[SE] Items

Discuss other TLG SIEGE Engine games other than C&C, such as StarSIEGE, in this forum.
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Hunin
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[SE] Items

Post by Hunin »

Post all of the great items you make for StarSIEGE here.

I hope we can combine all of our items to help other GMs create great games using the StarSIEGE system.
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Mors Ultima Ratio

They give you illusion that has the appearance of truth. I give you truth in the pleasant disguise of illusion.

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Hunin
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Post by Hunin »

These items were posted by Josh Chewning, creator of StarSIEGE, on the Facebook group.

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M-41A Pulse Rifle

R2 S7 T8 V7, Combat. 3 Wounds, Shooting +5, Medium Range (2), Personal Scale (0), SFX: Ammo (6), SFX: Armor Piercing (3), SFX: Rapid Fire (3).

Standard issue for most Colonial Marines, the Pulse Rifle is a very effective weapon. Designed for Medium Range combats, the weapon is highly accurate (Shooting +5). It can split its targetting bonus amongst up to two targets in a round (Rapid Fire). The Pulse rifle is designed to defeat most armors and its ammunition option allows for a variable load-out of different ammuntion types (floating 3 points to purchase addtional effects). The most common load-out is High Explosive Armor Piercing rounds, which add an additional wound (+1 wound from Ammo bonus).

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M56 Smart Gun

R1 S8 T9 V12, Combat. 3 Wounds, Shooting +9, Long Range (3), Personal Scale (0), SFX: Ammo (6), SFX: Armor Piercing (3), SFX: Rapid Fire x2 (6).

The heavy assault platform of a Colonial Marine Squad, the Smart Gun is a long range, highly accurate weapons platform. It is capable of bursts and can deliver its attack bonus accross up to 3 targets in a round. It has the same armor defeating and ammunition properties as the Pulse Rifle
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Mors Ultima Ratio

They give you illusion that has the appearance of truth. I give you truth in the pleasant disguise of illusion.

-- Tennesse Williams, Glass Menagerie

Hunin
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Post by Hunin »

Below is a zombie made by Josh Chewning. The original post can be found here.

I spent some time trying to figure out the right way to do Zombies in StarSIEGE: Event Horizon.

The first was to make a Zombie into a piece of eqiupment:
Zombie

R6 S10 T0 V0, Automatic. Move 1/2, Personal Scale, +5 Melee, Close Range Only, Flaw: Subject to Critical Attacks, Durability 6, SFX: Infectious, 2 Wounds.
Infectious: Any living being that suffers a Critical Wound from an item/power that deals an Infectious attack is considered to be "infected" by whatever virus/plague/poison the item/power carries. A character is given a single Athletics/Physique check at a +3 CL to attempt to shake off the infection. Additional Critical Wounds trigger more checks. The SIEGE Engineer outlines the effects of the pathogen passed. This is a 6 point Special Effect, a 9 point version removes the Athletics check to shake off the infection.

This gives you a quick and dirty "item" that can move around, beat on things, and eventually share the love. The Critical Attack subjectivity allows for the "head shot" to put them down quickly. The Reliability of 6 means that they miss every now and then...

I have also been musing on building an alien Species for the Zombie and then allowing various options to "build your own" like Infectious Bite, Shamble, Death Grip, and the like... but haven't finished it yet.
_________________
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Mors Ultima Ratio

They give you illusion that has the appearance of truth. I give you truth in the pleasant disguise of illusion.

-- Tennesse Williams, Glass Menagerie

Hunin
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Joined: Tue Mar 24, 2009 7:00 am

Post by Hunin »

The following was created by Eletarmion. The original post can be found here.
Sonic Screwdriver

R0 S1 T10 V4, Automatic, +2 Mechanics Skill Bundle, Stun, Ban (wooden objects), Ban (dead locked seals)
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Mors Ultima Ratio

They give you illusion that has the appearance of truth. I give you truth in the pleasant disguise of illusion.

-- Tennesse Williams, Glass Menagerie

Hunin
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Joined: Tue Mar 24, 2009 7:00 am

Post by Hunin »

The following was created by MattyHelms. The original post can be found here.
Gravity Belt

R1 S6 T7 V11, Athletics or Handling. Move 1 (Flight), Vehicular Scale, Move 1 (Hover), Personal Scale, SFX: Supplemental Class (Handling), +1 Feats of Agility, +3 Hover.
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Mors Ultima Ratio

They give you illusion that has the appearance of truth. I give you truth in the pleasant disguise of illusion.

