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Shadow Run
Topic Started: Feb 20 2008, 08:20 PM (652 Views)
Shadow Walker
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Alright, Astral stuff.

The astral plane is a plane that mages and shaman can access. It lays overtop of the martial, and it is a plane that is primarily of thought and magic.

When accessing the astral plane, a caster leaves his physical body, and can roam the world as an entity of pure thought. When the caster enters the astral plane, he is naked, and without equipment, (except foci, explained later)

A caster is able to partly see the material. Living mater on the martial is seen as a white, and non-living is black. So, a person on the material will appear to be a pure white person shape, and a wall will be a pure black wall shape. The exception is if the person uses cyberware, then they will appear as a white human shape, with black spots where ever there is cyberware implanted into them.

Spirits, elementals, other casters walking the astral, and dual-creatures (things that exist on the material and astral at the same time) will all appear normally to a caster who is on the astral plane.

Combat on the astral is based on thought and will, not physical capabilities. By that, it is not a stretch of the imagination to think that a paraplegic could be more dangerous astral combatant then the most physically capable people.

When someone loses a battle, an is completely defeated, they do not die on the astral. Instead, they are just rendered unconscious, and they awaken a few hours later in their own body.

When in the astral, a thin sliver threat runs from the caster's body, to the astral form. Should this thread be broken, the caster is then stranded in the astral plane, until he can find his body to return to it.
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Shadow Walker
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Alright, finally, what you can take for magic.

First, all mages and shaman get access to the astral stuff for free.

Second: all spells have a numarical rating based on the strength the spell that the caster can use. This rating is based on 6.

The higher the rating, the stronger the spell. However, the more fatigued the caster will become after using it.

Example: Blackfang has the Power Ball spell, with a rating of 4. At this strength, he can affect some solid objects, (desks, chairs, walls), but it will leave him drained for a few moments after he casts it. He may chose to withhold some of the power of the spell, causing it to be less affective, but he will recover quicker.

Characters that intend to use magic, are allowed 15 points to assign their spells, and their level. It is one for one basis. No spell may have a higher rating than 6.
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Shadow Walker
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Alright, time for the cyberware stuff. This is more complicated than the magic stuff, so, please read carefully.

The cyberware will be broken into categories, that go with the corospoding body part that they are replacing. Second, along with the name, a point cost will be included with the cyberware. The point cost show how much of a person physical and spiritual essence the cyberware consumes when it is implanted.

IMPORTANT: There is a limit to how much cyberware a person's body can handle. There for, no one may have more then 6 point worth of cyberware.

IMPORTANT: Cyberware affect a person's ability to cast magic. If a spell caster takes cyberware, they must follow these rules. 1) Spend all of the allowed points on spells. 2) Add on what cyberware you wish to the character. 3) Total up the essance cost of the cyberware. 4) Subject the essance cost from the power level that was chosen when picking spells. 5) This number will become the spells new power level.

Headware

Headware is cyberware that is implanted into the cranium. A person does not lose any skull strength from this.

Chipjack (.2) Allow for mental use of datachips

Datajack (.2) Allows the use to mental interface cybernetically with with certain gear, cyberdecks, Remote Control Interfaces, Veichle Control Interfaces, etc.

Datalock (.2) A datajack encryption feature. Information cannot be access by anyone that does not have the code, including the person that has the datalock implanted into them.

Knowsoft Link (.1) Required to access a Knowsoft.
- Knowsofts are storage deceives that contain information
about a specific subject. NOTE: Having a knowsoft that
contains information about firearms, does not give the
user ability to use firearms.

Memory (Mp/300) This is a data storage device inside the head. It has a limited about of space, that is measured in megapulses (Mp), to store data from cameras, datajacks, ear recorders, headphones, headradio, opticam, simrig, etc.

Commlink (.3) A comnlink is basically the internal version of a scanner. It is also often paired as an accessory to the internal radio transceiver, or telephone.

Radio (.75+ or .4) A headware radio can receive or transmit on any frequency, but it only has a limited about of programed frequencies. Beginig with four, then it costs an additional .1 for each time the runner wishes an additional two. A receiver only version is available for .4 ((NOTE: A runner must speak to transmit the message, although they do not have to speak loudly.))

Subvocal Microphone (.1) this headware allows a person to use an implanted radio or telephone without speaking out loud. Instead the user subvolcaizes.

Telephone (.5) The headphone allows the user to access the cellular network. The phone is subject to ECM and jamming, and is voice only.



