Post by blackgauntlet on Sept 16, 2011 0:59:25 GMT -5
I know it's a bitch to write item descriptions, and with a game THIS size, it's gonna be one hell of an effort. I applaud Nightsong for his pro-activeness in volunteering to share the burden with Cory and Andy.
That said, there is just too much potential for items that could aid CKs to survive, and even thrive in NBZ. I will start off with some equipment that I HOPE will appear. Please feel free to add. And do take some initiative to write in the descriptions.
Implants
1) Hostility Alert *Senseware*
Description: By linking a cat-scan radar to a micro-computer linked to the brain, the implant instinctively reads the neural responses of each individual surrounding the implanted for aggressive intent.
50%+10%*Rating accuracy in predicting hostile encounters.
2) Biothermal Pulse Cannon *Cyberweapon* (Think Iron Man's Repulsor Blast)
Description: Using body heat as fuel, the implanted cannon channels this energy to a magnetic flux which greatly magnifies the power output into a burst of electro-sonic pulse, capable of stunning living organisms and frying circuitry.
2*Rating per Power, Range: 3, Accuracy: 2, Speed: 1, AP: 5
3) Chameleon *Bodyware*
Description: Insertion of armor plates studded with light refraction nano-particles under the skin, limited invisibility may be achieved by bending light.
Reduce 1 grid*Rating required to Escape, +1 Stealth, Ballistics: 1, Deflection: 1, Dodge: 3
4) Long John *Cyberweapon*
Description: Cybernetic augmentation on certain body appendage of a MALE character which transforms it into a tentacle-like melee weapon. Provides LARGE bonuses when engaging in back room "encounters".
Reduces enemy AP, when hit, by 1*Rating
5) Endorphin Applicator *Bodyware*
Description: Bio-feedback system linking to the spinal cord allows the implant to produce neural signals directly to the brain for it to create endorphins prior to exhaustion.
Slows down rate of exhaustion by 1 hour*Rating
Chems (http://www.erowid.org/chemicals/lsd/lsd_humor_chick_parody1.pdf)
6) Sonic (Combat Drug)
Description: Highly concentrated MDMA which transforms the imbibed into speed-incarnate.
Increase movement by 2 grids for entire combat.
7) Euphoria (Combat Drug)
Description: Multi-molecularised THC that causes imbibed to have a heightened perception of time-space relations.
Reduces 1 MP to gain 3 AP per turn for entire combat
8) Brainfreeze
Description: Ionized Meprobamate slows down the body's metabolic rate, allowing CKs using this chem to get a stronger "hit" when administering other chems to themselves while Brainfreeze is still in effect.
Within 1 hour after using this chem, all chem effects are increased by 50%.
9) Effin Hi (Combat Drug)
Description: A Cocaine-isolated extract in a little pill. Sharpens focus to superhuman levels.
+2 to Accuracy till combat ends.
That said, there is just too much potential for items that could aid CKs to survive, and even thrive in NBZ. I will start off with some equipment that I HOPE will appear. Please feel free to add. And do take some initiative to write in the descriptions.
Implants
1) Hostility Alert *Senseware*
Description: By linking a cat-scan radar to a micro-computer linked to the brain, the implant instinctively reads the neural responses of each individual surrounding the implanted for aggressive intent.
50%+10%*Rating accuracy in predicting hostile encounters.
2) Biothermal Pulse Cannon *Cyberweapon* (Think Iron Man's Repulsor Blast)
Description: Using body heat as fuel, the implanted cannon channels this energy to a magnetic flux which greatly magnifies the power output into a burst of electro-sonic pulse, capable of stunning living organisms and frying circuitry.
2*Rating per Power, Range: 3, Accuracy: 2, Speed: 1, AP: 5
3) Chameleon *Bodyware*
Description: Insertion of armor plates studded with light refraction nano-particles under the skin, limited invisibility may be achieved by bending light.
Reduce 1 grid*Rating required to Escape, +1 Stealth, Ballistics: 1, Deflection: 1, Dodge: 3
4) Long John *Cyberweapon*
Description: Cybernetic augmentation on certain body appendage of a MALE character which transforms it into a tentacle-like melee weapon. Provides LARGE bonuses when engaging in back room "encounters".
Reduces enemy AP, when hit, by 1*Rating
5) Endorphin Applicator *Bodyware*
Description: Bio-feedback system linking to the spinal cord allows the implant to produce neural signals directly to the brain for it to create endorphins prior to exhaustion.
Slows down rate of exhaustion by 1 hour*Rating
Chems (http://www.erowid.org/chemicals/lsd/lsd_humor_chick_parody1.pdf)
6) Sonic (Combat Drug)
Description: Highly concentrated MDMA which transforms the imbibed into speed-incarnate.
Increase movement by 2 grids for entire combat.
7) Euphoria (Combat Drug)
Description: Multi-molecularised THC that causes imbibed to have a heightened perception of time-space relations.
Reduces 1 MP to gain 3 AP per turn for entire combat
8) Brainfreeze
Description: Ionized Meprobamate slows down the body's metabolic rate, allowing CKs using this chem to get a stronger "hit" when administering other chems to themselves while Brainfreeze is still in effect.
Within 1 hour after using this chem, all chem effects are increased by 50%.
9) Effin Hi (Combat Drug)
Description: A Cocaine-isolated extract in a little pill. Sharpens focus to superhuman levels.
+2 to Accuracy till combat ends.