Monday 21 December 2015

Dying In A Tomb RPG 2 - Dying Harder in a Tomber

[No longer an LotFP hack. Main changes are initiative system, monetary system and generic fiddling all around. Now has a first draft of an equipment list.]

Thursday 17 December 2015

Dying in a Tomb RPG

[Work in progress, more of an LotFP hack at the moment. It'll be worked on I promise guv]


Characters

You're not heroes. You've got no class and you're desperate.

Each character has 4 statistics. Roll 3d6 (in order) to determine their values.

Constitution
A measure of toughness. Also reflects your HP.
Dexterity
How nimble you are. Helps avoiding damage.
Strength
A measure of raw physical power. Increases damage.
Wisdom
The ability to notice things, and unconscious caution.


Score
Modifier
3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3

Player characters get +1 to hit, and hit points equal to constitution.

I'm still working on money, so use lotfp standard I guess? With a mild adjustment, spoken about below.  (Playing around with using pounds/shillings/pennies because I'm awful)

Fighting

Avoid fights. They're messy and people die. That said...

To hit someone, roll a d20 and add any relevant bonuses (to hit, conditional modifiers). If you roll high enough, you'll hit them. Now roll damage and add your strength modifier. They'll roll armour.

-

Initiative is side-based. Each side rolls a d6. Highest numbered side goes first.

-

Weapons come in 3 varieties. Shit, Normal and Good.
Shit weapons reroll any maximum damage rolls. (if you roll max. damage again, you can have it.)
Normal weapons just roll once.
Good weapons reroll minimum damage rolls. (if you roll min damage again, you take that.)

Damage is as LotFP, but adding strength modified, as mentioned above.
The prices listed assume shit weapons. 1.5x for Normal, 3x for Good.
-

Your defence is based on your weapon. Nobody wants to get hit, so being armed is the best way to stop someone getting in too close. NB. Bestial enemies and attacks bypass this, always attacking as if the target is unarmed. However, they take one attack automatically as they open themselves up to you.

Unarmed/Awkward Weapon - 8
Short Weapon - 10
Long Weapon - 12
Long Weapon + Shield - 14

All of the above values are modified by your dexterity modifier.

Shields increase your step along the the chain by one. Awkward weapons are things like pikes, bows, etc. Some weapons might be dual purpose.

When defending against ranged weapons, the weapon is ignored.

No Shield - 10 + Dex
Shield - 14 + Dex

-

Armour acts as a damage soak. The dice size listed is the amount of damage absorbed by the armour. Every time it sustains a full damage attack, roll under 10 on a d20 or it degrades, protecting at one level less.

Unarmoured - None
Leather - 1d4
Chain - 1d6
Plate - 1d8

-

As you get damaged, your ability to be an effective combatant is reduced.

At 1/2 HP, you take a -2 on all actions from pain, and -1 to damage rolls.
At 1/4 HP, you take a -4 on all actions from extreme pain and loss of function in addition to a -3 to damage rolls. Without medical attention post-fight, roll under constitution to not die. You'll be scarred from your wounds.
At 0 HP, you are unconscious and dying. One body part has been severely damaged or destroyed, and you will require medical attention during the fight to stabilize. If unattended for 3 rounds, you die.
At -3 HP you are completely dead.

Recovering the corpse of an ally allows their XP to be purchased in a straight money-for-XP conversion. This money is spent on the funeral for the player. This XP is divided between surviving characters.

Additional Considerations

Advancement

The only XP gain is from treasure and Expenditure (covered below). Use the direct value of ALL loot recovered from the location and returned to an established 'safe zone' to determine total XP value, and then divide this between surviving characters.

Level
XP
0
0
1
3000
2
6000
3
12000
4
24000
5
48000

When levelling, the characters may gain ONE of the following -

+1 to hit
+1 HP
Reroll on a specific spell (see below)
Reroll on specific task (i.e. picking locks)

Expenditure

Expenditure is vast sums of cash on activities not immediately useful. There are two varieties - Carousing and Research.

