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Weapon Accessories

In document Ghost in the Shell RPG d20 (Page 116-122)

Box magazine Tiny 0.5 lb. 40 --

Detonator

Blasting cap Tiny 0.5 lb. 40 Lic (+1)

Radio controlled Tiny 0.5 lb. 100 Lic (+1)

Timed Tiny 0.5 lb. 70 Lic (+1)

Wired Tiny 1 lb 60 Lic (+1)

Holster

Hip Tiny 1 lb. 50 --

Concealed carry Tiny 0.5 lb. 80 --

HV Field Pack Medium 8 lb. 500 Lic (+1)

Illuminator Tiny 0.5 lb. 70 --

Laser sight Tiny 0.5 lb. 150 --

Scope

Standard Tiny 0.5 lb. 110 --

Electro-optical Small 3 lb. 180 --

Speed loader Tiny 0.5 lb. 30 --

Suppressor

Pistol Tiny 1 lb. 120 Mil (+3)

Rifle Small 4 lb. 140 Mil (+3)

Camera—Digital:

A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary. The resolution is 30 mega-pixel.

Digital Audio Recorder:

These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet.

Walkie-Talkie:

This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.

Acoustic Viewer:

An Acoustic Viewer is a headset similar to night sight optics except the acoustic viewer visually interprets subtle vibrations in the air. It sends out acoustic pulses beyond the range of human ears.

This allows the viewer to see all invisible or concealed targets within 30 feet. It also reduces cover of an opponent by one level (75% becomes 50%, etc). However, the viewer restrictions vision, offering a –2 to hit and a –5 to all visual spot checks. To use the viewer, the user must activate the pulse (move action). After which, it takes a full round for information to be relayed back.

Battery Flare:

A battery powered bright candle, the charge only lasts for one hour but illuminates are area more than 50 feet in radius.

Binoculars:

Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. Electro-optical binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see in infrared.

Flash Goggles:

These eye coverings provide total protection against blinding light. They work for one hour per charge.

Flashlight:

Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.

Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.

Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.

Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.

Image Curtain:

An image curtain is a device popular in the advertising market, but soon became used in military applications. It erects a translucent holographic wall that any image (moving or otherwise) can be displayed. The area of effect is 20 feet by 40 feet. The image can be curved or made to be dome shaped. It is not a visual barrier as it cannot become totally opaque and the false image is obvious with a spot check (DC15).

However, spotting anything specific past that curtain is harder (-5 to all Spot checks). And any attempts to fire ranged weapons to a target concealed by an image curtain get an automatic –5 penalty to hit.

Metal Detector:

This handheld device provides a +10 equipment bonus on all Search checks involving metal objects. The Battery lasts one hour per charge.

Night Vision Goggles:

Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in near-darkness, also called near-darkvision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them.

Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).

Portable Stove:

This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking. The Battery lasts for one hour per charge.

Purifying Filter:

This removes all impurities from water to make it drinkable. This includes sifting water from sludge or even from mud. The Filter can create fifty gallons of drinkable water before being saturated.

Suspension Filament:

Often used in covert military applications, suspension filament is a super strong wire, virtually invisible to the naked eye. Only light reflection can detect it when it is being disturbed (DC15, DC 20 in daytime, DC30 at night). The wire supports more than 800 lbs before breaking. It also has the ability to disintegrate when not needed. When its taut status is loosened (no weight pulling), it disappears, leaving no trace.

Each purchase supplies 500 feet of cable. Only the length that had force applied will disintegrate, not the whole roll.

This function can be deactivated before use and also implemented in a grapple hook. Because of the thinness of the cable, handling it without protective gloves of cybernetic hands can be damaging. As a result, this cable found use in clandestine assassination. This is a Micromachined product.

Trail Rations:

Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. A case is 12 meals.

