Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

Wednesday, June 26, 2013

Galactic Outiftters Sale: Blank Dr0ids!


Well howdy partner! I see you've got some heapin' heavy cargo to carry there--why not give yourself a hand--or hydraulic claw--with these here off-market BLANK DROIDS! Customize your robot to suit your needs. Paint them any color you like--they don't care, they're made to serve you.

STEP RIGHT OVER HERE MY FRIEND...


Vintage collectible, not for sale.
A blank dr0id is a fully functional, robotic compadre who arrives to you in unformatted, as-is condition and with absolutely NO persona! That's right, you get to build 'em from the ground up. We have three different chassis to choose from complete with all the parts you need to get started.*

Yessiree, right here we have the top-of-the-line model with ALL the fixins...

iPal  by GRAN-E Zmith Industries (high-end model)

 

Looking for soulless minions to decimate your enemies or cuddly caretakers for your little ones? Take a gander at these bells and whistles...

STATS:
AC: 14
HP: 30
Move: 5, but servo upgrades at 100 cr can increase this to 8
Programs: 6 to start, see below for expansion capability.

Can take up to 20 programmable skills for 100 cr each. iPals learn on their own at the regular PC rate (see XP advancement in X-plorers manual). Translating alien languages is INCLUDED (doesn't require a program slot).

Self-powered through a patented Kinet-O-Drive that recharges internal batteries with every step. These babies never run down! The outer shell casing is devoid of any buttons because that would look ridiculous! Attentive, personally rewarding personalities develop from the moment of imprint.

SPECIAL FEATURES:
iPals are highly regarded among technophiles and high-falutin' members of society. They give their owners a Presence (PRE) or Charisma bonus of 1d6 when encountering these individuals and the droid is present.

Programming can be downloaded instantly, via wireless connection.

SUGGESTED MANUFACTURER PRICE: 3,500 cr / YOUR PRICE TODAY: 3,500 cr (Unfortantely, they're never on sale, but if you ask nicely we'll give you a knit body sock to keep bot cozy when not in use).

Lookin' to tinker some, but not lookin' for nuthin' fancy?

GATES Series 95 (mid-grade model)

 

If your looking for something a little more affordable, you'd be dumber than a Martian cactus to pass up this model. Probably the most widely used blank on the market. A good fit for anyone looking for making the most of their hard-earned space credits.

STATS:
AC: 12
HP: 20
Move: 5 (4 if stowage is full to capacity)
Programs: 4 to start, see below for expansion capability.

Can take up to 10 programmable skills for 100 cr each. 95s learn at the regular PC rate (see XP advancement in X-plorers manual). Translating alien languages requires using a program slot. Rarely acts up, but on occasion, you'll need to reboot (1 round) to get it going again. Needs to be recharged between missions. Personalities develop over multiple encounters and tend to be cantankerous.

SPECIAL FEATURES:
Speaking of "tanks", all 95s come with an internal storage compartment of 45 kilograms allowing for stowage of nearly any substance (solid, liquid, or gas). Radiation shielded for your protection, air holes not provided.

Programming can be downloaded via high-broadband connection instantly or for an extra 50 cr you can invest in a head-mounted, wireless connection that takes 1d4 rounds to process new updates.

SUGGESTED MANUFACTURER PRICE: 3,000 cr / YOUR PRICE TODAY: 2,700 cr with free 4GB flash drive!

What's that? You're really looking to economize? Well then, I have just what you need...

COMMODR0NE 6-D4 (low-end model)

 

The 6-D4s are really an incredible value! They're not the most sophisticated models, but....did we mention they're cheap? Sure, some folks call 'em "Bland" Dr0ids" and such* but they're reliable work horse-type system.

STATS: 
AC: 10
HP: 15
Move: 4
Programs: 0 to start, see below for expansion capability.

6-D4s braindrives are decidedly bare bones. Personalities tend to grow slowly, but given time it's sure to develop those quirks you've grown to love in members of your own awkward, immediate family. Requires an extra battery pack (50 cr) that lasts for 2d20 -5 rounds.

