INFORMATION: STUFF!   Posted by The GM.Group: 0
The GM
 GM, 19 posts
Wed 4 Dec 2019
at 20:29
INFORMATION: STUFF!
Example Melee Weapons:
Combat Knife (Class 0, Melee, Severing)
Length of Chain (Class 0, Adjacent, Flexible)
Brass Knuckles (Class 0, Melee, Glove)
Stun Baton (Class o, Melee, Shock)
Throwing Knives (Class 1, Adjacent/Close, Thrown, Concealed)
Rapier (Class 1, Melee, Impaling, Stylish)
ShatterHammer (Class 2, Two-handed, Melee/Adjacent, Hafted, Impact, Destructive)
Laser Sword (Class 2, Melee, Energy, Defensive, Severing)

Upgrades: Pick 1 upgrade when designing Class 1, pick 2 for Class 2, etc.
Concealed: Inconspicuous, easily hidden, doesn't show on scanners.
Defensive: Can parry, deflect and disarm.
Destructive: Causes property damage, damages machinery and vehicles.
Energy: Glows with incandescent energy, melts, burns, cauterizes.
Flexible Whip: length capable of binding and lashing. Optimal Range: Adjacent
Glove: A heavy, weaponized glove. Can still manipulate objects.
Hafted: Two handed. Long reach. Sweeping attacks. Range: Melee, Adjacent
Heavy: Two handed. Massive, resilient. Devastating attacks, hard to block.
Impact: Heavy kinetic force that breaks bones and knocks people over.
Impaling: Can pin targets, pierce thin materials, and stab with great accuracy.
Penetrating: Ignores Armor.
Ripper: Loud mechanical motion rips, tears, grinds or shreds.
Severing: Chops, cuts, causes bleeding and can sever limbs.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Stun: Non-lethal. Stuns, snares or renders unconscious.
Stylish: Looks impressive, distinctive and unique.
Thrown: Handful of small weapons/ single two-handed. Range: Adjacent, Close.


Example Firearms:
Stunner Pistol (Class 1, One-handed, Close/Far, Stun)
Laser Rifle (Class 1, Two-handed, Close/Far, Laser)
Sniper Rifle (Class 2, Two-handed, Far/Distant, Scope, Silenced)
Grenade Launcher (Class 2, Two-handed, Close/Far, Launcher, Explosive)

Upgrades: Pick 1 upgrade when designing Class 1, pick 2 for Class 2, etc.
Attachment: Attach Class 0 Small weapon with Sharp, Ripper, Energy or Shock.
Burst: Instead of a single shot, sprays shots in a wide cone.
Concealed: Inconspicuous, easily hidden, doesn?t show on scanners.
Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
Destructive: Causes property damage, damages machinery and vehicles.
Explosive: Loud. Causes messy wounds, property damage near the point of impact.
Impact: Heavy kinetic force that breaks bones and knocks people over.
Keyed: Can only be fired by you unless you unlock it.
Laser: Projects focused beams of energy that can cut or melt materials.
Launcher: Lobbed, arcing projectile with a modest area of effect.
Mounted: Mounted to a forearm or shoulder rig, keeps hands free.
Penetrating: Ignores Armor.
Plasma: Fires bright bolts of supercharged, burning energy.
Rapid Fire: Unleashes suppressing fire at multiple targets.
Scope: Can fire at distant objects. Optimal Ranges: Far, Distant.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Shrapnel: Causes amputation, bleeding and disfigurement in a small radius.
Silenced: Suppressed muzzle flash and practically silent shot.
Stabilized: No recoil, can be used in micro-gravity environments.
Stun: Non-lethal. Stuns, snares or renders unconscious.
Stylish: Looks impressive, distinctive and unique.