Thermoptic Coat:

A coat that looks like a raincoat but when activated will cover the user in

thermoptic camouflage. It is placed here and not under armor because it offers no protection. Like all therm-optics,

the character gains a +10 bonus on Hide checks if moving, or a +20 bonus on Hide checks when not moving (even though opponents can’t see you, they might be able to figure out where you are from other visual clues plus therm-optics are not perfect). This bonus is cut in half if the character attacks another in melee or ranged or if there are any adverse weather effects (snow, heavy wind, etc). If the target is aware of your existence (he detects you visually, aurally, or you attack him), you still receive a 20% blur ability. Water interference has a 65% chance of shorting out the coat for 2d6 rounds. Physical disturbances (attack or debris) have a 40% to short the coat for 2d6 rounds. Its total built in power source lasts for 5 minutes (50 rounds) before draining. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.

Electro-Optical:

An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.

HV Field Pack

: The HV Field Pack must be purchased for a specific Mastercraft Longarm and can only be used for that specific Mastercraft Longarm. That weapon can now use High Velocity rounds with lessened risk of damage. It cannot explode now. Single Shots don’t overheat and bursts only melt the mechanism 10% of the time (the percentage does not increase)

Illuminator:

An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a standard flashlight.

Laser Sight:

This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away.

However, a laser sight can’t be used outdoors during the daytime.

L I F E S T Y L E

Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.

Housing Cost Sporting event ticket 50

Meals Cost

Fast food 10

Family restaurant 20 Upscale restaurant 50 Fancy restaurant 100

Transportation Cost

Airfare

Domestic, coach 50 Domestic, first class 100 International, coach 500 International, first class 1000

Transportation Cost

Vehicle rental

Legal services 100 x lawyer’s

Knowledge (civics) ranks

Glasscutter, Circular:

This special device allows a person to cut through glass panes without cracking or shattering them in the process. It fits onto the glass with a suction cup and has a rotating arm that cuts a hole from 3 to 12 inches in diameter. Once the hole is cut, the suction cup is tugged, pulling out the circle of glass. The user makes a Dexterity check (DC 10) to create a hole without shattering the glass. If the check fails, the glass shatters with a loud crash.

Jaws of Life:

This rescue tool is used by firefighters and aid personnel to pry open the mangled doors of auto accidents. It requires a hydraulic compressor to work, but gives a +10 equipment bonus on Strength checks to open doors, bust through gates, and the like.

Ram, Portable:

This modern ram is the perfect tool for battering down doors. Not only does it give you a +4 circumstance bonus on your Strength check to break open a door, but also it allows a second person to help you without having to make an aid another check, adding +2 bonus to your check.

R E S T R I C T I O N S

Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies.

The four levels of restriction are as follows.

Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.

Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.

Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.

Illegal: The object is illegal in all but specific, highly regulated circumstances.

Purchasing a License: The license is issued to the character after the number of days indicated.

To speed the process, the hero can make a Knowledge (business) check against a DC (Lic 15, Rest 20, Mil 25, Ill 30). Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)

As a general rule, a character must obtain the appropriate license before buying a restricted object.

Legitimate dealers will not sell restricted objects to a character who does not have the necessary license.

However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.

Table: Restricted Objects

Registration Rating License or Fee Price Black Market Price Increase Time Required

Licensed 100 +50% 1 day

Restricted 500 +100% 2 days

Military 2000 +150% 3 days

Illegal 5000 +200% 4 days

1 Add to the object’s purchase price if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.

The Black Market: Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas.

Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase modifier from Table: Restricted Objects to the object’s purchase price.

Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase price by an additional 20%.

V E H I C L E S

NOTE: All Vehicles only have their base 20 for Defense. A few have modifiers listed in their description.

Crew:

The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crewmembers serve as gunners or copilots. Virtually all vehicles have the capacity to be cyberlinked directly. They also often have transmitters to broadcast. If one directly links to their vehicle, they gain a +2 to all drive checks and the Max Dex Bonus increases by +1

Some have built in Ais. The base stats of AI piloting are as follow unless stated otherwise.

