberware/deadman-circuit.yaml +7 -0
- package/content/cyberware/dermal-armor-i.yaml +11 -0
- package/content/cyberware/dermal-armor-ii.yaml +11 -0
- package/content/cyberware/dermal-armor-iii.yaml +11 -0
- package/content/cyberware/dermal-armor-trauma-shielding.yaml +8 -0
- package/content/cyberware/discretion-insurance-unit.yaml +7 -0
- package/content/cyberware/ear-mod-filter.yaml +8 -0
- package/content/cyberware/ear-mod-positional-detection.yaml +8 -0
- package/content/cyberware/ear-mod-sonar.yaml +8 -0
- package/content/cyberware/ear-mod-tracer.yaml +8 -0
- package/content/cyberware/emergency-stabilization-factor.yaml +7 -0
- package/content/cyberware/enhanced-reflexes-i.yaml +7 -0
- package/content/cyberware/enhanced-reflexes-ii.yaml +8 -0
- package/content/cyberware/enhanced-reflexes-iii.yaml +8 -0
- package/content/cyberware/eye-mod-dazzler.yaml +9 -0
- package/content/cyberware/eye-mod-flechette-launcher.yaml +11 -0
- package/content/cyberware/eye-mod-impostor.yaml +8 -0
- package/content/cyberware/eye-mod-infrared-vision.yaml +8 -0
- package/content/cyberware/eye-mod-low-light-vision.yaml +8 -0
- package/content/cyberware/eye-mod-tactical-view.yaml +8 -0
- package/content/cyberware/eye-mod-zoom.yaml +8 -0
- package/content/cyberware/fleshmod.yaml +7 -0
- package/content/cyberware/full-body-conversion.yaml +11 -0
- package/content/cyberware/funes-complex.yaml +7 -0
- package/content/cyberware/gunlink.yaml +9 -0
- package/content/cyberware/headcomm.yaml +7 -0
- package/content/cyberware/hemosynthetic-filter-system.yaml +7 -0
- package/content/cyberware/holdout-cavity.yaml +7 -0
- package/content/cyberware/iron-hand-aegis.yaml +7 -0
- package/content/cyberware/limbgun.yaml +7 -0
- package/content/cyberware/medical-support-readout.yaml +7 -0
- package/content/cyberware/medusa-implant.yaml +7 -0
- package/content/cyberware/muscle-fiber-replacement-i.yaml +11 -0
- package/content/cyberware/muscle-fiber-replacement-ii.yaml +11 -0
- package/content/cyberware/neolimb.yaml +11 -0
- package/content/cyberware/neural-buffer.yaml +27 -0
- package/content/cyberware/omnihand.yaml +7 -0
- package/content/cyberware/poseidon-implants.yaml +7 -0
- package/content/cyberware/prosthetic-cyber-i.yaml +7 -0
- package/content/cyberware/prosthetic-cyber-ii.yaml +7 -0
- package/content/cyberware/reaction-booster-i.yaml +11 -0
- package/content/cyberware/reaction-booster-ii.yaml +11 -0
- package/content/cyberware/recovery-support-unit.yaml +7 -0
- package/content/cyberware/redundant-systems.yaml +7 -0
- package/content/cyberware/regulated-anagathic-substrate.yaml +7 -0
- package/content/cyberware/remote-control-unit.yaml +12 -0
- package/content/cyberware/retribution-shield.yaml +8 -0
- package/content/cyberware/sealed-systems-implant.yaml +7 -0
- package/content/cyberware/sensory-recorder.yaml +7 -0
- package/content/cyberware/sharkskin-electrodes.yaml +7 -0
- package/content/cyberware/shock-fists.yaml +8 -0
- package/content/cyberware/skillplug-jack-i.yaml +11 -0
- package/content/cyberware/skillplug-jack-ii.yaml +11 -0
- package/content/cyberware/skillplug-wiring.yaml +11 -0
- package/content/cyberware/skinmod.yaml +6 -0
- package/content/cyberware/skull-citadel.yaml +7 -0
- package/content/cyberware/skyborn-shielding.yaml +7 -0
- package/content/cyberware/stick-pads.yaml +7 -0
- package/content/cyberware/synthears.yaml +9 -0
- package/content/cyberware/syntheyes.yaml +9 -0
- package/content/cyberware/synthlimb.yaml +7 -0
- package/content/cyberware/therapeutic-control-dampers.yaml +7 -0
- package/content/cyberware/titan-gun-system.yaml +7 -0
- package/content/cyberware/trajectory-optimization-node.yaml +7 -0
- package/content/cyberware/viper-sting.yaml +7 -0
- package/content/cyberware/zombie-wires.yaml +8 -0
- package/content/cyberware-complications/bad-connection.yaml +4 -0
- package/content/cyberware-complications/blatant.yaml +4 -0
- package/content/cyberware-complications/complicated.yaml +4 -0
- package/content/cyberware-complications/debilitating.yaml +4 -0
- package/content/cyberware-complications/exhausting.yaml +4 -0
- package/content/cyberware-complications/fussy.yaml +4 -0
- package/content/cyberware-complications/inefficient.yaml +6 -0
- package/content/cyberware-complications/loud.yaml +4 -0
- package/content/cyberware-complications/petty-annoyance.yaml +4 -0
- package/content/cyberware-complications/power-hungry.yaml +4 -0
- package/content/cyberware-complications/uncooperative.yaml +4 -0
- package/content/cyberware-complications/unreliable.yaml +4 -0
- package/content/cyberware-mods/biocapacitors.yaml +6 -0
- package/content/cyberware-mods/durable-system.yaml +7 -0
- package/content/cyberware-mods/firewalled.yaml +6 -0
- package/content/cyberware-mods/hardened-weave.yaml +8 -0
- package/content/cyberware-mods/low-maintenance.yaml +6 -0
- package/content/cyberware-mods/monoblade.yaml +7 -0
- package/content/cyberware-mods/profile-adjustment.yaml +6 -0
- package/content/cyberware-mods/quick-detach.yaml +6 -0
- package/content/cyberware-mods/tailored-interface.yaml +8 -0
- package/content/cyberware-mods/targeting-processor.yaml +6 -0
- package/content/drone-fittings/ablative-code-buffer.yaml +7 -0
- package/content/drone-fittings/altitude-boost-unit.yaml +7 -0
- package/content/drone-fittings/ammo-caddy.yaml +7 -0
- package/content/drone-fittings/ammo-supply.yaml +7 -0
- package/content/drone-fittings/assisted-boost-burner.yaml +7 -0
- package/content/drone-fittings/cargo-space.yaml +8 -0
- package/content/drone-fittings/command-deck-follow.yaml +7 -0
- package/content/drone-fittings/command-deck-kill.yaml +7 -0
- package/content/drone-fittings/command-deck-patrol.yaml +7 -0
- package/content/drone-fittings/command-deck-watch.yaml +7 -0
- package/content/drone-fittings/emergency-evac-litter.yaml +7 -0
- package/content/drone-fittings/emissions-shielding.yaml +7 -0
- package/content/drone-fittings/enhanced-structure.yaml +8 -0
- package/content/drone-fittings/extended-range.yaml +7 -0
- package/content/drone-fittings/glider-grips.yaml +7 -0
- package/content/drone-fittings/improved-armor.yaml +9 -0
- package/content/drone-fittings/improved-targeting-logic.yaml +7 -0
- package/content/drone-fittings/laser-comms.yaml +7 -0
- package/content/drone-fittings/manipulator-tendrils.yaml +7 -0
- package/content/drone-fittings/memory-banks.yaml +7 -0
- package/content/drone-fittings/no-touch-web.yaml +7 -0
- package/content/drone-fittings/sleep-mode.yaml +7 -0
- package/content/drone-fittings/stealth-package.yaml +7 -0
- package/content/drone-fittings/suicide-charge.yaml +7 -0
- package/content/drone-fittings/telescopic-optics.yaml +7 -0
- package/content/drone-fittings/thermal-optics.yaml +7 -0
- package/content/drone-fittings/trauma-response-suite.yaml +7 -0
- package/content/drone-fittings/voice-broadcast.yaml +7 -0
- package/content/drone-fittings/wallcrawler.yaml +7 -0
- package/content/drone-fittings/weapon-hardpoint.yaml +8 -0
- package/content/drone-mods/additional-fitting.yaml +8 -0
- package/content/drone-mods/additional-hardpoint.yaml +8 -0
- package/content/drone-mods/battery-swapping.yaml +7 -0
- package/content/drone-mods/boosted-engine.yaml +7 -0
- package/content/drone-mods/heavy-plating.yaml +9 -0
- package/content/drone-mods/quick-launch.yaml +7 -0
- package/content/drone-mods/redundant-systems.yaml +8 -0
- package/content/drone-mods/stripped-fittings.yaml +9 -0
- package/content/drones/hummingbird.yaml +14 -0
- package/content/drones/javelin.yaml +14 -0
- package/content/drones/kerberos.yaml +11 -0
- package/content/drones/kraken.yaml +11 -0
- package/content/drones/mouse.yaml +14 -0
- package/content/drones/pitbull.yaml +14 -0
- package/content/drones/roach.yaml +14 -0
- package/content/drones/shrike.yaml +11 -0
- package/content/drones/sunfish.yaml +14 -0
- package/content/drugs/avalanche.yaml +5 -0
- package/content/drugs/boneshaker.yaml +5 -0
- package/content/drugs/chokeout.yaml +4 -0
- package/content/drugs/control-delete.yaml +4 -0
- package/content/drugs/hellbender.yaml +4 -0
- package/content/drugs/lurch.yaml +7 -0
- package/content/drugs/madeleine.yaml +4 -0
- package/content/drugs/medical-prescription.yaml +4 -0
- package/content/drugs/olympus.yaml +6 -0
- package/content/drugs/panacea.yaml +5 -0
- package/content/drugs/pillow.yaml +5 -0
- package/content/drugs/psycho.yaml +4 -0
- package/content/drugs/reset.yaml +6 -0
- package/content/drugs/sand.yaml +4 -0
- package/content/drugs/trauma-patch.yaml +4 -0
- package/content/drugs/window.yaml +5 -0
- package/content/edges/educated.yaml +10 -0
- package/content/edges/face.yaml +4 -0
- package/content/edges/focused.yaml +9 -0
- package/content/edges/ghost.yaml +4 -0
- package/content/edges/graced.yaml +9 -0
- package/content/edges/hacker.yaml +12 -0
- package/content/edges/hard-to-kill.yaml +9 -0
- package/content/edges/killing-blow.yaml +11 -0
- package/content/edges/masterful-expertise.yaml +2 -0
- package/content/edges/on-target.yaml +8 -0
- package/content/edges/operators-fortune.yaml +2 -0
- package/content/edges/prodigy.yaml +29 -0
- package/content/edges/spellcaster.yaml +10 -0
- package/content/edges/summoner.yaml +9 -0
- package/content/edges/veterans-luck.yaml +2 -0
- package/content/edges/voice-of-the-people.yaml +8 -0
- package/content/edges/wired.yaml +10 -0
- package/content/foci/ace-driver.yaml +10 -0
- package/content/foci/alert.yaml +4 -0
- package/content/foci/all-natural.yaml +41 -0
- package/content/foci/armsmaster.yaml +16 -0
- package/content/foci/assassin.yaml +4 -0
- package/content/foci/authority.yaml +4 -0
- package/content/foci/close-combatant.yaml +9 -0
- package/content/foci/cyberdoc.yaml +7 -0
- package/content/foci/deadeye.yaml +8 -0
- package/content/foci/diplomat.yaml +4 -0
- package/content/foci/drone-pilot.yaml +19 -0
- package/content/foci/expert-programmer.yaml +16 -0
- package/content/foci/healer.yaml +13 -0
- package/content/foci/henchkeeper.yaml +4 -0
- package/content/foci/many-faces.yaml +5 -0
- package/content/foci/pop-idol.yaml +9 -0
- package/content/foci/roamer.yaml +10 -0
- package/content/foci/safe-haven.yaml +4 -0
- package/content/foci/shocking-assault.yaml +12 -0
- package/content/foci/snipers-eye.yaml +4 -0
- package/content/foci/specialist.yaml +36 -0
- package/content/foci/tinker.yaml +12 -0
- package/content/foci/unarmed-combatant.yaml +14 -0
- package/content/foci/unique-gift.yaml +4 -0
- package/content/foci/unregistered.yaml +4 -0
- package/content/foci/whirlwind-assault.yaml +4 -0
- package/content/gear/active-hearing-protection.yaml +5 -0
- package/content/gear/ammunition.yaml +4 -0
- package/content/gear/anti-flash-goggles.yaml +5 -0
- package/content/gear/backpack.yaml +7 -0
- package/content/gear/basic-smartphone.yaml +4 -0
- package/content/gear/binoculars.yaml +5 -0
- package/content/gear/bus-pass-monthly.yaml +4 -0
- package/content/gear/cheap-vr-crown.yaml +7 -0
- package/content/gear/climbing-kit.yaml +5 -0
- package/content/gear/empty-magazine.yaml +5 -0
- package/content/gear/fashionable-clothing.yaml +7 -0
- package/content/gear/fashionable-smartphone.yaml +4 -0
- package/content/gear/gas-mask.yaml +5 -0
- package/content/gear/handheld-radio.yaml +5 -0
- package/content/gear/haute-couture-clothing.yaml +7 -0
- package/content/gear/ir-goggles.yaml +5 -0
- package/content/gear/kit-basic-tools.yaml +5 -0
- package/content/gear/kit-cyberdoc.yaml +5 -0
- package/content/gear/kit-medkit.yaml +5 -0
- package/content/gear/kit-survival.yaml +5 -0
- package/content/gear/lockpicks.yaml +5 -0