Voice chip not included, responds with electronic whorls and whoops. Also includes a "reasoning alarm signal" (red light on top) so you know when orders are being understood received.

SPECIAL FEATURES:
Skill programs are swapable care of these snazzy pre-programmed cartridges you just plug in the back of its skull bucket. Skills improve only with better program carts.
Emergency Medicine
 
Xenolinguistics

Not recommended.

You can only use at total of five at a time and sometimes you hafta blow on 'em to get 'em to seat properly (1d20 chance of Cart Mishap whenever a command is given; see below) but you can swap out skills in a snap! (No waiting for skills to upload, though you do need to do it manually).

Another great feature of the 6-D4s is that many of their limbs and other parts are standardized with regular household and shipboard items. So if you're missing something important, you can easily "upgrade" with whatever's in sight (e.g., Phillips head screwdrivers, coffee mugs, staple guns, office chair casters, etc.). No space duct tape needed!

SUGGESTED MANUFACTURER PRICE: 1,200 cr / YOUR PRICE TODAY: 600 cr OR TWO FOR 975 cr!!!

Cart Mishap Table (1d20)
  • 1-5: No mishap
  • 6-11: PC LOAD LETTER - Program shorts brain circuitry, Blank Dr0id shuts down completely for 1d4 rounds, reboot takes another 1d4 rounds
  • 12-16: OVERLOAD! Skill performed at twice efficiency (double "to hit") but bot then inoperable for following round
  • 17-18: Please wait....loading....loading.................loading..... (1d6 rounds)
  • 19: Cartridge becomes dislodged, glitch ensues and robot behaves erratically until problem is discovered
  • 20: Cartridge sparking causes it to permanently fuse into socket! This skill becomes basis for 'bots personality over time
*This is a lie. You have a 1d10 chance of missing something important for high-end and mid-grade kits. Low-end kits ALWAYS have something missing, roll on the first 1d6 below.
  • 1 - Ocular or auditory sensors (GM's choice)
  • 2 - Left or right forelimb (GM's choice)
  • 3 - Left or right locomotive limb (GM's choice)
  • 4 - Torso cowling
  • 5 - Head casing
  • 6 - Restraining bolt to keep bot from running off in 1d6 rounds, if bot is not recovered by end of game session, GM has the option to reclaim it as a homicidal assassin droid for future game, that now hunts former owner for poorly devised revenge scheme
  • 7-10 - No missing pieces (whew!) 
These items are provided in accordance with SSA.2436 guidelines regulating spacefaring settlement and defense. Programming unformatted robots with untested software may result in robot revolt, death, or void in warranty. Some robotic components may be refurbished, including positronic neural systems purchased from outer-rim prison worlds. Not all memory drives may have been 100% reformatted. Amalgamated Consumer Mercantile Exchange Company is indemnified in such cases at purchase signing. Attorneys for Amalgamated Consumer Mercantile Exchange Company highly recommens buyers purchase Lifetime Automaton Insurance Coverage to protect from robotic failure liability.

NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games.

Inspiration: This article and this episode of Futurama, iRobot, Venture Bros. and any home computer system from the 1980s or 90s.

Friday, February 22, 2013

Rad Astra: PC Sartorial Bonuses!

Looking to inject a little more gonzo-wahoo-ism into the game? Then crank the dial to 11 with CAPES! Yep, classic science fantasy is ripe with 'em. But now they're more than just a cool accessory--they're functional too! Just stop off at your nearest Mega-star Mall and find this millennium's latest fashions!

WELCOME TO LANDO'S HOUSE OF CAPES, WHERE FASHION IS OUR NAME AND BONUS ACTIONS ARE OUR GAME. CHECK OUT OUR WIDE SELECTION OF SOFTGOODS AND ACCESSORIES...


"Just because you drive the fastest hunk-a-junk in the galaxy, doesn't mean you have to LOOK like you do!"