+6 -4 +10 (+6 Dex, +4

Improved Initiative*) +2 Initiative/Barrier:

Barrier Defense 18 – 30 (+8 - +20 barrier) 25-37 (+12 - +24 barrier, +3 Wisdom) Special Barriers: None Military Attack Levels 1-4, Attack Rank 20-26

Base Attack: +0 / +1

Saves: Fort +2, Ref +9, Will +0 Fort +2, Ref +9, Will +4

Abilities: Dex 22, Con --, Int 4, Wis 3, Cha 10 Dex 22, Con --, Int 14, Wis 10, Cha 10 Skills: Balance +10, Climb +10, Jump +33,

Knowledge Events +10, Knowledge History +7, Listen +5, Navigate +5, Spot +6, Tumble +11, Drive +15

Balance +10, Climb +10, Computer Use +9, Demolitions +3, Jump +33, Knowledge Events +10, Knowledge History +7, Knowledge Tactics +8, Listen +5, Navigate +5, Spot +6, Tumble +11, Drive +15

Passive Level 1 – 4, Attack Barrier 1 – 4*

Barrier

Passengers:

The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren’t present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo Capacity:

The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one

additional passenger can be carried for each 250 pounds of unused cargo capacity.

Initiative:

The modifier added to the driver’s or pilot’s initiative check when operating the vehicle.

Size Max Dex Bonus

Colossal & Colossal + 0

Gargantuan +1

Huge +2

Large +3

Medium-size +4

Name Crew Pass. Cargo

* Direct Cyberbrain or Neurochip implantation possible.

@ Technology has allowed a higher Max Dex Bonus.

Size Max Dex Bonus

Colossal & Colossal + +3

Gargantuan +4

Huge +5

Large +6

Medium-size +7

Maneuver:

The modifier added to any Drive or Pilot checks attempted with the vehicle. It is also the penalty to hit with any fixed mounted weapons built onto the craft. Weapons that are turret mounted loose this penalty but can only fire at targets in the turret’s view.

Top Speed:

The maximum number of squares the vehicle can cover in 1 round at character scale (with the number of squares at chase scale in parentheses). This is the fastest the vehicle can move.

Please note the vehicle must be moving at least at half speed for whatever bonus to be in effect.

Hardness:

The vehicle’s hardness. Subtract this number from any damage dealt to the vehicle.

Hit Points:

The vehicle’s full normal hit points.

Size:

Vehicle size categories are defined differently from the size categories for weapons.

Cost:

This is the purchase price to acquire the vehicle. This number reflects the base price and doesn’t include any modifier for purchasing the vehicle on the black market.

Restriction:

The restriction rating for the vehicle, if any.

Flight Man:

Applying to aircraft, this explains their flight maneuverability as on page 69 of the DMG. Most aircraft have autopilot AI that can emergency land in case of pilot fatality

S P E C I A L R U L E S A B O U T C Y B E R I Z E D V E H I C L E S

All Vehicles in this time have cellular links for the Internet and cyberbrain control access through wire plug. All vehicles have manual override over its remote access, making it impossible for anyone to take control of a vehicle from physical input at the controls. Inbuilt Ais sit between those two levels, overriding remote access but not being able to override the driver/pilot. All licensed vehicles have tracking devices implanted (being it on the black market increases the value but remove the trackers) and if reported stolen by the licensed owner, the vehicle disables itself at the next safest opportunity. All civilian craft have passive stage 1 barriers implanted but since no one can override the controls from the pilot or the inbuilt AI (if with one) there is little once can do to the vehicle other than alter its perception of the world outside.

Vehicles all have in built GPS navigators and traffic control systems (for ground vehicles). Hackers attacking can override radios, alter the GPS map or even give the illusion the car is heading for a construction site that does not really exist. If one directly links to their vehicle, they gain a +2 to all drive/pilot checks and the Max Dex Bonus increases.

A I R C R A F T

All aircraft, from one-seaters to jumbo jets, are controlled by the use of the Pilot skill. A few examples are provided here from the variety of air going vehicles that might be available to characters. Of all the aircraft, the tilt-rotor

emerged the transportation of choice. Several reliable designs appeared after the last World War that outmatched the defective models of the previous century.

Buzzboy:

The

In document Ghost in the Shell RPG d20 (Page 116-122)