- package/content/gear/maintenance-supplies.yaml +5 -0
- package/content/gear/manufacturers-installation-kit.yaml +5 -0
- package/content/gear/military-ration.yaml +5 -0
- package/content/gear/ordinary-clothes.yaml +7 -0
- package/content/gear/portable-video-camera.yaml +5 -0
- package/content/gear/smartphone-service-plan.yaml +4 -0
- package/content/gear/surgical-theater-tools-level-1.yaml +5 -0
- package/content/gear/surgical-theater-tools-level-2.yaml +4 -0
- package/content/gear/surgical-theater-tools-level-3.yaml +4 -0
- package/content/gear/ultralight-tab-radio.yaml +5 -0
- package/content/gear/wearable-light.yaml +7 -0
- package/content/programs/subjects/avatar.yaml +6 -0
- package/content/programs/subjects/barrier.yaml +6 -0
- package/content/programs/subjects/camera.yaml +6 -0
- package/content/programs/subjects/cyber.yaml +6 -0
- package/content/programs/subjects/datafile.yaml +6 -0
- package/content/programs/subjects/door.yaml +6 -0
- package/content/programs/subjects/drone.yaml +6 -0
- package/content/programs/subjects/machine.yaml +6 -0
- package/content/programs/subjects/program.yaml +6 -0
- package/content/programs/subjects/sensor.yaml +6 -0
- package/content/programs/subjects/transmission.yaml +6 -0
- package/content/programs/subjects/turret.yaml +6 -0
- package/content/programs/verbs/activate.yaml +12 -0
- package/content/programs/verbs/analyze.yaml +12 -0
- package/content/programs/verbs/append.yaml +10 -0
- package/content/programs/verbs/blind.yaml +9 -0
- package/content/programs/verbs/deactivate.yaml +12 -0
- package/content/programs/verbs/decrypt.yaml +10 -0
- package/content/programs/verbs/defend.yaml +9 -0
- package/content/programs/verbs/delude.yaml +9 -0
- package/content/programs/verbs/erase.yaml +11 -0
- package/content/programs/verbs/frisk.yaml +11 -0
- package/content/programs/verbs/ghost.yaml +8 -0
- package/content/programs/verbs/glitch.yaml +10 -0
- package/content/programs/verbs/hijack.yaml +9 -0
- package/content/programs/verbs/kill.yaml +10 -0
- package/content/programs/verbs/lock.yaml +10 -0
- package/content/programs/verbs/paralyze.yaml +9 -0
- package/content/programs/verbs/replace.yaml +10 -0
- package/content/programs/verbs/sabotage.yaml +12 -0
- package/content/programs/verbs/sense.yaml +9 -0
- package/content/programs/verbs/siege.yaml +9 -0
- package/content/programs/verbs/silence.yaml +9 -0
- package/content/programs/verbs/stun.yaml +11 -0
- package/content/programs/verbs/terminate.yaml +10 -0
- package/content/programs/verbs/unlock.yaml +12 -0
- package/content/skillplugs/level-0.yaml +35 -0
- package/content/skillplugs/level-1.yaml +35 -0
- package/content/skillplugs/level-2.yaml +35 -0
- package/content/skillplugs/level-3.yaml +37 -0
- package/content/spells/arson.yaml +5 -0
- package/content/spells/blast.yaml +5 -0
- package/content/spells/blastwave.yaml +5 -0
- package/content/spells/bless.yaml +5 -0
- package/content/spells/cleanse-toxin.yaml +5 -0
- package/content/spells/cloak.yaml +5 -0
- package/content/spells/combat-precognition.yaml +5 -0
- package/content/spells/compulsion.yaml +5 -0
- package/content/spells/curse.yaml +5 -0
- package/content/spells/detect-target.yaml +5 -0
- package/content/spells/dispel.yaml +5 -0
- package/content/spells/disrupt.yaml +5 -0
- package/content/spells/emotion.yaml +5 -0
- package/content/spells/far-senses.yaml +5 -0
- package/content/spells/glide.yaml +5 -0
- package/content/spells/haste.yaml +5 -0
- package/content/spells/heal-injury.yaml +5 -0
- package/content/spells/illumination.yaml +5 -0
- package/content/spells/mirage.yaml +5 -0
- package/content/spells/muffle.yaml +5 -0
- package/content/spells/paralysis.yaml +5 -0
- package/content/spells/psychic-interrogation.yaml +5 -0
- package/content/spells/slow.yaml +5 -0
- package/content/spells/soul-link.yaml +5 -0
- package/content/spells/stun.yaml +5 -0
- package/content/spells/stunwave.yaml +5 -0
- package/content/spells/triage.yaml +5 -0
- package/content/spirit-powers/airy-steps.yaml +2 -0
- package/content/spirit-powers/artifice-wise.yaml +2 -0
- package/content/spirit-powers/aura-of-destruction.yaml +2 -0
- package/content/spirit-powers/curse.yaml +2 -0
- package/content/spirit-powers/ensnare.yaml +4 -0
- package/content/spirit-powers/favor.yaml +2 -0
- package/content/spirit-powers/feral-pact.yaml +2 -0
- package/content/spirit-powers/finned-swiftness.yaml +2 -0
- package/content/spirit-powers/flesh-of-clay.yaml +2 -0
- package/content/spirit-powers/ghostly-presence.yaml +2 -0
- package/content/spirit-powers/hideous-talons.yaml +4 -0
- package/content/spirit-powers/iron-eidolon.yaml +4 -0
- package/content/spirit-powers/merciful-hands.yaml +2 -0
- package/content/spirit-powers/mighty-form.yaml +4 -0
- package/content/spirit-powers/mislead.yaml +2 -0
- package/content/spirit-powers/misty-form.yaml +2 -0
- package/content/spirit-powers/mortal-disguise.yaml +2 -0
- package/content/spirit-powers/myrmidons-shield.yaml +2 -0
- package/content/spirit-powers/namebearer.yaml +2 -0
- package/content/spirit-powers/natural-immunity.yaml +2 -0
- package/content/spirit-powers/poltergeist.yaml +2 -0
- package/content/spirit-powers/skilled.yaml +2 -0
- package/content/spirit-powers/spiderlegs.yaml +2 -0
- package/content/spirit-powers/spirit-of-war.yaml +4 -0
- package/content/spirit-powers/spirit-whispers.yaml +2 -0
- package/content/spirit-powers/spirits-eye.yaml +2 -0
- package/content/spirit-powers/swift-pursuit.yaml +2 -0
- package/content/spirit-powers/violent-will.yaml +4 -0
- package/content/spirits/spirit.yaml +11 -0
- package/content/syndromes/brutal.yaml +4 -0
- package/content/syndromes/candid.yaml +4 -0
- package/content/syndromes/cold.yaml +4 -0
- package/content/syndromes/distant.yaml +4 -0
- package/content/syndromes/exultant.yaml +4 -0
- package/content/syndromes/fearless.yaml +4 -0
- package/content/syndromes/hypervigilant.yaml +4 -0
- package/content/syndromes/murderous.yaml +4 -0
- package/content/syndromes/ravenous.yaml +4 -0
- package/content/syndromes/savage.yaml +4 -0
- package/content/syndromes/secretive.yaml +4 -0
- package/content/syndromes/stressed.yaml +4 -0
- package/content/vehicle-fittings/advanced-sensors.yaml +7 -0
- package/content/vehicle-fittings/afterburners.yaml +8 -0
- package/content/vehicle-fittings/armor-plating.yaml +8 -0
- package/content/vehicle-fittings/cargo-space.yaml +6 -0
- package/content/vehicle-fittings/crash-pod.yaml +8 -0
- package/content/vehicle-fittings/ecm-emitter.yaml +8 -0
- package/content/vehicle-fittings/emissions-cloaking.yaml +8 -0
- package/content/vehicle-fittings/extra-durability.yaml +9 -0
- package/content/vehicle-fittings/extra-passengers.yaml +8 -0
- package/content/vehicle-fittings/field-portable.yaml +7 -0
- package/content/vehicle-fittings/ghost-driver.yaml +8 -0
- package/content/vehicle-fittings/hardpoint-support.yaml +10 -0
- package/content/vehicle-fittings/jack-control-port.yaml +7 -0
- package/content/vehicle-fittings/limpet-mount-medium.yaml +8 -0
- package/content/vehicle-fittings/limpet-mount-small.yaml +8 -0
- package/content/vehicle-fittings/living-quarters.yaml +8 -0
- package/content/vehicle-fittings/medbay.yaml +9 -0
- package/content/vehicle-fittings/offroad-package.yaml +9 -0
- package/content/vehicle-fittings/power-system-large.yaml +9 -0
- package/content/vehicle-fittings/power-system-medium.yaml +9 -0
- package/content/vehicle-fittings/power-system-small.yaml +8 -0
- package/content/vehicle-fittings/sealed-atmosphere.yaml +9 -0
- package/content/vehicle-fittings/smugglers-hold.yaml +7 -0
- package/content/vehicle-fittings/targeting-board.yaml +9 -0
- package/content/vehicle-fittings/tool-rack.yaml +8 -0
- package/content/vehicle-mods/augmented-armor.yaml +7 -0
- package/content/vehicle-mods/drone-hub.yaml +6 -0
- package/content/vehicle-mods/extra-seating.yaml +7 -0
- package/content/vehicle-mods/integrated-magazines.yaml +6 -0
- package/content/vehicle-mods/personalized-controls.yaml +6 -0
- package/content/vehicle-mods/power-system-upgrade.yaml +7 -0
- package/content/vehicle-mods/q-cladding.yaml +6 -0
- package/content/vehicle-mods/reactive-defenses.yaml +8 -0
- package/content/vehicle-mods/reinforced-chassis.yaml +8 -0
- package/content/vehicle-mods/remote-sensors.yaml +6 -0
- package/content/vehicle-mods/supplementary-tanks.yaml +6 -0
- package/content/vehicle-mods/ultralight-components.yaml +8 -0
- package/content/vehicle-mods/upgraded-speed.yaml +8 -0
- package/content/vehicles/apc.yaml +16 -0
- package/content/vehicles/car.yaml +14 -0
- package/content/vehicles/casra.yaml +17 -0
- package/content/vehicles/dropcraft.yaml +17 -0
- package/content/vehicles/gev.yaml +16 -0
- package/content/vehicles/helicopter.yaml +16 -0
- package/content/vehicles/micro-flyer.yaml +15 -0
- package/content/vehicles/motorcycle.yaml +14 -0
- package/content/vehicles/tank.yaml +16 -0
- package/content/vehicles/truck.yaml +14 -0
- package/content/weapon-mods/autotargeting.yaml +7 -0
- package/content/weapon-mods/body-blades-1.yaml +17 -0
- package/content/weapon-mods/body-blades-2.yaml +17 -0
- package/content/weapon-mods/concealed.yaml +4 -0
- package/content/weapon-mods/customized.yaml +6 -0
- package/content/weapon-mods/extended-mag.yaml +7 -0
- package/content/weapon-mods/hand-of-doom.yaml +16 -0
- package/content/weapon-mods/heavy-sabot.yaml +7 -0
- package/content/weapon-mods/integral-toxins.yaml +8 -0
- package/content/weapon-mods/onboard-gunlink.yaml +5 -0
- package/content/weapon-mods/predictive-guidance.yaml +8 -0
- package/content/weapon-mods/reel-wires.yaml +5 -0
- package/content/weapon-mods/savage-impact.yaml +8 -0
- package/content/weapon-mods/shock-burst.yaml +4 -0
- package/content/weapon-mods/stun-rounds.yaml +13 -0
- package/content/weapon-mods/thermal-charge.yaml +8 -0
- package/content/weapon-mods/unarmed-combatant-2.yaml +7 -0
- package/content/weapon-mods/unarmed-combatant.yaml +11 -0
- package/content/weapons/advanced-big-sword.yaml +15 -0
- package/content/weapons/advanced-bow.yaml +17 -0
- package/content/weapons/advanced-club.yaml +15 -0
- package/content/weapons/advanced-knife.yaml +16 -0
- package/content/weapons/advanced-sword.yaml +14 -0
- package/content/weapons/anti-materiel-rifle.yaml +19 -0
- package/content/weapons/automatic-rifle.yaml +18 -0
- package/content/weapons/big-club.yaml +16 -0
- package/content/weapons/big-sword.yaml +15 -0
- package/content/weapons/club.yaml +17 -0
- package/content/weapons/combat-rifle.yaml +18 -0
- package/content/weapons/combat-shotgun.yaml +18 -0
- package/content/weapons/demo-charge.yaml +17 -0
- package/content/weapons/drone-cannon.yaml +17 -0
- package/content/weapons/eye-flechette.yaml +14 -0
- package/content/weapons/flash-grenade.yaml +14 -0
- package/content/weapons/frag-grenade.yaml +16 -0
- package/content/weapons/gas-grenade.yaml +14 -0
- package/content/weapons/grenade-launcher.yaml +15 -0
- package/content/weapons/headshot-pod.yaml +17 -0
- package/content/weapons/heavy-machine-gun.yaml +20 -0
- package/content/weapons/heavy-pistol.yaml +15 -0
- package/content/weapons/knife.yaml +16 -0
- package/content/weapons/land-mine-anti-personnel.yaml +14 -0
- package/content/weapons/land-mine-anti-vehicle.yaml +15 -0
- package/content/weapons/light-pistol.yaml +15 -0
- package/content/weapons/main-tank-gun.yaml +17 -0
- package/content/weapons/mortar.yaml +17 -0
- package/content/weapons/mounted-autogun.yaml +18 -0
- package/content/weapons/rifle.yaml +16 -0
- package/content/weapons/rocket-launcher.yaml +17 -0