Carousing is a big night on the town. The players should describe what they plan to get up to (drinking, whores, tattoos, drugs, etc.) The DM should invent some potential consequences or use a carousing consequence table. The characters carousing will gain some renown in the area.

In a village, you can spend d8 x 100 silver, and gain that much XP. Roll under constitution+2 to avoid consequences.
In a town, you can spend d10 x100 silver, and gain that much XP. Roll under constitution to avoid consequences.
In a city, you can spend d20 x100 silver, and gain that much XP. You'll always suffer consequences.

Research is a less effective manner of gaining XP for accumulated wealth, but lacks consequences and has a small chance of being useful. It requires the character to be able to read, and access to a library (scholarly towns and cities only).

Spend d10 x 100 silver, and gain 1/2 of this amount spent as XP. Every 100 silver spent is a 5% chance to learn something useful. Before the next delve/heist, roll below the total % to gain a question to be asked the DM. This question must be answered truthfully, but must also be something reasonably learnt whilst researching. It can be asked any time during the raid, but must be used for that raid specifically.

Skills & Saves

It is on the player to explain how they attempt to achieve something. If appropriate, a roll will be made against one of their statistics, attempting to roll below their statistic value, modified by circumstance, methodology, etc.

Saving throws are used to avoid something, usually when you've fucked up. Again, it is on the player to describe (quickly) how the avoid the hazard, again, linked to a statistic. They should be warned if they're doing something impossible or stupid e.g. attempting to stop a rolling boulder with their fists, expecting a strength roll.

Magic

Magic is fucking terrifying and even more dangerous. If the characters are (un)fortunate enough to find a scroll, they can attempt to cast it. (Note that they will not know what the scroll does until they cast it). The character casting must attempt to roll below 10 minus the spell level on a d20. If they succeed, the spell is cast and the scroll is still available for use. Rolling up to 3 above the success number harmlessly discharges the magic, but spoils the scroll, Anything above this causes a horrific magical mishap, usually related to the spell at hand, or else using a mishap table. The scroll remains available for use on a mishap roll.



Saturday 12 December 2015

Gearing Guide to the Planes Issue 3 - Planes of Decay


Nurgle blessed me with glandular fever, and so we have Planes of Decay. 3 Tables this time - where, who and what's the problem?



Monday 23 November 2015

Gearing Guide to the Planes Issue 2 - Planes of Illusion


As before, but one less table because pinning down an illusionary inhabitant seems contradictory. (Which they love, obviously)



Friday 20 November 2015

Gearing Guide to the Planes Issue 1 - Planes of Punishment


I mean, these are mostly me dicking around and learning layout. It's 3 pages, a pair of tables. The idea should be very lean content, just what you need in the stylized presentation. I might combine them all at the end for a singular THING.

The presentation is different to the punkzine, but hopefully I'll get somewhere similar-yet-different. We'll see I suppose. Tell me what you think works, what doesn't, etc.


THANKS OXOXOX

Sunday 15 November 2015

Leviathans of Chaos #1

The first impression to give is that of immensity. The eyes - globes, suns, galaxies wide. Monolithic pales in comparison. Existences tremble at the mammoth synapse-equivalents of the thing. When a single one fires, entire histories are blasted, engulfed in the light. The intelligence powered by such machinery is utterly incalculable, but worse - it cares very deeply about a speck like you.

Indifference doesn't occur when there is such a limitless capacity for hate. You aren't special - it hates everything. Everything that thinks. Everything mindless. Everything still, moving, timeless, temporary, living dead. These very words.

EVERYTHING.

Tendrils. Tentacles. These are important. A tiny, infinitesimal crack letting in some probing member. Stretched thin, disconnected from the whole, and absolutely devastating. The deepest necropolises and caverns wherein reality breaks down and warps, these are the places it will intrude. The dull eldritch-purple tendril, flailing with mindless hate infusing every space, real or potential, filled by this isolated fragment of the Leviathan of the Sea of Chaos.