More later
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Shadow Walker
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Ears

Cosmetic Modification: comes in all shapes and sizes, but, typically used by posers that want to fit into the meta-human crowd.

Cyber Replacement: This is needed if other cyber ear add ons are wanted. It costs .3 to get, and the character can get an additional .5 in mods before any additional cost is added.

Dampener (.1) This acts as a filter against sudden increases in volume, and gies partial hearing protection from damaging frequencies

Hearing Amplification (.2): This cyberware acts as a shotgun microphone, and the user can hear things as if he was ten times closer to the target. A dampener is strongly recommended with this system.

High Frequency/Low Frequency (.2 each) This mod allows a person to hear something that is normally in a frequency that is to high/low for a normal person to here.

Recorder (.3): This allows any sound that is heard to be recorded by either headware, a device connected to a datajack, or transmitted by communication device.

Select Sound Filter (.2): This cyberware allows the user to selectively filter out sounds without affecting others. Example, background noise could be filtered in order to eavesdrop on a conversation.

Eyes

Cosmetic Modification: Iris colour alteration, pupil-shape alteration, and cornea pigmentation are the most popular choices.

Cyber Replacement (.2) Allows for additional cyber add on, up to .5 can be added without any additional cost. Note: When cybereyes are installed, all natural vision enhancement, such as low light or thermal graphic, are lost.

Camera (.4): Makes a digital copy of anything that the user sees in a still photo. The image is stored in headware memory, transfered via datajack

Flare Compensation (.1) This cyberware protects the user from blinding flashes of light, and simple glare. It also protects those with thermalgraphic vision from heat flashes or glare from infrared lighting.

Display Link (.2) This enhancement allows a user to display a text only data from headware or a jack in a "window" in his field of vision, allowing him to read what is playing in his head.

Image Link (.2) A more advanced form of the data link, and can display images and video from data retrieved from headware or a datajack.

Low-Light (.2) This allows a user to see normally in light levels as low as starlight. In total darkness, the user is still rendered blind.

Opticam (.5) This video recorder allows what see to be captured in headware memory, or conected device.

Retinal Clock (.1) This device displays an accurate date/time stamp on the users field of vision. It can be modified for region and seasons, and has a stop watch style of countdown timers.

Retinal Duplication (.1) Duplication of another person's retina, either permenatly, or temporarily, is a capital offense. It is also of dubious use, because the duplicate is rarely of high enough fidelity to consistently fool retinal scanners.

Thermographic (.2) This allows the user to see into the infrared range of the spectrum, allowing the user to see heat pasterns. Light level has not effect on this vision, but strong heat sources act as glare, and may blind the user.

Vision Magnification: This acts the same way as an imaging scope, and comes in two formats. Electronic costing .1, and optical costing .2 (magic users must use the optical version, if they wish this cyberware)

Comming Soon: Body, Limbs, Foci and Gear
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Shadow Walker
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Bodyware

Bone Lacicing:
Plastic .5 (5kg)
Aluminum .1.15 (10kg)
Titanium 2.25 (15kg)
Bones are laced with plastic or metal to increase tensile strength and durability. Although there is some added weigh to the character, encumbering him slightly.

Fingertip Compartments (.1); a small space is hollowed in the tip of a person's finger, idea for hiding small objects

Handblade (.1) A blade that stick out of a person's hand, opposite of the thumb and parallel to the hand. Rectacable versions are avalibe at +.1 essance

Hand Razors (.1) The fingernails are replaced with small metal blades that extend 2.5cm from the finger. Rectactable hand razors are avalibe at .2 essance.

Muscle replacement (rating, max 4) synthetically grown muscles that replace the user's own. Combined with the calcium treatments, these increase user strength.

Smartlink (.5): Necessary sub-dermal integration in order to use a smartgun.

Voice Modulator (.2): This cyberware is popular with entertainers, includes a variety of optional modifications to the subjects vocal organs. Increase volume, tonal shift an playback Secondary voice patters are illegal, but allows the user to mimic a voice perfectly.

Boosted Reflexes

Lvl1 (.5)
Lvl2 (1.25)
Lvl3 (2.8)

This one time electrochemical treatment boosts the users reflexes, however, a person using boosted reflexes cannot use wired reflexes, vehicle control rig, or removed them at a later date.