- package/content/weapons/semi-auto-shotgun.yaml +16 -0
- package/content/weapons/shotgun.yaml +16 -0
- package/content/weapons/shrieker-gun.yaml +15 -0
- package/content/weapons/smoke-grenade.yaml +14 -0
- package/content/weapons/sniper-rifle.yaml +18 -0
- package/content/weapons/spear.yaml +16 -0
- package/content/weapons/submachine-gun.yaml +17 -0
- package/content/weapons/sword.yaml +14 -0
- package/content/weapons/taser-pistol.yaml +14 -0
- package/content/weapons/unarmed.yaml +13 -0
- package/dist/i18n/en.d.ts +3 -0
- package/dist/i18n/en.js +2 -0
- package/dist/i18n/en.json +2531 -0
- package/dist/index.d.ts +3 -0
- package/dist/index.js +2 -0
- package/dist/release.json +38279 -0
- package/i18n/en/backgrounds.yaml +20 -0
- package/i18n/en/cyberware.yaml +299 -0
- package/i18n/en/edges.yaml +41 -0
- package/i18n/en/foci.yaml +184 -0
- package/i18n/en/gear.yaml +252 -0
- package/i18n/en/magic.yaml +174 -0
- package/i18n/en/tech.yaml +472 -0
- package/i18n/en/weapons.yaml +99 -0
- package/i18n/en.yaml +1491 -0
- package/pack.yaml +13 -0
- package/package.json +58 -3
- package/rules/advancement.yaml +163 -0
- package/rules/armor.yaml +81 -0
- package/rules/attributes.yaml +46 -0
- package/rules/backgrounds.yaml +102 -0
- package/rules/building.yaml +467 -0
- package/rules/character.yaml +100 -0
- package/rules/checks.yaml +187 -0
- package/rules/contacts.yaml +10 -0
- package/rules/creation.yaml +398 -0
- package/rules/cyberware.yaml +162 -0
- package/rules/drones.yaml +38 -0
- package/rules/edges.yaml +80 -0
- package/rules/foci.yaml +118 -0
- package/rules/gear.yaml +185 -0
- package/rules/hacking.yaml +131 -0
- package/rules/layout.yaml +426 -0
- package/rules/magic.yaml +207 -0
- package/rules/skills.yaml +61 -0
- package/rules/tags.yaml +137 -0
- package/rules/vehicles.yaml +30 -0
- package/rules/weapons.yaml +253 -0
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cyberdecks.scrap-deck.name: 'Scrap Deck'
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cyberdecks.scrap-deck.description: |-
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These laptop-sized computers range from scrap-built makeshifts to cutting edge hardware stolen from the very best corps. All of them have certain important qualities.
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Bonus Access reflects the onboard intrusion hardware integral to the deck. It augments the user’s base Access score, which is equal to their Intelligence modifier plus their Program skill plus this bonus Access.
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Memory is the number of memory units standard to the deck. Most programs and paydata files take up one unit of memory. Erasing a program from memory is an Instant action, but loading it off a program chip takes fifteen minutes to complete all its linkages.
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Shielding is the amount of buffer circuitry and hardwired signal damping the deck can use to lessen incoming damage to the user. Hit point losses inflicted by the Stun or Kill program Verbs deplete the deck’s Shielding before affecting the user. Shielding regenerates after fifteen minutes of calm.
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CPU indicates the number of programs the deck can run at once. Some programs are Immediate, and self-terminate right after executing, while others are Ongoing, and take up a CPU slot until terminated as an Instant action.
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cyberdecks.tanto.name: 'Tanto'
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cyberdecks.icepick.name: 'Icepick'
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cyberdecks.synapse.name: 'Synapse'
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cyberdecks.beowulf.name: 'Beowulf'
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cyberdecks.tizona.name: 'Tizona'
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cyberdecks.taifu.name: 'Taifu'
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cyberdeck-mods.bespoke-code-optimization.name: '{base} (bespoke code optimization)'
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cyberdeck-mods.bespoke-code-optimization.description: |-
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Pick one Verb and one Subject when installing this mod; those utilities occupy no Memory and one instance of that Verb-Subject program doesn’t count against its CPU burden. Costs 20% of the base deck cost.
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*Fix-1.*
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cyberdeck-mods.buffer-circuits.name: '{base} (buffer circuits)'
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cyberdeck-mods.buffer-circuits.description: |-
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Add 5 points to the deck’s Shielding rating. Costs 20% of the base deck cost.
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*Fix-1.*
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cyberdeck-mods.cpu-overclocking.name: '{base} (cpu overclocking)'
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cyberdeck-mods.cpu-overclocking.description: |-
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Add one to the deck’s CPU rating. Costs 30% of the base deck cost.
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*Fix-2.*
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cyberdeck-mods.memory-expansion.name: '{base} (memory expansion)'
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cyberdeck-mods.memory-expansion.description: |-
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Add four units of Memory to the deck. Costs 20% of the base deck cost.
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*Fix-1.*
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cyberdeck-mods.polymorphic-intrusion-algorithms.name: '{base} (polymorphic intrusion algorithms)'
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cyberdeck-mods.polymorphic-intrusion-algorithms.description: |-
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Add one to the unit’s Bonus Access but subtract one from its CPU rating. Costs 10% of the base deck cost.
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*Fix-1.*
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cyberdeck-mods.skeletal-case.name: '{base} (skeletal case)'
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cyberdeck-mods.skeletal-case.description: |-
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The deck’s Encumbrance value is decreased by 1, but its Memory suffers a -2 penalty. Costs 10% of the base deck cost.
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*Fix-1.*
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cyberdeck-mods.thermal-exhaust-case.name: '{base} (thermal exhaust case)'
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cyberdeck-mods.thermal-exhaust-case.description: |-
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The deck’s Encumbrance value is increased by 1, but its CPU value increases by 1 as well. Costs 30% of the base deck cost.
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*Fix-2.*
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programs.subjects.avatar.name: 'Avatar'
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programs.subjects.avatar.description: 'A cyberspace avatar, whether one adopted by a hacker who’s jacked into the network or a Demon program standing guard there.'
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programs.subjects.barrier.name: 'Barrier'
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programs.subjects.barrier.description: 'A network node barrier that blocks avatars from passing through a network connection.'
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programs.subjects.camera.name: 'Camera'
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programs.subjects.camera.description: 'Any device that transmits audiovisual information. Some defensive hardware has its own onboard camera, which is susceptible to this target, while others rely on a separate device’s input.'
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programs.subjects.cyber.name: 'Cyber'
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programs.subjects.cyber.description: 'A cybernetic system in a visible subject within 30 meters with no significant obstacles to line of sight. Unlike most Subjects, it’s not necessary for a hacker to manifest an avatar inside the target node to affect cyber systems; they can launch their program directly at it, and the system itself need not be visible on the target’s body. Given the difficulty of affecting cyber wirelessly, many hackers prefer to use more specific Subjects for a +1 bonus, such as Nerve Cyber or Limb Cyber.'
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programs.subjects.datafile.name: 'Datafile'
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programs.subjects.datafile.description: 'A datafile stored within a cyberspace location. While individual files may have very little actual data in them, the autoencryption functions and anti-tamper code they’re wrapped in almost always take up a full unit of Memory per file .'
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programs.subjects.door.name: 'Door'
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programs.subjects.door.description: 'A physical door, shutter, hatch, or other barrier with an electronic lock or opening mechanism.'
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programs.subjects.drone.name: 'Drone'
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programs.subjects.drone.description: 'A remote-controlled drone. The base difficulty is equal to 7 plus the operator’s level or HD/3, rounded up, or 8 if it’s not actively controlled. Like the Cyber Subject, it is not necessary to manifest in a drone’s node to hack it wirelessly.'
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programs.subjects.machine.name: 'Machine'
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programs.subjects.machine.description: 'Security panels, factory machinery, electronic minefields, or any other hackable device not covered under an existing Subject. Its generality applies a +1 penalty to the security difficulty.'
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programs.subjects.program.name: 'Program'
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programs.subjects.program.description: 'A hostile program, used most often with the Terminate verb to end the effects of an enemy hacker’s programs prematurely.'
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programs.subjects.sensor.name: 'Sensor'
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programs.subjects.sensor.description: 'Similar to the Camera element, this code block handles sensors of any kind, regardless of what they are intended to detect. The generality of the element decreases its efficiency, however, and it applies a +1 security difficulty penalty.'
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programs.subjects.transmission.name: 'Transmission'
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programs.subjects.transmission.description: 'Ambient radio transmissions can be affected with this element, most often for the purpose of tampering with local comms. A hacker need not be jacked into a cyberspace node to target local radio transmissions, but the usual -2 check penalty for wireless hacking applies.'