HD 6
AC AS CHAIN
3 ATTACKS - GRASP - Save Vs Paralysis, or roll below.

d8
The Hate You Take
1
Life. Embrace death as you ascend to ArchLichdom, fully imbued with the Mastery of Death.
2
Light. A great Extinguisher is born, ender of all Illumination.
3
Time. Explode into chunks to reveal a nascent Chronovore.
4
Sound. The Silencer blooms, a deafening flower of absence.
5
Thought. NULL. NULL. NULL. NULL. NULL. NULL.
6
Change. Calcificator, ending progress, perfection in marble.
7
Stillness. Anarch Chang Growt Deca Aliv Dea
8
Reality. A mortal light is snuffed out, a demon forms itself from the stuff of chaos afloat in the sea.

(all results above replace the character with the listings below)

Hateful ArchLich
A terrible skeletal mockery of the one before.
HD as Character
AC as Character
MOV as Character
ATTACKS as Character PLUS DEATH TOUCH - Target Saves Vs Magic or is released from the curse of life, and is now a wraith under your direct control.
SPECIAL - Healing magic does not function within 1 mile of the Hateful ArchLich.
[Seeks to remove all life]

Extinguisher
Cannot be seen due to pitch blackness. Feels like the previous individual.
HD 8
AC AS LEATHER
MOV AS MAN
1 ATTACK - LIGHTLESS TOUCH - 1D10 INT DAMAGE (Permanent until destroyed.)
SPECIAL - No light may be cast within 4 miles of the Extinguisher.
[Seeks to Extinguish the Sun. Will withhold attacking those that can help it.]

Chronovore
Something like a yellow-pink alien boar-dog. Hard to be precise, as it blurs and warps as time is shredded on it's tusks.
HD 5
AC AS UNARMOURED + PREVIOUS DAMAGE ROLL.
MOV AS HOUND
1 ATTACK - EATER OF HISTORY - EATS d100 x 100 XP.
[Seeks only to consume history]

Silencer
A 5ft ethereal flower, floating free yet not moving. Wisps of ghostly smoke occasionally drift upwards.
HD 3
AC IMMOBILE
NO ATTACK
SPECIAL - No sound is emitted within 3 miles.
[Only seeks to grow amidst it's silent garden. Spawns seeds for every year without disturbance.]

NULL.
Eyes go slack, empty, empty, empty, empty, empty, empty.
HD 10
AC AS UNARMOURED
MOV AS MAN
1 ATTACK - NULLMIND SHARED - 1D20 DAMAGE
[NULL.NULL.NULL.NULL.NULL.NULL.NULL.]

Calcificator
A perfect yet mobile statue. It hates itself, but cannot rest until it the Work is complete.
HD 100D1
AC AS PLATE
MOV AS WALKING MAN
1 ATTACK - CALCIFY - 8 DEX DAMAGE FROM TRANSMOGRIFICATION TO STONE.
[It seeks to remove all movement from the world. A perfect statuary.]

?
Nothing but a terrifying blur flinging itself around impossibly.
HD 1D100 - 1D100
AC CANNOT BE HIT (it has already moved)
MOV ENTIRELY RANDOMLY
1 ATTACK - 1d100-1d100 DAMAGE
[]



Thursday 15 October 2015

IRON MOTH


A great fluttering swarm is raised by the torchlight, glittering flakes falling from their wings. Some errant particles were buffeted towards Errol, who breathed some in unthinkingly. He immediately began to claw at his throat as he choked up bloody froth, eyes wide with panic.

Dead ore veins and the tombs of men rich from the bounty of earth are commonly infested with the Iron Moths. They flee light, and as their wings flutter they release their defence - thousands of tiny iron flakes honed to a razor’s edge, light enough to be suspended in air.

Once killed, they can be burnt as coal, and do not produce their deadly flakes. Ignited Iron Moths will flutter and spread the flame to their fellows.