Dermal Plating
Lvl1 (.5)
Lvl2 (1)
Lvl3 (1.5)
An invasive procedure that uses plastic or metal fibers bonded to the user's skin. Dermal plating is anything but subtle, and limits skin flexibility. The armor may be tailored to any surface texture or colour.

Filtration systems
Air (rating/10)
Blood (rating/5)
Ingested Toxin (rating/5)
Flirtation systems filter out any toxin, and come in different models. Air filters protect from smoke and gasses. Kidney replacement includes filters to remove toxins from the bloodstream, it is useful against most injected drugs, slap patches, and may diseases. Finally a system of implanted filters is designed to detoxify a wide range of poisons taken orally, including alcohol.

Wired Reflex System
Lvl1 (2)
Lvl2 (3)
Lvl3 (5)
Reflex Trigger (.2)

Wired reflexes are implanted neural boosters and adrenaline stimulators. Users of wired reflexes tend to be twitchy, especially if they lack a reflex trigger.

Vehicle Control Rigs (VCRs), Simrigs, and Cyberdecks will not be given any detail, unless someone specifically wishes to rig or hack.

VCRs are implanted components that allow for mental control of a vehicle.

Simrigs are use mostly for personal entertainment, they display a simulated environments, but they also can be used to surf the matrix.

Cyberdecks are the weapons of trade for a decker(hacker), they allow a person to surf the matrix, engage in hacking and matrix combat, and steal information.

Cyberlimbs

Obvious Cyberarm/leg (1)
Synthetic Cyberarm/leg (1)

Commonly used to replace damaged or missing limbs.

Strength Enhancement (per limb)
1-3 (0)
4+ (.4/point)

This modification add to the strength of a users cyberlimb. Each point is equal to 5 pounds past the human average to lifting something off the ground with one arm.

Built-in Smartgun Link (.25)
This acts as a link to a smart gun, and cost half the amount of a regular smartlink.



Alright, thus ends the cyberpart. Soon, magic foci and gear.
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Shadow Walker
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Alright, weapons. The weapon is is....big. Very big. Its divided into various categories, and subgroups. Use these groups to you advantage when looking for a type of weapon. I'm not going to go into detail on every weapon, since most are self explanatory. I'll give more detail on the ones I fell warent it.

Melee Weapons

Edged Weapons


Cougar Fineblade Knife
Small
Long
Forearm Snap Blades
Katana
Katar
Knife
Kris
Laser Crest Axe ***
Macauitl
Ares Monosword ***
Sword
Survival Knife
Tomahawk
Vibro Knife **
Vibro Sword ***

Pole Arms/Staffs
Bayonet (on Rifle)
Bo Staff
Claymore
Combat Axe
Harpoon
Javelin
No-dachi
Pole Arm
Staff
Telescoping Staff ***

Clubs
Club
Expendable Baton
Mace
Spiked Mace
Rattan Stick
Sai
Sap
Stun Baton ***
AZ-150 Stun Baton

Whips
Kusarigama
Manriki-gusari
Monofiliment Whip **
Morning Star
Nunchaku
Three-Section Staff
Whip

Other
Hardliner Gloves **
Shock Glove ***


Projectile Weapons

Arrowheads

Barbed
Explosive
Hammered
Incendiary
Ranger-X
Screamer
Standard

Bows
Ranger-X
Standard

Crossbows
Light
Medium
Heavy
Bolts
Pistol Crossbow
Pistol Bolt
Repeater Crossbow

Other
Sling Launcher
Slingshot

Thrown Weapons
Non-Aerodynamic

Caltrop
Net
Throwing Knife

Aerodynamic
Shuriken

Alright, that covers all Melee and starts on Ranged. To come: Firearms, launchers and explosives. Too look for here: Further explanation of marked weapons. Keep in mind, if you do not recognize the name of a weapon that I did not mark, please do not post to bug me about it. They are real weapons from the real world, and they can be googled.
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Bakatare
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Morale Guy
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Name: Wildfire

Halfling Street-Sam

Appearance: Wildfire stands 2'10" and weighs 30 pounds. He has green eyed, and two inch long hair that is dyed red and almost always gelled into spikes. He tends to wear black dress pants, with a partially unbuttoned white shirt and open black jacket.

Equipment: (Will post once firearms stuff is up)

Cyberware: Cyberear (dampner), Cybereye (Flare Compensation), Plastic Bone Lacing, Smartlink, Wired Reflexes (lvl 2), Reflex Trigger, Pain Editor.
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