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programs.subjects.turret.name: 'Turret'
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programs.subjects.turret.description: 'A security turret, emplaced gun, or other fixed automated weapon.'
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programs.verbs.activate.name: 'Activate'
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programs.verbs.activate.description: 'Turn a device or piece of cyberware on. You can’t control it or direct its function, but if it’s programmed to do something when activated, such as grant a bonus action in exchange for System Strain, it does it for one round or one action. The spasmodic activation of cyber outside of the wearer’s turn is unlikely to do anything useful, but it eats System Strain as usual if relevant.'
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programs.verbs.analyze.name: 'Analyze'
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programs.verbs.analyze.description: 'Identify the specific functionality of a device or the general topics of local datafiles. Hackers get a general idea of what kind of device a cyberspace node represents, but Analyze is needed to give specific details of where a device is in reality.'
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programs.verbs.append.name: 'Append'
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programs.verbs.append.description: 'Add a new entry or new data into a file. These new entries can’t overwrite or erase any existing data, however.'
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programs.verbs.blind.name: 'Blind'
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programs.verbs.blind.description: 'Deactivate a device’s sensory input or make cyberware temporarily unable to get any input from anything but the wearer’s nervous system. Cybereyes are blind, cameras sense nothing, and laser tripwires don’t register the beam. Blind characters can’t effectively attack at range, their movement rate is halved, and they suffer a -4 penalty to both AC and melee hit rolls.'
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programs.verbs.deactivate.name: 'Deactivate'
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programs.verbs.deactivate.description: 'Turn a device or piece of cyberware off. Most devices and cyber can be rebooted by the network or the user, but it’ll take a Main Action and a round to do so. If a network alert hasn’t been issued, the network may not notice a deactivated device until someone spots the problem.'
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programs.verbs.decrypt.name: 'Decrypt'
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programs.verbs.decrypt.description: 'Decrypt a data file or radio transmission. This is often automatic for civilian encoding, though some files take Int/Program checks.'
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programs.verbs.defend.name: 'Defend'
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programs.verbs.defend.description: 'A special Verb that can only be targeted at a friendly device or allied cyberware user within range, and costs no Access to use. While the program remains running, any hostile hacking attempts aimed at that device or any of the target’s cyber systems must first beat the user in an opposed Int/Program skill check before they can attempt their hack. This Verb cannot negate programs that are already running on the target.'
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programs.verbs.delude.name: 'Delude'
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programs.verbs.delude.description: 'Spoof a device with false sensor input. A camera can be made to record nonexistent scenes, a minefield can be made to see phantom intrusions, a drone can feed the operator false visuals, and a turret can be made to mistake friends for foes. This Verb can’t control a device directly, however, and must rely on feeding it false sensor data.'
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programs.verbs.erase.name: 'Erase'
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programs.verbs.erase.description: 'Erase a data file. This Verb is extremely thorough, and any on-site backups can be expected to be nuked as well, either immediately or as soon as the automatic backup protocols expose them.'
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programs.verbs.frisk.name: 'Frisk'
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programs.verbs.frisk.description: 'A Frisk Cyber program can give a list of all the cyber implanted in a specific human target within 30 meters, assuming the hacker’s skill check beats the cyber user’s security difficulty.'
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programs.verbs.ghost.name: 'Ghost'
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programs.verbs.ghost.description: 'Renders the targeted friendly avatar or Demon “invisible” until they take some cyberspace action other than Move Nodes. Observers in a node get an automatic opposed Int/Program check to detect a ghosted avatar’s presence, ending the program.'
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programs.verbs.glitch.name: 'Glitch'
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100
|
+
programs.verbs.glitch.description: 'Temporarily deactivate a device or cyberware system while the program remains running, for no more than one round per Program skill level plus two. A device can be targeted by a particular hacker’s Glitch only once a day, successful or not.'
|
|
101
|
+
programs.verbs.hijack.name: 'Hijack'
|
|
102
|
+
programs.verbs.hijack.description: 'Seize control of a device, operating it as you wish within the limits of its functionality for as long as the program remains running. One command is free with the program’s successful execution; others take a Main Action to issue.'
|
|
103
|
+
programs.verbs.kill.name: 'Kill'
|
|
104
|
+
programs.verbs.kill.description: 'Through forced autonomic feedback and out-of-bounds electrical current parameters, inflict lethal damage to an enemy avatar equal to 1d10 per Program skill level, to a minimum of 1d10 on a successful opposed Int/Program skill check. This damage has a Trauma Die of 1d8 and a x3 Trauma Rating. The victim’s Trauma Target is not modified by armor, but it is by cyber or other modifiers. Unconscious hackers cannot resist this Verb and will be instantly killed by it. This Verb has no effect on Demons.'
|
|
105
|
+
programs.verbs.lock.name: 'Lock'
|
|
106
|
+
programs.verbs.lock.description: 'Lock a physical device that has some sort of electronic locking mechanism or a currently-unlocked cyberspace node barrier.'
|
|
107
|
+
programs.verbs.paralyze.name: 'Paralyze'
|
|
108
|
+
programs.verbs.paralyze.description: 'On a successful opposed Int/Program skill check against the target, render a Demon or avatar incapable of moving out of a node or using the Alert the Network or Send Message actions while the program is running. Other cyberspace actions can be taken normally. Human hackers are also physically paralyzed while the program runs, incapable of moving in meatspace until the connection is cut or the program ends.'
|
|
109
|
+
programs.verbs.replace.name: 'Replace'
|
|
110
|
+
programs.verbs.replace.description: 'Edit a data file, changing one piece of data in it into another of the hacker’s choice. It cannot erase or add data outright, only alter it.'
|
|
111
|
+
programs.verbs.sabotage.name: 'Sabotage'
|
|
112
|
+
programs.verbs.sabotage.description: 'Cause a physical device or cyberware system to damage itself through violent movement or self-destructive current surges. Devices smaller than a car will usually be disabled until repaired. Cyberware users do not take damage, but must make two Physical saves to resist the effect; if they fail both, the targeted system is disabled until the next maintenance, and if they fail one, it’s frozen for one round. A device or cyber can be targeted by this Verb only once per scene.'
|
|
113
|
+
programs.verbs.sense.name: 'Sense'
|
|
114
|
+
programs.verbs.sense.description: 'Piggyback on the sensory feed of a device or piece of cyber. Anything the device senses or records, the hacker can sense. Swapping focus from cyberspace to reality is an On Turn action.'
|
|
115
|
+
programs.verbs.siege.name: 'Siege'
|
|
116
|
+
programs.verbs.siege.description: 'If a Device is successfully Sieged, its network connections are severed for everyone but the hacker, blocking transit, data, or drone control. Defenders can run Terminate Program against it from any adjacent node.'
|
|
117
|
+
programs.verbs.silence.name: 'Silence'
|
|
118
|
+
programs.verbs.silence.description: 'The affected avatar or Demon is unable to use the Send Message cyberspace action while this program runs. Alert the Network can still be done.'
|
|
119
|
+
programs.verbs.stun.name: 'Stun'
|
|
120
|
+
programs.verbs.stun.description: 'Disrupt an avatar or Demon with sensory glitching, non-lethal current surges, and code corruption. Make an Int/Program skill check; beat an opposed Int/Program check for a human target, or a static 8+skill bonus target for a Demon. The target takes 1d10 non-lethal damage per Program level, to a minimum of 1d10.'
|
|
121
|
+
programs.verbs.terminate.name: 'Terminate'
|
|
122
|
+
programs.verbs.terminate.description: 'Prematurely end an undesired program. Any damage or changes the program already inflicted are unaffected.'
|
|
123
|
+
programs.verbs.unlock.name: 'Unlock'
|
|
124
|
+
programs.verbs.unlock.description: 'Unlock a physical device with an electronic lock or a network’s cyberspace node barrier.'
|
|
125
|
+
drones.mouse.name: 'Mouse'
|
|
126
|
+
drones.mouse.description: |-
|
|
127
|
+
Small wheeled, rotored, or even aquajet-driven drones are common tools for modern operatives.
|
|
128
|
+
|
|
129
|
+
Most operators rely on man-portable drones that can be carried in packs or specially-designed harnesses. These portable drones require a Main Action to unpack and deploy before they can be commanded, in addition to any action necessary to get at a Stowed item.
|
|
130
|
+
|
|
131
|
+
Once a drone has been deployed, the user must bring it online and ready for command using a control board or a Remote Control Unit cybersystem. This takes both a Main and a Move action on the user’s part. Once it’s been brought up, the drone can be commanded until it’s packed again, which requires a Main Action.
|
|
132
|
+
|
|
133
|
+
A controlled drone automatically relays audiovisual sensor data back to the control board or Remote Control Unit cyber being used to control it. A pilot can see and hear what their drones see and hear. Default sensors are as acute as normal human senses.
|
|
134
|
+
|
|
135
|
+
Flying drones operate by means of rotors and directed thrust and can hover in place. Ground-based drones can navigate stairs and other obstacles that human legs could manage. The noise made during operation is no louder than speech.
|
|
136
|
+
|
|
137
|
+
Flying drones have an operational altitude maximum of 1,000 meters, and all drones have a safe default control range of 1,000 meters. Beyond this range, control signal latency leaves them critically vulnerable to modern signal hijacking tech; all wireless hack or jamming attempts against them are automatically successful. Their theoretical maximum control range is 8,000 meters.
|
|
138
|
+
|
|
139
|
+
Drones operate for one hour on a full battery charge. They do not have swappable batteries, and require one hour of charging per Encumbrance, or six hours at most.
|
|
140
|
+
drones.roach.name: 'Roach'
|
|
141
|
+
drones.hummingbird.name: 'Hummingbird'
|
|
142
|
+
drones.sunfish.name: 'Sunfish'
|
|
143
|
+
drones.pitbull.name: 'Pitbull'
|
|
144
|
+
drones.javelin.name: 'Javelin'
|
|
145
|
+
drones.kerberos.name: 'Kerberos'
|
|
146
|
+
drones.kraken.name: 'Kraken'
|
|
147
|
+
drones.shrike.name: 'Shrike'
|
|
148
|
+
drone-fittings.ablative-code-buffer.name: '{base} (Ablative Code Buffer)'
|
|
149
|
+
drone-fittings.ablative-code-buffer.description: |-
|
|
150
|
+
Numerous self-correcting backup circuits are wired in to delay any hostile hacking intrusions. The drone automatically succeeds on the first opposed skill check made against a hostile hacker in a given scene.
|
|
151
|
+
|
|
152
|
+
*10% of the drone’s base cost.*
|
|
153
|
+
drone-fittings.altitude-boost-unit.name: '{base} (Altitude Boost Unit)'
|
|
154
|
+
drone-fittings.altitude-boost-unit.description: |-
|
|
155
|
+
Most flying drones have an effective ceiling of 1,000 meters if there are no scramblers to lessen the effective control range. This unit increases a flying drone’s maximum altitude to 5,000 meters, making most effectively invisible to ordinary sight. Such height does, however, make it extremely conspicuous to aerial scanners used by city law enforcement and high-security corp buildings. The speed of their response will depend on the drone’s apparent threat.
|
|
156
|
+
|
|
157
|
+
*10% of the drone’s base cost.*
|
|
158
|
+
drone-fittings.ammo-caddy.name: '{base} (Ammo Caddy)'
|
|
159
|
+
drone-fittings.ammo-caddy.description: |-
|
|
160
|
+
A specialized form of cargo space, this drone is able to carry and dispense substantial amounts of ammunition to adjacent allies. It can hold up to 6 fully-loaded magazines in quick-release clips that can be grabbed as On Turn actions by an ally. The clips remain locked for strangers. This fitting can be taken up to once per two points of the drone’s Encumbrance, rounded up.
|
|
161
|
+
|
|
162
|
+
*10% of the drone’s base cost.*
|
|
163
|
+
drone-fittings.ammo-supply.name: '{base} (Ammo Supply)'
|
|
164
|
+
drone-fittings.ammo-supply.description: |-
|
|
165
|
+
An automated ammo feeder is added to the drone. Two full magazines are added to one mounted weapon’s allotment, or one magazine to two weapons. This fitting can be added more than once.