1 HIT POINT
AC AS UNARMOURED HUMAN
MOV AS MOTH
1 ATTACK
FLAKES - 1 DAMAGE, IF INHALED 3D6

5D20 APPEARING

Wednesday 30 September 2015

Hooded Saints

HOODED SAINTS
1 HP
AC 16 - From speed of flight & size
MOV AS CROW
1 ATTACK - 1d4 Fly-by attack OR 1d4 Peck
M 7
2d20 APPEARING


The lonely spires and haunted crenellations of Nilfenberg are rife with the Hooded Saints - similar in all ways to the normal crow bar a dark hood of feathers sprouting from the neck and head. Often they can be spotted loitering, lurking, near prisons and executions squares, when they are not waging their bloody, endless war on the innumerable vermin of Nilfenberg.

To strike one is to offend the Church, and to kill one worse - a crime punishable by death. To kill a Saint one will feed the rest. Witch-hunters of the Church say the Saints will attack witches, offended by their foulsome, corrupt scent. Their retinues always carry at least one Saint, trained to kill on subtle command.

They accompany the armies of the Nilfenberg Empire to battle, and feed well on the results - it is whispered the nobility have sworn a pact with them to ensure victory, though the mechanisms of such are unknown. The feast of victory falls to them, regardless of who wins the day.

A Murder of Saints is a worrisome sight to any enemy of the Empire or the Church, and the murder of saint is followed by a great flight of the Hooded Saints.

Monday 31 August 2015

Punk Zine Requiem

So, the other half of the punk-zine project has dropped entirely out of contact. Since we were always going to have a PWYW pdf version, have a link to everything in the project. Samples here.
Released under the CC 4.0

HAHAHA DISREGARD THAT WE LIVIN'

Saturday 29 August 2015

Catalogue

Some of the stuff generated using the armour and weapon generation systems. Mostly here for my reference, will be updated time to time.

Ultech Operator Deluxe - 800CR
Semi-automatic pistol
Micro-laser
Night-vision optics
increased calibre
folding rifle-stock
inbuilt suppressor
--
PreciTech MagBR - 599CR
Mag-Rifle
Advanced Optics
--
General Motors HullCleaner - 949CR
Spike Thrower
Microlaser
Thermal Sights
Short Barrel
Microflamer
--
General Motors MagCarb3 - 449CR
Void Carbine
Increased Calibre
--
'Elephant' Heavy Assault Power Armour - 35400CR
Power Armour
Heavy Plating
Critical Zone Assessment System
NV and Thermal
2x Effective Weapon Mounts
  Power Hungry
--
'Survivor' Recon Armour - MKVII CR 44650
Power Armour
Active Environment Suppression System
Threat Assessment System
Jump-jets
Automatic User Resuscitation Device
Retractable Boarding Action MonoClaws
Embedded Weapon System - SMG
--
'Survivor' Recon Armour - MKVIII CR 54650
Power Armour
Active Environment Suppression System
Threat Assessment System
Jump-jets
Automatic User Resuscitation Device
Retractable Boarding Action MonoClaws
Embedded Weapon System - SMG
Electronic Counter Measures
--
'Mantis' Sharp-shooter Suit - 22200CR
Assault Suit
  Power Hungry
  Poor Plating
Night-vision & Thermal Optics
Critical Zone Assessment System
Retractable Boarding Action Mono Claws
--

Rustbuckets In Space

You want to buy a second-hand ship? Go for it. See what happens. (Written for SWN)

Roll a d6 for the number of previous owners. More owners means more flaws, but a cheaper ship. Rolls for flaws are cumulative - a ship with 2 previous owners has (1d4-3) + (1d4-2) flaws.

No. of owners
% of total cost
Number of flaws
1
70%
1d4 -3
2
60%
1d4 -2
3
55%
1d4 -1
4
50%
1d4
5
47.5%
1d6
6
45%
1d8