Example Heavy Weapons:
Rocket Launcher (Class 1, 2H, Clumsy, Destructive, Far/Distant, Detonation)
Flamethrower (Class 2, 2H, Clumsy, Destructive, Close, Spray, Chemical [Fire])
Sonic Cannon (Class 2, 2H, Clumsy, Destructive, Far/Distant, Concussive, Impact)

Heavy Weapon Design: All Class 0 Heavy Weapons have the following properties:
Heavy Weapon: Two-handed ranged weapon. Optimal Ranges: Far, Distant.
Destructive: Causes property damage, damages machinery and vehicles.
Clumsy: Heavy and awkward

Upgrades: Pick 1 upgrade when designing Class 1, pick 2 for Class 2, etc.
Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
Concussive: Exceptionally loud and bright. Deafens, blinds and knocks away.
Detonation: Explodes in a large blast radius.
Impact: Heavy kinetic force that breaks bones and knocks people over.
Keyed: Can only be fired by you unless you unlock it.
Laser: Projects focused beams of energy that can cut or melt materials.
Penetrating: Ignores Armor.
Plasma: Fires bright bolts of supercharged, burning energy.
Seeking: Projectile arcs towards a moving target.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Shrapnel: Causes amputation, bleeding and disfigurement in a wide radius.
Spray: Reduce distance, coverage increased to wide cone. Optimal Range: Close.
Stun: Non-lethal. Stuns, snares or renders unconscious.
Stylish: Looks impressive, distinctive and unique.
Sustained: Unleashes a constant suppressing fire at multiple targets.




Example Explosives:
Smoke Bomb (Class 1 Grenade, Thrown (Close), Chemical [Smoke])
Frag Grenade (Class 1 Grenade, Thrown (Close), Shrapnel)
Flashbang (Class 1 Grenade, Thrown (Close), Concussive)
Proximity Mine (Class 1 Charge, Destructive, Sticky, Trigger [Proximity])
Incendiary Grenade (Class 2 Grenade, Thrown (Close), Plasma, Chemical [Fire])

Explosive Design: Choose one of the following basic designs for a Class 0 Explosive:
Grenade (One-handed thrown explosive. Optimal Range: Close)
Timed: Explodes after fixed time.
Charge (Two-handed placed explosive. Optimal Range: Melee)
Triggered: Explodes when conditions are met (signal, proximity, etc)
Destructive: Causes property damage, damages machinery and vehicles.

Upgrades: Pick 1 upgrade when designing Class 1 Explosives, pick 2 for Class 2, etc.

Breaching: Breaches reinforced buildings and starships. Charge only.
Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
Cluster: Scatters secondary explosives in the area of effect, which then detonate.
Concealed: Inconspicuous, easily hidden, doesn?t show on scanners.
Concussive: Exceptionally loud and bright. Deafens, blinds and knocks away.
Destructive: Causes property damage, damages machinery and vehicles. Grenade only.
Focused: Directed high explosive force, little collateral damage.
Haywire: Disrupts electronic systems, scanners and advanced weaponry.
Kinetic: Heavy kinetic force that breaks bones and knocks people over.
Plasma: Creates a nova of incandescent energy that vaporizes matter.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Shrapnel: Causes amputation, bleeding and disfigurement in a wide radius.
Sticky: Attaches itself to any surface, difficult to remove.
Stun: Non-lethal. Stuns, snares or renders unconscious.
Stylish: The explosion looks impressive, distinctive and unique.





Example Attire:
Jumpsuit (Class 0 Uniform)
EVA Suit (Class 1 Simple, Sealed)
Climbing Gear (Class 1 Rugged, Rig [Wilderness])
Regalia (Class 1 Cultural, Impressive)
Bulletproof Suit (Class 1 Formal, +1 Armor, Meshweave)

Attire Design: Choose one of the following looks for Class 0 Attire:
Rugged: Crude, patched, aged and worn.
Simple: Utilitarian, favors function over looks.
Cultural: Incorporates popular styles/elements of a culture.
Formal: Well cut and stylish.
Uniform: Easily identifiable as belonging to a specific faction or group.

Upgrades: Pick 1 upgrade when designing Class 1 Attire, pick 2 for Class 2, etc.