SARTORIAL BONUS
PCs can don the following items for attribute or encounter bonus modifiers.
OPERATORS ARE STANDING BY...
  • Spaced Cape - Dare to leap higher, dodge farther, and make a BOLD entrance in any non-metallic cape grants the wearer +1 PRE. Cost: 200 cr.
  • Spaced Cape To-the-Max! - You old smoothie! Any metallic colored cape (the outer fabric, inner lining, border, or design) shall grant the wearer +2 PRE. Cost: 300 cr.
  • Baller Collar - Fine threads for the discriminating narcissist. Add a collar to any cape and gain an additional +1 PRE. Collars are definitely a fashion statement--any time you enter a room all eyes are on you (no sneak attacks, ever). Cost: 100 cr.
  • Up-to-No-Good Hood - Looking to bring a little mystery into your relationships? Turn your cape into a cloak and earn +1 to your Sleight of Hand skills OR become unnoticed for 1d4 consecutive rounds per game session. Must choose at time of purchase. Cost: 100 cr.
  • Bootylicous Bodysuit or Bikini- Those gymkata lessons have to payoff somehow! Try this skintight getup on for size. It grants wearer +1 AGL and a quick-draw bonus of +1 To Hit when you add straps! Prerequisite: PHY 8 or higher (not everyone can pull off a skintight suit!) Cost: 300 cr.
  • Cosmic Cowl, Skullcap, or Circlet - Tired of not being taken seriously? Cap your credibility gap! Wearer gains +1 INT due to keeping the bean clean and warm. Separate headpiece (i.e., cowls not attached at the neck). Cost 250 cr.
  • Shoot First Vest - This one's a classic! Lots 'o pockets and perfect for when you're stylin' next to your first mate or goin' Solo. +1 AGL in ranged combat (+2 in ranged combat 2 or less areas away!)
  • Dauntless Gauntlets - Are you an archer? No? Do you want to look like one? Elbow-length gloves grant a dashing +1 AGL in melee only. Protects against chafing.  Cost: 100 cr/pair.
  • Go-Go Galactic Boots - Kick-off your next interstellar adventure in these knee-high or higher boots that provide a fashionable +1 PRE, and +1 to roundhouse kicks but -1 to move. Cost: 250 cr/pair.
  • Without-Fear Bandolier - Shoes? Pants? Deodorant? These are merely "options" to a brazen beast like yourself my friend! Let your hair hang out au naturale and get a FREE re-roll when you do something brave and fate fails to recognize! Also comes in Big and Tall sizes. Cost 200 cr.
  • I Got My Aye-Eye On You Patch - Look like a real space pirate and intimidate your foes with your one good eye with this +1 interrogation eye patch! It's see-through so don't even worry about any AGL penalties! Cost: 50 cr.
  • Harness of  Heft / Galactic Girdle - Show off the work you put in with free weights and pad your PHY with an extra +2. Unfortunately only shoulder pads or a helmet are the only other armor you can don. PHY 10 or higher required. Cost 350 cr.
  • Swash-belt-buckle - You're one of a kind with this giant, WWF-sized, shiny belt buckle that gets you a "Look here!" opportunity, once per game. Just say the phrase when you approach your foe in melee combat. Your opponent has to make an INT check. If they fail, you get in a sucker punch at full melee damage. 250 cr. 
FIRST-TIMER SPECIAL: Take a 10% discount when you add any two items in a single purchase!

WHY JUST ASK THESE, SATISFIED CUSTOMERS:

"I was always getting mine caught in the jetpack--they took it in a few inches and now I can fly straight again!" NOTE: We do complimentary tailoring, just ask!

"You should get down there--they're running a White Sale. Though I'm more into Basic Black myself."

"They didn't charge extra for the peek-a-boo panels! " NOTE: Space Helmet not included 

"GRAAAWWAAAU!" <TRANSLATION: "Finally, a tailor who understands me and my post-modern, deconstructivist tastes!">

"Lando's wide selection means I can go formal, for raids on Imperial fortresses...."