Roll
Flaw
Cost to Rectify
1*
Poor Atmospherics – A bad smell, cramped conditions or just a weird atmosphere, living here is unpleasant. -1 to saving throws from being generally down.
17KCR**
2
Archaic Components – The ship was built with old, outdated parts which cost a fair bit more to find without access to a similar generation ship for spares. Each repair job costs between 25-50% extra.
-
3
Patchwork Plating – The armour has been damaged and repaired so many times, restoring to its original state would be a significant cost. +1 AC.
20KCR**
4*
Undersized Engine – The engine for this ship is either long past a replacement or is undersized for the tonnage of the vessel. -1 Speed.
10KCR**
5*
Burnt Out Weapon Port – One of the weapon hard-ports has been burnt out either by over-use or a lucky shot. Unusable until repaired.
15KCR
6
Obsolete Computer – The computers on ship are long-discontinued, making repairs and additional software a scavenger hunt. All computer-interfacing fittings cost and additional 15%.
11KCR**
7
Faulty Internal Airlocks – Although the main bulkheads separating the inside of the ship from the void of space operate, the internal section-separating airlocks do not.
17KCR**
8
Haunted Sensors – The sensors often pick up ghost-signal, which require a Astronautics/6 check to confirm as false.
20KCR**
9
Huge Signature – The ships presence is even more noticeable on all spectrums than a standard ship.
-
10
Patchy Communications – The communication arrays of the ship are patchy, and have a 10% chance of cutting out for every 30 minutes usage.
20KCR**

*This flaw can recur.
**As listed for fighters, 10* for frigate, 25* for cruiser, 100* for capital

ELECTRIC DEATH - Geopolitics

I've decided to a cyberpunk setting. If anything below is horribly wrong and dumb, please tell me so I can amend it to make more sense.

--

  • The year is 2070.
  • The EU grows in power, eventually combining Europe in the European Confederation, which butts up against Russia, China and the middle-eastern states. Incredibly bureaucratic, power is parcelled out to local governments answerable to the EC council.
  • The UK left the EU before this due to ultra-nationalist sentiments, and has annexed all of Ireland. The current government is incredibly isolationist. 
  • The United States was shattered due to increasingly separatist feeling across the country, leading to a domestic terrorist attack against the federal government which was followed by the secession of nearly all states.
  • Canada has remained about the same, and is known for trading to many of the bordering and coastal ex-US states. Rumours of Alaskan annexation are rife.
  • China became huge, swallowing many of the nearby Asian states, balkanizing them heavily. A second Great Leap Forwards has crippled the power, leaving many in desperate situations.
  • The middle-east went through a second Arab Spring, with many revolutions leading to the founding of many democratic states and the throwing off of Cold War baggage. It is now a centre of civil liberties, technology companies and wealth.
  • Japan is now known as the 'Island of Ghosts', as both great leaps in life-extension technology and plummeting population growth has lead to a massive lack in young natives. The government offers significant monetary rewards to those seeking to emigrate in.
  • The huge amount of corporate interest in the African mineral deposits was eventually utilized by the governments. There are now 3 African super-states, all of whom use seized corporate assets to ensure their continuing power. The three states are - South Africa, Central African Republic and the Algerian Combine.
  • Most of South America has conglomerated into the Combined States of South America (CSSA). Mexico has remained sovereign, and effectively acts as buffer between the CSSA and the southern nations of North America.
--

This is just a rough as fuck overview of what the political map would look like. Plenty of stuff for players to ignore or try and profit from. The world would involve lots of crime, because education and prospects are very bad for the average person.

Wednesday 12 August 2015

Things What Inspire Me

Some of these are things I just really liked as a kid, others are more recent, but all are very heavy inspiration when I'm writing content and such.

Books (also some authors)
The Gunslinger, Stepehen King
Swords of Corum, Michael Moorcock
Dune, Frank Herbert
Basically anything by
  • Clark Ashton Smith
  • HP Lovecraft
  • Laird Barron
  • Terry Pratchett
  • Iain M Banks
  • Robert E Howard
Video Games
Baldur's Gate
Roguelikes in general
Dark Souls 1 & 2