Armored: +1 Armor.
Carapace: Clumsy +2 Armor.
Comms: Can receive and broadcast signals over great distances.
Connected: Built-in CPU with eye-piece HUD, connects wirelessly to other systems.
Impressive: Distinctive, intimidating, with embellishments and accessories.
Jump Jets: Can give small burst jumps, slow descent, and controlled flight in zero-g.
Meshweave: +1 Armor that looks like normal fabric.
Rig: Choose a Kit (see below): That Kit is integrated in the suit. Can still cary a 2nd Kit.
Tough: Protects from elements, hard to damage, easy to repair.
Sealed: Airtight suit with helmet and oxygen tank.
Sensor: Choose a type of information. The wrist screen scans for that subject.
Shielded: +1 Armor provided by thin, invisible energy shield projected by the suit.
Stealthy: Muffled, blends in to environments, difficult to pick up on scanners.
Visor: Choose a type of information. The visor detects that subject.


Land Vehicles:

Land Vehicle Design: All Land Vehicles have a base 1 Armor.
Choose one of the following designs for a Class 0 Land Vehicle:
Groundcar: A sturdy 4 or 6-wheeled transport. Fits a driver plus up to 4 passengers.
Walker: A bipedal humanoid chassis with lifter arms. 1 pilot suspended within.
QuadWalker: A quadruped vehicle for up to 3 people. All-terrain mobility with
stability.

Upgrades: Pick 1 upgrade when designing a Class 1 Land Vehicles, pick 2 for Class 2, etc.

Agile: Quick, maneuverable, able to perform stunts.
Armed: A heavy weapon (purchased separately) attached to the vehicle, fired by the pilot.
Boosters: Greatly increases overland speed. Allows short jumps.
Controlled: Can be remotely activated and given directions.
Luxury: Impressive, high quality and very comfortable. Various quality-of-life features.
Plated: +3 Armor.
Reinforced: Slow. +3 Armor. Ignores Armor Piercing and Destructive. Must be Breached.
Rugged: Protects from elements, resists environmental damage, easy to repair.
Sealed: Fully enclosed frame with oxygen source. Can function in space, under water, etc.
Sensors: The vehicle gathers various types of information.
Stealthy: Silent, difficult to pick up on sensors, occupants invisible to sensors.
Tool: Choose a melee weapon upgrade to represent a tool attached to this vehicle.
Transport: Can carry a dozen people or a cargo container. Groundcar and Quad Walker only.
Turret: A heavy weapon (purchased separately) on a swivel mount, fired by a passenger.
Workspace: Choose a Kit to be integrated into the vehicle.




Most Kits are considered to be Class 1 Assets.
Broadcast Kit: Tools to send and receive signals. Collapsible broadcast antenna,
signal boosters, wires, vid screens, recording hardware, portable data drives, etc.

Computer Kit: Tools to access, program, diagnose and repair computer systems.
Laptops, diagnostic tools, wires, handheld power sources, portable data drives, etc.

Engineering Kit: Tools to repair and dismantle machinery. Hammers, drills, cutters,
wrenches, welders, grips, cables, diagnostic tools, cage lamps, misc spare parts, etc.

Infiltration Kit: Tools to gain access to forbidden places. Mechanical lockpicks,
intrusion hardware, chloroform, glass cutters, disguises, ropes, climbing tools, etc.

Medical Kit: Tools to perform medical treatments. Bandages, scalpels, gels, stimms,
surgical braces, dermal regen spray, etc.

Research Kit: Tools to study and experiment out in the field. Specimen jars, hammer
and chisel, scalpels, chemical analyser, data recorder, etc.

Survey Kit: Tools to observe and monitor. Range finders, tracking devices, motion
sensors, deep scanner tripod, holo-map projector, data recorder, deployable transmitter, etc.

Wilderness Kit: Tools to traverse hostile landscapes. Ropes, climbing tools, light
sources, breather mask, tent, sleeping bag, heat lamp, thermal blanket, water filter,
etc.