"...or I can go casual for date night!"
"A career change for both of us meant new wardrobes on the double!"


"I only need one eye to command the respect of my crew!"


"These gloves have 'heartthrob' written all over them--thanks Lando!"

"Finally, I can skip laundry day! (Let's be honest, I was doing that before.)"
"Don't see anything you like? Let us take a look at our stockroom or we can even special order."


"That Lando is one SMOOTH salesman!"

"I saved 10% on my first visit to Lando's House of Capes--and you can too! Tell them Ming sent you!" 


NOTE: These are ballpark costs. Quick reminder about attributes in X-plorers:
  • PHY - Physique
  • INT = Intelligence
  • AGL = Agility
  • PRE = Presence


Thursday, January 5, 2012

Speaking of space ranger suits...



This music video for the band Owl City features a couple of guys in some fantastic, retro-looking space getups. Dig those helmets which remind me of Wally Wood's classic futuristic astronaut look with the metal nodules embedded in the bubble helmets:

Wednesday, January 4, 2012

Space Ranger Standard Issue: Equipment & Vehicle Requisitions (Part 3)

"Say, could you do me a solid and run back to the ship and grab the Universal Translator and bug spray?"
The Space Ranger Corps. is magnificently proud of its elite personnel who exemplify cunning, hardiness, and bravery in the face of overwhelming cosmic peril. However, there is one final attribute vital to a Ranger's success in the field: being prepared. As a member of the enforcement branch of Central Space Command (CSC) and a duly-deputized officer of interstellar justice, the responsibility for being well equipped for any and all eventualities rests solidly on your shoulders.

It's true, you will rarely have the upper hand when confronted with extraterrestrial terror, but the CSC has worked hard to properly train and outfit Rangers for nearly every eventuality. As such, you will begin your career with the following tools as standard issue to help get the job done!

The following post covers personal gear and equipment for every beginning Space Ranger as well as some upgrades. Basic spacecraft available to Rangers in the field are also covered.

NOTE: This post is part a series of Space Ranger class posts. It assumes familiarity with the X-plorers science fiction role-playing game rules, which can be found at Brave Halfling.

Standard Equipment
All Space Rangers have the following beginning equipment requisitioned to them at no cost. Additional mission module packs for planetary survival, rations, etc. will be assigned prior to mission.
  • Body suit and skull cap (temperature controlling fabric) -2 damage to heat and cold
  • Space pressurization suit (includes re-breather system, padded gloves 
  • Space helmet with retractable shielding, solar visor, and personal communications radio
  • Heavy-duty, planetary encounter footwear with retractable cleats (+1 move over ice and rock surfaces) and mag-lock for hull-side excursions
  • Wrist-mounted controller/chronometer/mission recorder module
  • Laser pistol sidearm "Atomic Auditor" class, includes holster and 4 power clips (10 blasts each)
  • Space Ranger badge (encoded with Ranger's DNA and unique CSC badge number, used universally as ID)
  • Mission harness with mini power supply
  • Jet pack (requires mission vest to power and hook up)
  • 12 inch jungle knife, calf holster

Additional Equipment and Gear Upgrades
Rangers can purchase additional items a 20% discount which will be deducted from their CSC pay. In extreme cases, the Referee/GM may deem their use mission critical at no cost.

Weapons
  • Laser rifle (with or without bayonet) comes with shoulder brace, carrying strap, and scope with +1 accuracy bonus; a sniper tripod also is available adding an additional +1 for accuracy
  • Plasma grenade belt (holds 6) 
  • Zookatube (shoulder mounted energy weapon)
  • Shock-lance (2 meter, electrified lance that delivers up to ten 100k volt shocks for stunning or shoots five 50k volt blasts up to 20 meters)
  • Single clip wrist blaster (laser blasts; up to 30 per clip; or 4 mini rockets per clip)
  • Liquid nitrogen spray canister (10 meter range, stream or cone nozzle)
  • Don't forget additional ammunition for any of the above
Rangers specializing in any of the above weapons receive an additional 10% discount on their weapon of choice. (Base costs determined by Referee/GM. Some items may already be covered in X-plorers rules in case you need a place to start.)