Other

The Haxan Cloak - dark ambient artist
Warhammer 40000: Rogue Trader
Alien

Sunday 2 August 2015

Blood on the Leaves


Stalk
The trees are invariably thick and old, perfect for lurking predators – although there are none. There are many hanging vines, the leaves wilting and pale-green in the verdant twilight. All growth barring the trees is sickly, twisted and abundant. The only sound you might hear is the creaking of wood, the whisper of wind or the patter of rain, cleaning the leaves of their redness.
d4
Encounters within the Area
1
Deadfall – Save Vs Paralyze to dodge the sudden, deadly collapse of a dead tree. 3d10 damage is struck. The most cunning Arboreal Vampires will engineer these deliberately.
2
Trophy Corse – A near-perfect corpse, delicately gripped by a thousand thorns and displayed proudly. The most sophisticated Arboreal Vampires will create scenes with these Trophy Corpses.
3
Leftovers – 1d6 human corpses, utterly shredded by the Arboreal Vampire. No loot, although there seems to be plenty. The wisest Arboreal Vampires will lurk nearby, like a sniper daring you to help an injured friend.
4
Pyre – A huge funeral pyre, awaiting a spark to leap into life. The most insane of Arboreal Vampires flirt with the hated fire and always linger nearby.

An Arboreal Vampire will never strike within the first ten minutes, and always before six hours. They love surprise and taunting their prey. If an obvious sacrifice is being given, they may listen to a group. (40%)

Strike
When they attack, it is never expected. They are as dextrous as spiders, and clamber and slink in the branches silent and swift. Something ancient, degenerate, haughty and deadly. Limbs too-long for the slim torso. A face dominated by teeth sprouting hideously from outside the mouth, a jagged tangle of white hunger. Eyes blazing as a high keening wail splits the air. The head angular, swept backwards. Long hair, perfectly style, flying wild as it descends amongst you.

Arboreal Vampire
HD 12
AC as chain
MORALE 11 (8 vs fire)
ATTACKS
                2 CLAW – 1D8
                1 BITE – 2D10 + DRAIN
DRAIN – In addition to the physical damage of the unkempt maw, the bite of an Arboreal Vampire deals 1d8 CON damage. Healing this damage requires the drinking of Arboreal Vampire blood. Drinkers become dependent without a Save Vs Magic, and die if they are not given a mouthful every fortnight. The vampire gains HP equal to damage deal to CON.
UNDEAD – Immune to sleep, charm, hold, poison and disease. Can be turned.

d4
Combat Complications (assuming ideal engagement for Arboreal Vampire)
1
The vegetation has been taught to sprout thorns and coil around intruders. (damage + entanglement)
2
1d8 Blood-Devotees follow the Vampire into combat. They are level d4 (70%) fighter / (30%) magic users.
3
A feeding-pit is located beside the path – it is 40ft deep, and the Vampire has brought vine-rope with lassos.
4
1d6 Trophy corpses spring from the trees and fight as 3HD ghouls, thorns replacing claws and teeth.


Arboreal Vampires are not mindless beasts – the culture they practice is entirely alien. Each one defines their court through the murdering of all animal life within the area, daubing the plants with the spilt blood and speaking their words of growth. The larger this area, the more powerful a member is considered. Their art is that of the Trophy Corpse, exquisitely arranged, beautified and preserved corpses. The greatest challenge is preserving the prey. The finer the Trophy Corpse, the more refined the Vampire. All Arboreal Vampires respect refinement.

Their hoards are usually piles of interesting objects stripped from their prey, as well as a wardrobe of items for the creation of Trophy Corpses.

Deep red trickle
through leaves
green like rain


Wednesday 29 July 2015

Pimp My Power Armour

Why?
Power armour and related things are inherently cool. They’re also some serious kit, and thereby require some hefty cash or some theft, either works. This system works with both the Assault Suit and the Power Armour, although the prices listed in the book are for second-hand models. Double the price for a new suit, quadruple for something built to your own spec.

Wear and Tear
Determine number of previous owners (1d8) if second-hand. For each owner, 30% chance of some user-added modification – use general quirk table, ignoring negative quirks. Add the listed price to the asking price.