|
|
166
|
+
|
|
167
|
+
*10% of the drone’s base cost.*
|
|
168
|
+
drone-fittings.assisted-boost-burner.name: '{base} (Assisted Boost Burner)'
|
|
169
|
+
drone-fittings.assisted-boost-burner.description: |-
|
|
170
|
+
The drone is equipped with reactive chemical booster that can be ignited to give it a very brief burst of tremendous speed. When activated as a Move action, the burner launches the drone up to 500 meters in a straight line. The boost is not precise enough to use as an aimed weapon, but solid obstacles in front of the drone will suffer half the drone’s HP in damage and inflict all of theirs on the drone. The burner functions only once before it require a scene to regenerate its charge.
|
|
171
|
+
|
|
172
|
+
*10% of the drone’s base cost.*
|
|
173
|
+
drone-fittings.cargo-space.name: '{base} (Cargo Space)'
|
|
174
|
+
drone-fittings.cargo-space.description: |-
|
|
175
|
+
Most drones are designed to carry only their own weight. This fitting upgrades engines and adds cargo mounts to the drone’s exterior; it can carry up to 3 points of Encumbrance now, but the drone’s own Encumbrance value is increased by one. Any additional cargo it carries is added to this burden, of course. Carried cargo is sealed within the drone and requires a Main Action to dig out.
|
|
176
|
+
|
|
177
|
+
*20% of the drone’s base cost.*
|
|
178
|
+
drone-fittings.command-deck-follow.name: '{base} (Command Deck/Follow)'
|
|
179
|
+
drone-fittings.command-deck-follow.description: |-
|
|
180
|
+
The drone is equipped with minimal autonomous pursuit capabilities. As a Main Action, the drone can be ordered to follow a particular visible target at a given distance at either half or full speed. If half speed, it will use its Move action to follow, and full speed will use both Move and Main Actions. Following can be ended as an On Turn command.
|
|
181
|
+
|
|
182
|
+
*10% of the drone’s base cost.*
|
|
183
|
+
drone-fittings.command-deck-kill.name: '{base} (Command Deck/Kill)'
|
|
184
|
+
drone-fittings.command-deck-kill.description: |-
|
|
185
|
+
The drone has autonomous attack routines wired into it. As a Main Action, it can be ordered to kill one specific visible target. If the target is in range of its weapons, it will use its Main Action to attack; if no additional fittings are added, its autonomous attacks have a total hit bonus of +2. The drone will not automatically move to follow or engage its target or otherwise position itself tactically unless directly piloted to do so or operating under the Follow command.
|
|
186
|
+
|
|
187
|
+
*25% of the drone’s base cost.*
|
|
188
|
+
drone-fittings.command-deck-patrol.name: '{base} (Command Deck/Patrol)'
|
|
189
|
+
drone-fittings.command-deck-patrol.description: |-
|
|
190
|
+
As a Main Action, the drone can be ordered to autonomously move to one or more waypoints on whatever schedule the pilot wishes. The drone can also be ordered to loiter at a particular location until it gets an On Turn command to proceed to the next location.
|
|
191
|
+
|
|
192
|
+
*10% of the drone’s base cost.*
|
|
193
|
+
drone-fittings.command-deck-watch.name: '{base} (Command Deck/Watch)'
|
|
194
|
+
drone-fittings.command-deck-watch.description: |-
|
|
195
|
+
The drone is equipped to monitor its surroundings autonomously and alert its pilot when something of interest is noticed. Its onboard intelligence is limited, however, and it can only handle about a sentence’s worth of specific orders or subjects to be watchful for. Putting a drone in Watch mode is a command that takes a Main Action.
|
|
196
|
+
|
|
197
|
+
*10% of the drone’s base cost.*
|
|
198
|
+
drone-fittings.emergency-evac-litter.name: '{base} (Emergency Evac Litter)'
|
|
199
|
+
drone-fittings.emergency-evac-litter.description: |-
|
|
200
|
+
Functioning only for ground-based drones of Enc 3 or greater, the drone is equipped with a retractable litter that can fit one human patient, along with manipulators sufficient to get a prone victim onto the litter with a Main Action. Onboard meds allow for remote Heal skill checks to stabilize a Mortally Wounded target, with one attempt allowed as part of the loading action. A loaded patient can’t be harmed until the drone is destroyed or opens the litter, but if the drone dies, the patient does too. As a Main Action, the drone can be ordered to autonomously take the patient to a particular location. As an On Turn action, an onboard transmitter can also place a call for medical assistance to a pre-arranged number.
|
|
201
|
+
|
|
202
|
+
*25% of the drone’s base cost.*
|
|
203
|
+
drone-fittings.emissions-shielding.name: '{base} (Emissions Shielding)'
|
|
204
|
+
drone-fittings.emissions-shielding.description: |-
|
|
205
|
+
The drone is designed to minimize its electromagnetic emissions and thermal signature. Skill checks to spot it with such sensors suffer a -2 penalty.
|
|
206
|
+
|
|
207
|
+
*20% of the drone’s base cost.*
|
|
208
|
+
drone-fittings.enhanced-structure.name: '{base} (Enhanced Structure)'
|
|
209
|
+
drone-fittings.enhanced-structure.description: |-
|
|
210
|
+
The drone’s maximum hit points increase by 25% of its unmodified base, rounded up. As with Improved Armor, this fitting is ineffective on drones that aren’t man-portable.
|
|
211
|
+
|
|
212
|
+
*25% of the drone’s base cost.*
|
|
213
|
+
drone-fittings.extended-range.name: '{base} (Extended Range)'
|
|
214
|
+
drone-fittings.extended-range.description: |-
|
|
215
|
+
The drone can now operate for two hours on a full battery charge.
|
|
216
|
+
|
|
217
|
+
*25% of the drone’s base cost.*
|
|
218
|
+
drone-fittings.glider-grips.name: '{base} (Glider Grips)'
|
|
219
|
+
drone-fittings.glider-grips.description: |-
|
|
220
|
+
Usable only by flying drones of Enc 3 size or greater, this fitting allows a human-sized mass to use the drone as a form of parachute-glider. As a Main Action, a user can leap off a high place after grabbing the drone and descend safely to the ground at a distance as far from the initial point as that point was above the ground. Similar weights can be sent safely to the ground in the same way.
|
|
221
|
+
|
|
222
|
+
*20% of the drone’s base cost.*
|
|
223
|
+
drone-fittings.improved-armor.name: '{base} (Improved Armor)'
|
|
224
|
+
drone-fittings.improved-armor.description: |-
|
|
225
|
+
The drone’s AC improves by 2, to a maximum of 18, but its Encumbrance rating increases by one. This fitting is ineffective on drones too big to have an Encumbrance rating; they need vehicle-grade armor upgrades.
|
|
226
|
+
|
|
227
|
+
*25% of the drone’s base cost.*
|
|
228
|
+
drone-fittings.improved-targeting-logic.name: '{base} (Improved Targeting Logic)'
|
|
229
|
+
drone-fittings.improved-targeting-logic.description: |-
|
|
230
|
+
This unit allows a skilled drone pilot to tweak the combat logic of its onboard weaponry. The drone’s attack gains a hit bonus equal to the pilot’s Drive or Program skill level when firing autonomously; no bonus is given if the pilot is in direct control.
|
|
231
|
+
|
|
232
|
+
*20% of the drone’s base cost.*
|
|
233
|
+
drone-fittings.laser-comms.name: '{base} (Laser Comms)'
|
|
234
|
+
drone-fittings.laser-comms.description: |-
|
|
235
|
+
This fitting provides both a set of universal transceiver plug-ins and a laser comm hub for the drone. Provided the PCs are in line of sight of the drone, normal radio-wave based comms can be switched to lasers, providing uncrackable, electromagnetically-inaudible communications within the group. Radio comms can still be used as needed.
|
|
236
|
+
|
|
237
|
+
*10% of the drone’s base cost.*
|
|
238
|
+
drone-fittings.manipulator-tendrils.name: '{base} (Manipulator Tendrils)'
|
|
239
|
+
drone-fittings.manipulator-tendrils.description: |-
|
|
240
|
+
One set of manipulators is added to the drone, whether a mechanical claw, an articulated metal tendril, or some other device. With a Main Action command from the pilot, it can function as a single human hand with an effective Strength of 12, but it cannot effectively be used for an attack or to lift anything heavier than the drone itself. The fitting can carry things for short distances, but to haul weight any real distance the Cargo Space fitting is required. This fitting can be added more than once if a pair of “hands” are needed.
|
|
241
|
+
|
|
242
|
+
*20% of the drone’s base cost.*
|
|
243
|
+
drone-fittings.memory-banks.name: '{base} (Memory Banks)'
|
|
244
|
+
drone-fittings.memory-banks.description: |-
|
|
245
|
+
The drone has two units of cyberdeck Memory added to it. While this Memory can be used to store hacker programs or datafiles, it also has room to record up to a week of audiovisual data per unit used. This fitting can be added more than once.
|
|
246
|
+
|
|
247
|
+
*10% of the drone’s base cost.*
|
|
248
|
+
drone-fittings.no-touch-web.name: '{base} (No Touch Web)'
|
|
249
|
+
drone-fittings.no-touch-web.description: |-
|
|
250
|
+
Most commonly installed on small ground drones, this web can be armed as a Main Action by the pilot. Until disarmed, any attempt to grab or pick up the drone automatically inflicts 2d6 non-lethal electrical damage on the grabber. This shock continues each round as long as the drone is held, with up to 5 discharges total before the battery must be recharged. The firm contact required makes it impractical to use the web as an offensive weapon.
|
|
251
|
+
|
|
252
|
+
*10% of the drone’s base cost.*
|
|
253
|
+
drone-fittings.sleep-mode.name: '{base} (Sleep Mode)'
|
|
254
|
+
drone-fittings.sleep-mode.description: |-
|
|
255
|
+
Sleep mode can be enabled with a Main Action command or ended with an On Turn command. While in sleep mode, a drone cannot fly, move, or perform actions, but it will continue to communicate with the pilot and observe its surroundings. A day of sleep mode counts as ten minutes of ordinary operation for battery drain purposes.
|
|
256
|
+
|
|
257
|
+
*10% of the drone’s base cost.*
|
|
258
|
+
drone-fittings.stealth-package.name: '{base} (Stealth Package)'
|
|
259
|
+
drone-fittings.stealth-package.description: |-
|
|
260
|
+
Usable only on drones of Enc 3 or smaller, this fitting adds color-changing drone sheathing, noise damping, and thermal sealing to the unit. It gains an effective Sneak-1 skill when operating autonomously, or a +2 bonus to Sneak checks when being directly piloted.
|
|
261
|
+
|
|
262
|
+
*25% of the drone’s base cost.*
|
|
263
|
+
drone-fittings.suicide-charge.name: '{base} (Suicide Charge)'
|
|
264
|
+
drone-fittings.suicide-charge.description: |-
|
|
265
|
+
With a Main Action command to detonate, the drone will explode, doing 3d6 damage to anyone within ten meters, with an Evasion save for half. Subjects behind solid cover further halve the damage. Drones reduced to zero hit points are too badly damaged to respond to detonation commands.
|
|
266
|
+
|
|
267
|
+
*25% of the drone’s base cost.*
|
|
268
|
+
drone-fittings.telescopic-optics.name: '{base} (Telescopic Optics)'
|
|
269
|
+
drone-fittings.telescopic-optics.description: |-
|
|
270
|
+
The drone can focus on objects up to one kilometer away with a visual acuity sufficient to read a newspaper. Integral low-light sensors allow it to see in all but total darkness.
|
|
271
|
+
|
|
272
|
+
*20% of the drone’s base cost.*
|
|
273
|
+
drone-fittings.thermal-optics.name: '{base} (Thermal Optics)'
|
|
274
|
+
drone-fittings.thermal-optics.description: |-
|
|
275
|
+
The drone is equipped with IR optics that can see heat patterns. The drone can function adequately even in complete darkness and grants the pilot a +1 bonus to Notice skill checks where thermal imaging might be useful.