Jetpacks can be used for in-atmosphere or orbital excursions.  Don't be like these jokers--wear a helmet for Buck's sake!
Additional Gear and Upgrades
  • Utility belt with 6 power clips for pistol ammo 
  • Vibro spurs for beast riding (extra 10% discount Rangers with Beast Riding skill)
  • Wrist con upgrades including remote pilot controls; grapnel/climbing attachments; sensors pack for geologic, particle, and climate readings; and aforementioned wrist blaster)
  • Helmet upgrades, macro binocular sensor, microscope setting, parabolic reconnaissance scope, armor class upgrade (see space suit upgrades)
  • Armor upgrades to space suit
  • Holographic camouflage suit upgrade
  • Grapple/zip line gun (gas-powered; 100 meter line)
  • Personal force field screen 1d6 protection vs. melee, 3 vs. projectile, 2 vs. beam
  • Sensor array pack (small rotating antennae or dish affixes to shoulder or helmet and extends sensor range by up to 3d10 x 10 meters)
  • Aqua fin attachments for boots, helmet, and forearms
  • Single form, heavy armor "bullet" helmet (-2 AC protection)
NOTE: As a general rule, Space Rangers don't typically wear armored power suits (fully enclosed) except during a declared galactic conflict or war, in which case they would be outfitted as marines on behind-enemy-lines missions. 

Apollo 27 class patrol ship, built at the shipyards of Pegasus Hobbies.
Standard Spacecraft Assignment
All Space Rangers are assigned to a small patrol craft that is equipped with the following standard compliment and capabilities:
  • Pilot and co-pilot control consoles
  • Capacity for up to 2 additional humanoid-sized passengers
  • Mounted, dual lasers (forward facing)
  • Lightspeed capable hyperdrive, runs on DynaQuark
  • 2 nacelles boosters for sublight travel 
  • Medium grade shields/armor
  • Basic short range (within 1 AU) and long range (40 AU) sensors 
  • No greater than 30 meters stem to stern
  • .5 metric ton cargo capacity to include space for mission gear/supplies and arms; space cannot be converted into housing for additional upgrades; powered bay doors are included
  • Firing magnetic clamp on 100 meter winch for loading/towing
  • 2 life support hoses for EVA service, 20 meters each
Upgrades include:
  • A.I. ship control 
  • Reinforced hull plating
  • Sensor blurring hull coating (enemy sensors suffer -3)
  • Additional weapons including gun turret with gun station (note: requires crew other than pilot who cannot operate simultaneously)
  • Upgraded sensors (deep space, launch probes, etc.)
  • Tractor beam (up to 300 meter range)
  • Additional cargo pods (configuration is up to player or ref) up to 2.0 metric tons
  • Speed/propulsion upgrade for sublight and/or atmospheric travel (1 additional move per nacelle, up to 3 additional nacelles)
  • Escape capsule (serves 2)
Sadly Commander Kirk failed to realize Officer Rhett Shird's seat was on the OPPOSITE side of the escape capsule--face down in the snow.
Any additional upgrades constitute a larger ship class and should therefore be handled as a mission requisition or separate spacecraft assignment by the Referee. Crew capacity and cargo capacity are capped for these purposes. Additional mission vehicles, such as moonwagons or other planetary excursion conveyances will be assigned prior to mission assignment (by the Referee).

NOTES:

  • Referees should feel free to supplement equipment upgrades with recovered/reconditioned space junk and fine goods purchased through Galactic Outfitters. CSC discounts may or may not apply.
  • Referees should also feel empowered to withhold any item from a cadet deemed unprepared to handle said equipment.


Previous: Standard Issue: Equipment & VehiclesSpace Rangers Class and Space Rangers Introduction
Next: Space Rangers in action!