Quirks
Each suit will have 1d6 quirks.
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or to correct the issue for negative traits. 1/3 of these prices is parts, the rest is labour.
1d20
Quirk/Modification
Class
Price (Cr)
1
Heavy Plating – Reinforced plates and increased defence capacity overall improves defences but results in a bulkier, clumsier suit. -1 AC, -2 readied items.
1
900
2
Shoddy Electronics – The production facility skimped on costs by using inferior electronics for the joints and connections. -1 to physical action requiring precision.
0
600
3
Propriety Ports – The suit can only interface with systems designed for it. Think iPhone charger cables.
0
400
4
Power-Hungry – The suit utilizes its power supply inefficiently, halving operational time to 12 hours.
0
-
5
Exposed Atmospherics – The suit has exposed atmospheric sub-systems, a serious vulnerability. Crits against the wearer destroy these systems, cutting off oxygen.
0
1000
6
Embedded AG/Jump-jets – This suit has either an embedded anti-gravity device or a more conventional set of jump-jets, allowing the user to brake when falling or reach higher vantage points.
2
1500/3000
7
Critical-Zone Assessment Software– The CZAS can detect and highlight vulnerable areas on most targets, allowing for deadlier fire. User crits on a 19-20.
2
5000
8
Threat Assessment System – The suit can rapidly identify threats and provide relevant information if the threat is contained within the bestiary.*
2
3000
9
Automated User Resuscitation Device – The AURD can detect critical life-signs within the suit and administer a Lazarus Patch when required.**  
2
4500
10
Chemical Combat Stimulation Suite – A CCSS delivers drugs to the user’s system on-demand. The CCSS supports oral and IV drugs, and can hold 3 different compounds at 3 doses each.
2
3000
11
Night-Vision and Thermal Optics – The suit’s visor and OS provides night-vision and thermal imaging.
2
1750
12
Radiography Module – The suit contains X-Ray emitters and imagers, allowing x-ray vision to 30 feet.
2
6000
13
Effective Weapon Mounting(s) – The suit has 1-2 shoulder mounts for additional weapons which can be aimed and fired independently of a held weapon. These weapons fire at -2 to hit, and reloading required dis- and re-mounting.
2
4750
14
Embedded Weapon Systems – The suit contains at least one embedded weapon, which is operated through suit commands. Reloading is impossible without a field-maintenance kit.
2
4000 + weapon cost.
15
Retractable Boarding-Action Mono-Claws – Retractable mono-blades are stored in the suit’s wrists. Using them requires at least one hand free, dealing 1d6 +1 damage. Damage as mono-blade with both hands free.
2
3450
16
Poor Plating – Another cost-saving feature, the armour of the suit is of low quality. +1 AC
0
2000
17
ECM Suite – Equipped with an electronic-counter-measure suite, the suit is very difficult to target, effectively operating as a stealth unit where electronic systems are concerned.
2
10000
18
Active Environment Suppression System – The suit was developed for particularly harsh and invasive environments, leading to multiple-redundancy atmospheric seals and chemical-distributors which release chemicals to inhibit harmful reactions between the suit surface and chemicals present around it.
2
8000
19
Uncomfortable – Something about the suit makes wearing it for a long time deeply uncomfortable. Whether it has creases in the wrong places or an upsetting smell, the user takes a -1 to all rolls for every 4 hours spent inside.
0
750
20
Poor Heat-Management – The thermal bleeding on the suit is insufficient for the build-up, leading to dangerous conditions for the operator.  Heat exhaustion causes hot temperatures to deal 1 damage per hour, whilst vacuum deals 1 damage per 5 minutes of use.
0
4525
*Subject to a subscription fee of 400Cr per week. Requires regular updating.
** Requires specialized patches priced at 100Cr each. The AURD has a Tech/Med skill of 1.

Experimental Modules
‘Chameleon’ Active Camouflage Coating – HAP special forces are rumoured to be equipped with these stealth modules which allow for near-invisibility to the unassisted eye. However, any damage to the suit renders the module useless. Prices in excess of 40000Cr, and is guaranteed to be stolen.


Razorcloud Close Defence System – A series of embedded micro-robots are distributed throughout the suit. They are slaved to the suits central OS, and are released on command. They then tear apart any unarmoured targets within 10 foot of the suit, effectively acting as an infantry based Wheatcutter Belt. Issues preventing the distribution of the system include the lack of IFF and the prohibitive cost of reloading the system after use. The system runs for upwards of 15000Cr, with each reload being 7500Cr, where supplies can be found.