|
|
276
|
+
|
|
277
|
+
*20% of the drone’s base cost.*
|
|
278
|
+
drone-fittings.trauma-response-suite.name: '{base} (Trauma Response Suite)'
|
|
279
|
+
drone-fittings.trauma-response-suite.description: |-
|
|
280
|
+
An array of injectors, scalpels, sutures, and trauma chems are built into the drone, allowing it to function as a medkit and make Heal skill checks for a medically-competent pilot or an on-site doc in need of a kit. Such medical efforts require a Main Action from the pilot as usual, and flying drones apply a -2 penalty to the skill check due to their innate instability. Up to six pharmaceutical doses of the pilot’s choice can be loaded into the drone.
|
|
281
|
+
|
|
282
|
+
*25% of the drone’s base cost.*
|
|
283
|
+
drone-fittings.voice-broadcast.name: '{base} (Voice Broadcast)'
|
|
284
|
+
drone-fittings.voice-broadcast.description: |-
|
|
285
|
+
The pilot can speak through the drone or cause it to emit other noises at a volume loud enough to be heard clearly a hundred meters away.
|
|
286
|
+
|
|
287
|
+
*10% of the drone’s base cost.*
|
|
288
|
+
drone-fittings.wallcrawler.name: '{base} (Wallcrawler)'
|
|
289
|
+
drone-fittings.wallcrawler.description: |-
|
|
290
|
+
Usable only on ground-based drones of Enc 3 or less, this fitting allows the drone to climb sheer surfaces at its normal movement rate, assuming the surface is sturdy enough to bear its weight. Most high-security buildings are constructed with veneers that defeat this fitting, but ordinary structures seldom have such measures.
|
|
291
|
+
|
|
292
|
+
*20% of the drone’s base cost.*
|
|
293
|
+
drone-fittings.weapon-hardpoint.name: '{base} (Weapon Hardpoint)'
|
|
294
|
+
drone-fittings.weapon-hardpoint.description: |-
|
|
295
|
+
Drones that are not factory-equipped with weapon hardpoints can have one worked in as an aftermarket addition. The usual hardpoint limits on maximum allowed weapon size still apply, however, and this fitting counts as two for purposes of the drone’s maximum fittings.
|
|
296
|
+
|
|
297
|
+
*25% of the drone’s base cost.*
|
|
298
|
+
drone-mods.additional-fitting.name: '{base} (additional fitting)'
|
|
299
|
+
drone-mods.additional-fitting.description: |-
|
|
300
|
+
Careful optimization of power lines and chassis reinforcement allows for adding an additional fitting to the drone. Man-portable drones add one point of Encumbrance, though this doesn’t affect their maximum hardpoint weapon size. The cost is 50% of the drone’s base cost.
|
|
301
|
+
|
|
302
|
+
*Fix-1 & Drive-1.*
|
|
303
|
+
drone-mods.additional-hardpoint.name: '{base} (additional hardpoint)'
|
|
304
|
+
drone-mods.additional-hardpoint.description: |-
|
|
305
|
+
By rearranging wiring, adding mass, and overriding safety protocols, an additional hardpoint can be added to a drone. This mod adds one point of Encumbrance to portable drones, though this doesn’t affect their maximum weapon size. The cost is 50% of the drone’s base cost plus the weapon.
|
|
306
|
+
|
|
307
|
+
*Fix-1 & Drive-1.*
|
|
308
|
+
drone-mods.battery-swapping.name: '{base} (battery swapping)'
|
|
309
|
+
drone-mods.battery-swapping.description: |-
|
|
310
|
+
Replacing proprietary battery systems with off-the-shelf models allows man-portable drones to have their battery swapped with a minute of work. Backup batteries cost 10% of the drone’s base cost and count as Enc 1 items, and this mod itself costs 10% of the drone’s base cost.
|
|
311
|
+
|
|
312
|
+
*Fix-1 & Drive-1.*
|
|
313
|
+
drone-mods.boosted-engine.name: '{base} (boosted engine)'
|
|
314
|
+
drone-mods.boosted-engine.description: |-
|
|
315
|
+
The drone’s engines are tuned to optimize speed, increasing its Move rate by 10m. It costs 25% of the drone’s base cost.
|
|
316
|
+
|
|
317
|
+
*Fix-1 & Drive-2.*
|
|
318
|
+
drone-mods.heavy-plating.name: '{base} (heavy plating)'
|
|
319
|
+
drone-mods.heavy-plating.description: |-
|
|
320
|
+
Strategic armor reinforcement improves its base AC by 2, but decreases its Move rate by 5m. It also increases its effective Encumbrance by 1 if it’s man-portable. The cost is 25% of the drone’s base cost.
|
|
321
|
+
|
|
322
|
+
*Fix-1 & Drive-2.*
|
|
323
|
+
drone-mods.quick-launch.name: '{base} (quick launch)'
|
|
324
|
+
drone-mods.quick-launch.description: |-
|
|
325
|
+
A packed man-portable drone is modified to deploy itself as an On Turn action by its controller instead of a Main Action, even if it’s currently Stowed. The cost is 10% of the drone’s base cost.
|
|
326
|
+
|
|
327
|
+
*Fix-1 & Drive-2.*
|
|
328
|
+
drone-mods.redundant-systems.name: '{base} (redundant systems)'
|
|
329
|
+
drone-mods.redundant-systems.description: |-
|
|
330
|
+
Careful duplication of critical systems increases the drone’s hit points by 25% of its unmodified base score, rounded up. The extra mass increases the Encumbrance of man-portable drones by 1. The cost is 50% of the drone’s base cost.
|
|
331
|
+
|
|
332
|
+
*Fix-2 & Drive-2.*
|
|
333
|
+
drone-mods.stripped-fittings.name: '{base} (stripped fittings)'
|
|
334
|
+
drone-mods.stripped-fittings.description: |-
|
|
335
|
+
Mass and power allocated to a man-portable drone’s fittings are removed. The drone’s maximum fitting total is decreased by 1 and its Encumbrance rating is reduced by 1, to a minimum of 1. The cost is 10% of the drone’s base cost.
|
|
336
|
+
|
|
337
|
+
*Fix-2 & Drive-1.*
|
|
338
|
+
vehicles.motorcycle.name: 'Motorcycle'
|
|
339
|
+
vehicles.motorcycle.description: 'Fast, cheap, and nimble, both gangers and operators find these vehicles handy for making escapes down alleys and over terrain that larger vehicles can’t navigate.'
|
|
340
|
+
vehicles.micro-flyer.name: 'Micro Flyer'
|
|
341
|
+
vehicles.micro-flyer.description: 'One of a class of featherlight aircraft, a flyer is woven of the lightest, thinnest, strongest materials available at its price point, and can provide cheap aerial recon or transit over rough terrain for its single occupant. Such flyers are light enough to be broken down into components that can be easily transported by a pickup truck.'
|
|
342
|
+
vehicles.car.name: 'Car'
|
|
343
|
+
vehicles.car.description: 'An urban luxury, private cars are for the middle class and better, or those rough-edged slum entrepreneurs who are clever enough to keep some salvaged hulk running. This vehicle class also includes small pickup trucks and SUVs.'
|
|
344
|
+
vehicles.truck.name: 'Truck'
|
|
345
|
+
vehicles.truck.description: 'More commonly found among corp employees, these flatbed trucks, delivery vans, panel vans, and other large work vehicles earn their keep in a hundred ways each day.'
|
|
346
|
+
vehicles.helicopter.name: 'Helicopter'
|
|
347
|
+
vehicles.helicopter.description: 'A typical civilian helicopter, used for elite transit between city districts or the quick dispatch of personnel to some hotspot. Their ability to weave through the obstacles of urban high-rises is sometimes valuable when evading hostile pursuit.'
|
|
348
|
+
vehicles.tank.name: 'Tank'
|
|
349
|
+
vehicles.tank.description: 'A military classic, this model is relatively low-tech but more than enough to deal with any civilian vehicle. Tanks are seldom found in urban areas without a protective screen of infantry to keep hostiles with demo charges or rocket launchers from getting uncomfortable close.'
|
|
350
|
+
vehicles.apc.name: 'APC'
|
|
351
|
+
vehicles.apc.description: 'Armored personnel carriers are often custom-built for city law enforcement, the better to dump a squad of cops where they’re most needed. The mounted weapon on most of them helps pacify a hot zone before the occupants dismount.'
|
|
352
|
+
vehicles.gev.name: 'GEV'
|
|
353
|
+
vehicles.gev.description: 'Ground effect vehicles have evolved considerably from their 20th-century ancestors, and their armored pneumatic skirts and high-efficiency engines can send them over terrain that might defeat a tracked tank. The sacrifice in armor weight is generally deemed acceptable, given the usual opposition these vehicles face.'
|
|
354
|
+
vehicles.casra.name: 'CASRA'
|
|
355
|
+
vehicles.casra.description: 'The “Close Air Support Rotorwing Aircraft” of corporate R&D comes in a half-dozen different configurations, from multirotor helicopters to rotor-in-wing strike craft. Light and vicious, they’re favored by city SWAT teams who need military-grade firepower capable of maneuvering through city airspace. When a CASRA shows up, minigun rounds are seldom far behind.'
|
|
356
|
+
vehicles.dropcraft.name: 'Dropcraft'
|
|
357
|
+
vehicles.dropcraft.description: 'One of a family of armored military air transports, dropcraft are used when a squad needs to be inserted under heavy fire. Thick armor, a heavy gun, and VTOL engines combine with considerable loitering ability to make an excellent tool for pacifying corporate enemies.'
|
|
358
|
+
vehicle-fittings.advanced-sensors.name: '{base} (Advanced Sensors)'
|
|
359
|
+
vehicle-fittings.advanced-sensors.description: 'The vehicle is equipped with night vision, infrared sensors, and short-range radar good up to twenty kilometers of airspace. It can be driven safely even in pitch darkness.'
|
|
360
|
+
vehicle-fittings.afterburners.name: '{base} (Afterburners)'
|
|
361
|
+
vehicle-fittings.afterburners.description: 'Once per scene, as an On Turn action, boost the vehicle’s Speed by 1 for five rounds.'
|
|
362
|
+
vehicle-fittings.armor-plating.name: '{base} (Armor Plating)'
|
|
363
|
+
vehicle-fittings.armor-plating.description: 'Increase the vehicle’s Armor rating by 3 points. Medium vehicles can apply this fitting twice, and Large ones can apply it three times.'
|
|
364
|
+
vehicle-fittings.cargo-space.name: '{base} (Cargo Space)'
|
|
365
|
+
vehicle-fittings.cargo-space.description: 'This fitting can be taken multiple times. Each time it adds 50 kg of protected cargo space for Small vehicles, 500 kg for Medium ones, and 2 metric tons for Large ones.'
|
|
366
|
+
vehicle-fittings.crash-pod.name: '{base} (Crash Pod)'
|
|
367
|
+
vehicle-fittings.crash-pod.description: 'If the vehicle crashes, the occupants can each reroll one failed crash save. If they make any of their saves, their HP can’t be reduced below 1 point by the crash.'
|
|
368
|
+
vehicle-fittings.ecm-emitter.name: '{base} (ECM Emitter)'
|
|
369
|
+
vehicle-fittings.ecm-emitter.description: 'On a successful hit roll by a headshot pod, rocket launcher, or other long-range guided projectile, the driver can make an opposed Int or Dex/Drive skill check against the attacker’s combat skill. On a success, the attacker must reroll their hit roll and take the worst result.'
|
|
370
|
+
vehicle-fittings.emissions-cloaking.name: '{base} (Emissions Cloaking)'
|
|
371
|
+
vehicle-fittings.emissions-cloaking.description: 'Once per day, for one hour, the vehicle can become almost invisible to infrared or radar. This cloak becomes useless if the vehicle is visually spotted by defenders.'
|
|
372
|
+
vehicle-fittings.extra-durability.name: '{base} (Extra Durability)'
|
|
373
|
+
vehicle-fittings.extra-durability.description: 'The vehicle’s maximum hit points increase by 25%, rounded up.'
|
|
374
|
+
vehicle-fittings.extra-passengers.name: '{base} (Extra Passengers)'
|
|
375
|
+
vehicle-fittings.extra-passengers.description: 'Small vehicles add 1 Crew, Medium ones add 2, and Large ones add 4. This fitting can be taken multiple times, and any vehicle amenities such as crash pods or living quarters extend to these additional Crew as well.'
|
|
376
|
+
vehicle-fittings.field-portable.name: '{base} (Field Portable)'
|
|
377
|
+
vehicle-fittings.field-portable.description: 'Only Small or Medium vehicles can take this option, allowing them to be broken down into easily-portable parts packages. Small vehicles turn into 30 items of Encumbrance and Medium ones into 150. Disassembly takes 30 minutes for a Small vehicle and 3 hours for a Medium one, with reassembly taking four times as long.'
|
|
378
|
+
vehicle-fittings.ghost-driver.name: '{base} (Ghost Driver)'
|
|
379
|
+
vehicle-fittings.ghost-driver.description: 'The driver can order the vehicle directly or by radio or phone to go to particular places at particular times or perform other simple, direct actions on a given schedule. The onboard expert system can handle traffic-related challenges, but has no real intelligence to process more complicated problems.'
|
|
380
|
+
vehicle-fittings.hardpoint-support.name: '{base} (Hardpoint Support)'
|
|
381
|
+
vehicle-fittings.hardpoint-support.description: 'Additional power and structural support enable the addition of a hardpoint.'
|
|
382
|
+
vehicle-fittings.jack-control-port.name: '{base} (Jack Control Port)'
|
|
383
|
+
vehicle-fittings.jack-control-port.description: 'The vehicle is wired to be controlled through a plugged-in cranial jack as well as a conventional wheel. While jacked in, the driver need only use a Move Action to control the vehicle rather than a Main Action.'
|
|
384
|
+
vehicle-fittings.limpet-mount-small.name: '{base} (Limpet Mount, Small)'
|
|
385
|
+
vehicle-fittings.limpet-mount-small.description: 'An entire second vehicle can be mounted with this fitting, Medium vehicles taking Small parasites and Large ones taking Small or Medium. Adding a mount for a Small vehicle takes up 3 Mass while a Medium one takes 6. Modifying a vehicle to be mounted adds 10% to its base cost, but it can be launched even while the parent vehicle is underway. These parasite vehicles are destroyed if the parent is; otherwise, they take only half the damage the parent takes.'
|
|
386
|
+
vehicle-fittings.limpet-mount-medium.name: '{base} (Limpet Mount, Medium)'
|
|
387
|
+
vehicle-fittings.limpet-mount-medium.description: 'An entire second vehicle can be mounted with this fitting, Medium vehicles taking Small parasites and Large ones taking Small or Medium. Adding a mount for a Small vehicle takes up 3 Mass while a Medium one takes 6. Modifying a vehicle to be mounted adds 10% to its base cost, but it can be launched even while the parent vehicle is underway. These parasite vehicles are destroyed if the parent is; otherwise, they take only half the damage the parent takes.'
|
|
388
|
+
vehicle-fittings.living-quarters.name: '{base} (Living Quarters)'
|
|
389
|
+
vehicle-fittings.living-quarters.description: 'Basic, cramped quarters are provided for sleeping, sanitation, and cooking for all crew. Permanent living in a vehicle costs and counts as a slum lifestyle, though occupants with the Ace Driver or Roamer Focus can treat it as middle-class for the same price.'
|
|
390
|
+
vehicle-fittings.medbay.name: '{base} (Medbay)'
|
|
391
|
+
vehicle-fittings.medbay.description: 'Surgical tools and medical support are provided for up to one critically-injured patient at a time. A medbay counts as an emergency clinic for purposes of treating Major Injuries, if someone with at least Heal-0 is available to tend to the patient.'
|
|
392
|
+
vehicle-fittings.offroad-package.name: '{base} (Offroad Package)'
|
|
393
|
+
vehicle-fittings.offroad-package.description: 'While any modern vehicle can handle abandoned roads and mostly-flat terrain, this package includes winches, tire armor, chassis reinforcement, and other upgrades needed to go through all but the most impassible terrain.'
|
|
394
|
+
vehicle-fittings.power-system-small.name: '{base} (Power System, Small)'
|
|
395
|
+
vehicle-fittings.power-system-small.description: 'These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.'
|
|
396
|
+
vehicle-fittings.power-system-medium.name: '{base} (Power System, Medium)'
|
|
397
|
+
vehicle-fittings.power-system-medium.description: 'These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.'
|
|
398
|
+
vehicle-fittings.power-system-large.name: '{base} (Power System, Large)'
|
|
399
|
+
vehicle-fittings.power-system-large.description: 'These fittings add extra Power in battery capacity and computing support at the cost of an additional Mass burden.'
|
|
400
|
+
vehicle-fittings.sealed-atmosphere.name: '{base} (Sealed Atmosphere)'
|
|
401
|
+
vehicle-fittings.sealed-atmosphere.description: 'For up to two hours per day the vehicle can seal itself entirely from the outside atmosphere, with internal air tanks and positive pressure to keep out external toxins. At all times it can maintain a comfortable interior temperature in any terrestrial climate. Aircraft do not need this fitting to function normally at high altitudes.'
|
|
402
|
+
vehicle-fittings.smugglers-hold.name: '{base} (Smuggler’s Hold)'
|
|
403
|
+
vehicle-fittings.smugglers-hold.description: 'This fitting can be taken more than once, and adds 10 kg of concealed cargo space in Small vehicles, 100 kg in Medium ones, and 400 kg in Large ones. It can be detected only by taking the vehicle apart or by an acute, careful inspection with a difficulty 12 Wis/Notice or Wis/Drive skill check.'
|
|
404
|
+
vehicle-fittings.targeting-board.name: '{base} (Targeting Board)'
|
|
405
|
+
vehicle-fittings.targeting-board.description: 'A single unified targeting board allows one gunner to manage up to three vehicle weapons instead of the one gun per gunner that would usually be allowed.'
|
|
406
|
+
vehicle-fittings.tool-rack.name: '{base} (Tool Rack)'
|
|
407
|
+
vehicle-fittings.tool-rack.description: 'Any vehicle can carry a toolkit in the trunk, but this rack is equipped with welders, heavy tooling, winches, and room for up 40 HP worth of spare parts. It can repair any vehicle and can be used as a makeshift workshop for related efforts.'
|
|
408
|
+
vehicle-mods.augmented-armor.name: '{base} (augmented armor)'
|
|
409
|
+
vehicle-mods.augmented-armor.description: |-
|
|
410
|
+
Increase the vehicle’s Armor rating by 3 points.
|
|
411
|
+
|
|
412
|
+
*Fix-3/Drive-1, 25% of the vehicle’s base cost, 1 special component.*
|
|
413
|
+
vehicle-mods.drone-hub.name: '{base} (drone hub)'
|
|
414
|
+
vehicle-mods.drone-hub.description: |-
|
|
415
|
+
Install a housing that can hold a portable drone on Small vehicles or a non-portable drone on Medium or larger vehicles. The drone can be deployed while the vehicle is in motion. Onboard signal encryption adds +2 to the difficulty of hacking any drone controlled by someone in or adjacent to this vehicle. This fitting can be installed twice on Large vehicles.
|
|
416
|
+
|
|
417
|
+
*Fix-1/Drive-0, 10% of the vehicle’s base cost.*
|
|
418
|
+
vehicle-mods.extra-seating.name: '{base} (extra seating)'
|
|
419
|
+
vehicle-mods.extra-seating.description: |-
|
|
420
|
+
Increase the maximum Crew size by 1 for Small vehicles, 2 for Medium, and 4 for Large.
|
|
421
|
+
|
|
422
|
+
*Fix-0/Drive-1, 10% of the vehicle’s base cost.*
|
|
423
|
+
vehicle-mods.integrated-magazines.name: '{base} (integrated magazines)'
|
|
424
|
+
vehicle-mods.integrated-magazines.description: |-
|
|
425
|
+
Mounted weapons gain one extra built-in magazine for Small vehicles, two for Medium, or four for Large. Reloading one vehicle magazine takes a Main Action.
|
|
426
|
+
|
|
427
|
+
*Fix-1/Drive-0, 10% of the vehicle’s base cost.*
|
|
428
|
+
vehicle-mods.personalized-controls.name: '{base} (personalized controls)'
|
|
429
|
+
vehicle-mods.personalized-controls.description: |-
|
|
430
|
+
The vehicle’s controls are designed for the idiosyncrasies of a specific driver. Once per scene, as an Instant action, they can add +1 to a Drive skill check. Anyone else takes -1 to drive the vehicle.
|
|
431
|
+
|
|
432
|
+
*Fix-1/Drive-2, 20% of the vehicle’s base cost.*
|
|
433
|
+
vehicle-mods.power-system-upgrade.name: '{base} (power system upgrade)'
|
|
434
|
+
vehicle-mods.power-system-upgrade.description: |-
|
|
435
|
+
Increase the Power rating of the vehicle by 2 points for Small vehicles, 3 for Medium, and 4 for Large.
|
|
436
|
+
|
|
437
|
+
*Fix-2/Drive-2, 25% of the vehicle’s base cost, 1 special component.*
|
|
438
|
+
vehicle-mods.q-cladding.name: '{base} (q-cladding)'
|
|
439
|
+
vehicle-mods.q-cladding.description: |-
|
|
440
|
+
Disguise the vehicle as another vehicle of the same general type, and hide its mounted weaponry. Replacing the disguise after weapons are deployed takes five minutes.
|
|
441
|
+
|
|
442
|
+
*Fix-1/Drive-2, 20% of the vehicle’s base cost.*
|
|
443
|
+
vehicle-mods.reactive-defenses.name: '{base} (reactive defenses)'
|
|
444
|
+
vehicle-mods.reactive-defenses.description: |-
|
|
445
|
+
Increase the vehicle’s Armor Class by 2 points, but subtract 2 points from its Armor, if it has any.
|
|
446
|
+
|
|
447
|
+
*Fix-2/Drive-2, 25% of the vehicle’s base cost, 1 special component.*
|
|
448
|
+
vehicle-mods.reinforced-chassis.name: '{base} (reinforced chassis)'
|
|
449
|
+
vehicle-mods.reinforced-chassis.description: |-
|
|
450
|
+
Increase the vehicle’s maximum HP by 25% of its base, but subtract 2 Mass from its maximum.
|
|
451
|
+
|
|
452
|
+
*Fix-2/Drive-1, 25% of the vehicle’s base cost, 1 special component.*
|
|
453
|
+
vehicle-mods.remote-sensors.name: '{base} (remote sensors)'
|
|
454
|
+
vehicle-mods.remote-sensors.description: |-
|
|
455
|
+
The driver’s smartphone or headware can tap the vehicle’s sensors as an On Turn action, getting audio and visual from it if no special sensors are installed. This signal can reach up to two kilometers.
|
|
456
|
+
|
|
457
|
+
*Fix-1/Drive-0, 10% of the vehicle’s base cost.*
|
|
458
|
+
vehicle-mods.supplementary-tanks.name: '{base} (supplementary tanks)'
|
|
459
|
+
vehicle-mods.supplementary-tanks.description: |-
|
|
460
|
+
The vehicle can operate for up to three days of normal driving without refueling.
|
|
461
|
+
|
|
462
|
+
*Fix-0/Drive-1, 10% of the vehicle’s base cost.*
|
|
463
|
+
vehicle-mods.ultralight-components.name: '{base} (ultralight components)'
|
|
464
|
+
vehicle-mods.ultralight-components.description: |-
|
|
465
|
+
Increase the vehicle’s maximum Mass by 2 points for Small vehicles, 3 for Medium, or 4 for Large. Its maximum HP decreases by 20% of its base, rounded up.
|
|
466
|
+
|
|
467
|
+
*Fix-2/Drive-1, 20% of the vehicle’s base cost, 1 special component.*
|
|
468
|
+
vehicle-mods.upgraded-speed.name: '{base} (upgraded speed)'
|
|
469
|
+
vehicle-mods.upgraded-speed.description: |-
|
|
470
|
+
Increase the vehicle’s Speed by 1, but lose 20% of its maximum Mass, rounded up.
|
|
471
|
+
|
|
472
|
+
*Fix-2/Drive-3, 25% of the vehicle’s base cost, 2 special components.*
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
weapons.light-pistol.name: 'Light Pistol'
|
|
2
|
+
weapons.light-pistol.description: 'Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.'
|
|
3
|
+
weapons.heavy-pistol.name: 'Heavy Pistol'
|
|
4
|
+
weapons.heavy-pistol.description: 'Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.'
|
|
5
|
+
weapons.advanced-bow.name: 'Advanced Bow'
|
|
6
|
+
weapons.advanced-bow.description: 'Advanced bows are used by a few specialists who prefer the near-silence that modern composites provide or the massive blood loss induced by a modern fractal broadhead carried on a fifty-gram arrow.'
|
|
7
|
+
weapons.rifle.name: 'Rifle'
|
|
8
|
+
weapons.rifle.description: 'Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.'
|
|
9
|
+
weapons.combat-rifle.name: 'Combat Rifle'
|
|
10
|
+
weapons.combat-rifle.description: 'Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.'
|
|
11
|
+
weapons.submachine-gun.name: 'Submachine Gun'
|
|
12
|
+
weapons.submachine-gun.description: 'Submachine guns are popular for their small form factor and convenient burst fire, though like other burst-fire weaponry the corps frown heavily on civilian possession.'
|
|
13
|
+
weapons.shotgun.name: 'Shotgun'
|
|
14
|
+
weapons.shotgun.description: 'Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.'
|
|
15
|
+
weapons.semi-auto-shotgun.name: 'Semi-Auto Shotgun'
|
|
16
|
+
weapons.semi-auto-shotgun.description: 'Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.'
|
|
17
|
+
weapons.combat-shotgun.name: 'Combat Shotgun'
|
|
18
|
+
weapons.combat-shotgun.description: 'Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.'
|
|
19
|
+
weapons.sniper-rifle.name: 'Sniper Rifle'
|
|
20
|
+
weapons.sniper-rifle.description: 'Sniper rifles are often nothing more than bolt-action rifles with expensive tuning and optics. If not fired from a rest in a prepared position, a sniper rifle’s statistics are the same as a normal rifle.'
|
|
21
|
+
weapons.taser-pistol.name: 'Taser Pistol'
|
|
22
|
+
weapons.taser-pistol.description: 'Taser pistols cover a family of ranged non-lethal weapons small and light enough to carry concealed. Most rely on tried-and-true electrical shocks to drop a target; they inflict non-lethal hit point damage and cannot make Traumatic Hits.'
|
|
23
|
+
weapons.automatic-rifle.name: 'Automatic Rifle'
|
|
24
|
+
weapons.automatic-rifle.description: 'Automatic rifles include a large range of barely man-portable firearms designed to hurl vast amounts of lead through the air, and unlike smaller firearms, they can use suppressive fire if properly braced. Ammunition for these guns comes in belts or boxes. The mag rating reflects how many rounds the weapon can fire before needing a refill, with each “round” costing $50 worth of ammunition. The compactness of their loaded magazines still only counts as one item, however.'
|
|
25
|
+
weapons.knife.name: 'Knife'
|
|
26
|
+
weapons.knife.description: 'Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.'
|
|
27
|
+
weapons.club.name: 'Club'
|
|
28
|
+
weapons.club.description: 'Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.'
|
|
29
|
+
weapons.spear.name: 'Spear'
|
|
30
|
+
weapons.spear.description: 'Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.'
|
|
31
|
+
weapons.sword.name: 'Sword'
|
|
32
|
+
weapons.sword.description: 'Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.'
|
|
33
|
+
weapons.big-sword.name: 'Big Sword'
|
|
34
|
+
weapons.big-sword.description: 'Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.'
|
|
35
|
+
weapons.big-club.name: 'Big Club'
|
|
36
|
+
weapons.big-club.description: 'Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.'
|
|
37
|
+
weapons.advanced-knife.name: 'Advanced Knife'
|
|
38
|
+
weapons.advanced-knife.description: 'Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.'
|
|
39
|
+
weapons.advanced-sword.name: 'Advanced Sword'
|
|
40
|
+
weapons.advanced-sword.description: 'Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.'
|
|
41
|
+
weapons.advanced-big-sword.name: 'Advanced Big Sword'
|
|
42
|
+
weapons.advanced-big-sword.description: 'Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.'
|
|
43
|
+
weapons.advanced-club.name: 'Advanced Club'
|
|
44
|
+
weapons.advanced-club.description: 'Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.'
|
|
45
|
+
weapons.flash-grenade.name: 'Flash Grenade'
|
|
46
|
+
weapons.flash-grenade.description: |-
|
|
47
|
+
Flash grenades force victims without eye and ear protection to make a Physical save; on a failure, the victim loses their next Main Action and takes a -2 penalty to hit rolls and AC for the next 1d6 rounds. Flashbang effects don’t stack, and a target who makes their save cannot be flashbanged again that same round.
|
|
48
|
+
|
|
49
|
+
Grenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.
|
|
50
|
+
weapons.frag-grenade.name: 'Frag Grenade'
|
|
51
|
+
weapons.frag-grenade.description: |-
|
|
52
|
+
Frag grenades inflict 2d6 damage on all victims in range, plus the chance for a Traumatic Hit. An Evasion save can halve a frag grenade’s damage, and each point of melee AC the target has above 14 reduces the final damage total by one point, possibly down to zero.
|
|
53
|
+
|
|
54
|
+
Grenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.
|
|
55
|
+
weapons.gas-grenade.name: 'Gas Grenade'
|
|
56
|
+
weapons.gas-grenade.description: |-
|
|
57
|
+
Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas. Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.
|
|
58
|
+
|
|
59
|
+
Grenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.
|
|
60
|
+
weapons.smoke-grenade.name: 'Smoke Grenade'
|
|
61
|
+
weapons.smoke-grenade.description: |-
|
|
62
|
+
Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas. Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.
|
|
63
|
+
|
|
64
|
+
Grenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.
|
|
65
|
+
weapons.anti-materiel-rifle.name: 'Anti-Materiel Rifle'
|
|
66
|
+
weapons.anti-materiel-rifle.description: 'Anti-materiel rifles have encountered something of a renaissance with the ubiquity of armored drones and heavily cybered combatants. While not suitable for downing tanks or other heavily armored vehicles, their 20mm rounds are more than sufficient to punch through lighter armor plating, concrete walls, and full body conversion cyborgs. Use of a secure firing rest is recommended for best results.'
|
|
67
|
+
weapons.grenade-launcher.name: 'Grenade Launcher'
|
|
68
|
+
weapons.grenade-launcher.description: |-
|
|
69
|
+
Grenade launchers are accessories that are mounted on rifle-sized firearms, adding 1 Encumbrance to their bulk. These weapons can launch specially-designed grenades to the listed range, targeting them as if they were thrown normally. These special grenades cost and function the same as their regular equivalents but cannot be thrown by hand. When attacking, the user can choose whether to fire the grenade launcher or the weapon it’s mounted to, but both cannot be fired in the same round.
|
|
70
|
+
|
|
71
|
+
Stand-alone grenade launcher models are available for vehicle or drone mounting, counting as 2 Encumbrance but otherwise having the same cost and statistics.
|
|
72
|
+
weapons.demo-charge.name: 'Demo Charge'
|
|
73
|
+
weapons.demo-charge.description: 'Demo charges are shaped explosive charges usually meant to knock human-sized holes in anything short of fortified defensive walls. While ineffective as thrown weapons, when used as part of a trap or ambush they inflict their listed damage in a cone out to normal range, with an Evasion save for half damage. If applied carefully to a vehicle target, the following explosion will inevitably destroy it. Like frag grenades, use of demo charges tends to be very exciting to security forces and can provoke more heat than many operators like to draw.'
|
|
74
|
+
weapons.heavy-machine-gun.name: 'Heavy Machine Gun'
|
|
75
|
+
weapons.heavy-machine-gun.description: 'Heavy machine guns are old tech, but reliable. Without a fixed firing position or vehicle mount, however, their recoil makes them almost uncontrollable. Due to the mass of lead involved in firing an HMG, each “round” of its ammunition costs $100 and counts as a full item of encumbrance.'
|
|
76
|
+
weapons.mortar.name: 'Mortar'
|
|
77
|
+
weapons.mortar.description: |-
|
|
78
|
+
Mortars are rare, but have their uses amid the tall buildings of an urban sprawl. They have a minimum range of 20 meters, but can lob indirect fire over buildings and obstacles. Mortars always target AC 20 at first, but each round of fire at the same target grants a +1 hit bonus if there’s a forward spotter to adjust the aim. Mortar rounds act as frag grenades on the target point, but do 3d6 damage at base with a 10-meter radius. Armor doesn’t lessen harm from mortar rounds.
|
|
79
|
+
|
|
80
|
+
Relatively simple as they are, a mortar round costs $50 and counts as one item of encumbrance.
|
|
81
|
+
weapons.rocket-launcher.name: 'Rocket Launcher'
|
|
82
|
+
weapons.rocket-launcher.description: 'Rocket launchers include a wide variety of single-shot disposable launchers. Their general imprecision forces a -4 hit penalty against human-sized targets, but they inflict frag grenade damage on any target within 5 meters of the rocket’s landing point. Specialized anti-armor warheads lose this frag grenade bonus, but do double damage to vehicles or obstacles. Operators who intend to take down enemy vehicles favor them for their effectiveness in that role.'
|
|
83
|
+
weapons.land-mine-anti-personnel.name: 'Land Mine, Anti-Personnel'
|
|
84
|
+
weapons.land-mine-anti-personnel.description: 'Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.'
|
|
85
|
+
weapons.land-mine-anti-vehicle.name: 'Land Mine, Anti-Vehicle'
|
|
86
|
+
weapons.land-mine-anti-vehicle.description: 'Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.'
|
|
87
|
+
weapons.drone-cannon.name: 'Drone Cannon'
|
|
88
|
+
weapons.drone-cannon.description: 'Drone cannons are heavy semi-automatic weapons too bulky for human portability. A round of firing costs $100 worth of ammunition.'
|
|
89
|
+
weapons.headshot-pod.name: 'Headshot Pod'
|
|
90
|
+
weapons.headshot-pod.description: 'Headshot pods are a family of guided missiles meant for mounted deployment on vehicles or large drones. They always target AC 10 to hit, but require two full consecutive rounds of aiming at a visible target to get a target lock on them and prime for firing on the third round. Any bystanders within 5 meters of the impact take damage as if from a frag grenade. A headshot pod missile costs $2,000.'
|
|
91
|
+
weapons.main-tank-gun.name: 'Main Tank Gun'
|
|
92
|
+
weapons.main-tank-gun.description: 'Main Tank Gun 4d12! 1,000/3,000 $100,000@ 1 Dex N/A 1d20 x4'
|
|
93
|
+
weapons.mounted-autogun.name: 'Mounted Autogun'
|
|
94
|
+
weapons.mounted-autogun.description: 'Mounted autoguns are a drone cannon’s big brother, for larger platforms. Each round of firing costs $100.'
|
|
95
|
+
weapons.shrieker-gun.name: 'Shrieker Gun'
|
|
96
|
+
weapons.shrieker-gun.description: 'Shrieker guns are sonic cannons used for crowd control and non-lethal suppression. While highly effective against unprotected targets, military-grade ear protection or the integral dampers in cyber-ears are sufficient to render the weapon useless.'
|
|
97
|
+
weapons.unarmed.name: 'Unarmed Attack'
|
|
98
|
+
weapons.unarmed.description: 'If you are making a purely unarmed attack you may add your Punch skill to the damage. You may not add the skill to the damage done by Body Blade cyber or other artificial weaponry that uses the Punch skill.'
|
|
99
|
+
weapons.eye-flechette.name: 'Eye Flechette'
|