-- Tennesse Williams, Glass Menagerie

cheeplives
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Post by cheeplives »

Star Trek Phaser: R0 S4 T7 V5, Combat. Shooting +4, Subsystem 4 (x2), Subsystem 6, Flaw: Variable Effect, limited, Durability 2

Stun Setting: R S4 T6 V3, Automatic. Short Range, SFX (x2): Stun, SFX(x2): Persistant Flaw: No Wounds, Flaw: Slave

Wound Setting: R0 S4 T6 V5, Automatic. Shooting +2, Extreme Range, SFX: Armor Piercing, Flaw: Slave, 2 Wounds

Disintegrate Setting: R2 S6 T8 V11, Automatic. Close Range, SFX: Vicious, SFX: Persistant, Flaw: Slave, 1 Critical Wound, 2 Wounds.

Thus, if you use the Stun setting your opponent makes a Challenge Level 3 Physique check. If they fail, they are stunned for the current round and the next 5 rounds (Persistant). This deals no Wounds and is effective out to Short Range.

The Wound setting adds to the accuracy (giving you a Shooting bonus of +6 rather than the base +4) and gives great Range (Extreme). The weapon deals 2 Wounds and is Armor Piercing.

The Disintegrate setting works only at Close Range and gives the item a Reliability of 2 (rather than the base 0 for the other two settings). On a successful hit, opponents must make a Spiritual/Empathy check at Challenge Level 1 or take a Stress box of damage. The target of the attack takes 1 Critical and 2 normal Wounds for the next 3 rounds (Persistant). I think this models the slow distintegration we see in the films rather well.

The Variable Effect, Limited Flaw limits only one Subsystem be used at a time and requires the character use an Action to swtich between firing modes.
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cheeplives
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Post by cheeplives »

Since development has stalled for me on CyberSIEGE, I thought I'd at least throw out some of the stuff I've developed for it. Here is a list of Special Effects and Flaws I have put together for CyberSIEGE, but many of them will work in other settings too
New Special Effects

Cranial Interface (SFX)

This Special Effect allows the equipment or ability to access any other item/equipment with the "Chipware" Flaw as if it were a. Only one "Chipware" Flawed piece of equipment/ability can be used at a time by a Cranial Interface. Purchasing this Effect multiple times increases the number of Chipware that can be installed. Chipware can be hot-swapped as a part of a character's Incidental Movement. The Cranial Interface is a 9 point Special Effect.

Data Storage (SFX)

The Data Storage Special Effect allows for 5 Data Units worth of information to be uploaded to the device per level of the effect. This is a 3 point Special Effect that can be purchased multiple times. Additional levels of the effect add 5 Data Units of storage. Furthermore, a 6 point version of this effect allows the Data Storage to record data live rather (like a video camera) than just have it uploaded.

Healing Boost (SFX)

This Special Effect halves all healing times (rounding up) for the character. This is a 6 point Special Effect.

Lightshow (SFX)

Creates shifting pattern of light that can be changed at user's whim. Produces a dull glow that allows for normal vision in low-light situations.

Link (SFX)

This Special Effect requires a twin Special Effect called "Smart". If used with a piece of equipment that has the "Smart" Special Effect, the Link provides a -2 CL modifier to any use of the item/power. Link is a 6 point Special Effect.

Retractable (SFX)

Retractable items can be pulled back and stored in a housing of some form. These items are always considered easily accessible. A Retractable item in a character's possession can be pulled out and extended in the character's Incidental Movement, and thus do not take an action to ready.

Smart (SFX)

Equipment with this ability can be accessed with equipment with the Link Special Effect. The Smart SFX always adds its Building Points to the stat line of the Equipment as +1 Tech, +1 Value, and +1 Reliability.

Sonar (SFX)

This Special Effect grants the user the ability to utilize echolocation and sonar to navigate their surroundings. This negates any penalties for being unable to see one's environment (e.g. blindness, darkness, etc.).

Stay Up (SFX)

The character can ignore the +3 CL penalty from suffering a Disabled Wound Box. Furthermore, the character or item can continue to operate even when Disabled, albeit at a +3 CL penalty.

Synthesizer (SFX)

A synthesizer allows a character or item to create any range of sounds or voices. For 3 BP, the sounds are obviously fake, but can be used for sound effects or even music. For 6 BP, the sounds are realistic and even natural sounds or voices can be recreated. For 9 BP, the synthesizer's sound recreation capabilities rival reality with little to no distinction between the natural sound and the sound created by the synthesizer.

Total Recall (SFX)

Total Recall allows the character to have near photographic memory. Mechanically, the SIEGE Engineer is required to inform the player of any facts the character might have forgotten if asked. These facts must be provided as truthfully and straightforward as possible, provided the character witnessed the event in question.

Triage (SFX)

Modifies any Treatment checks made on the character by -2 CL.
New Flaws

Attribute Sacrifice (Flaw)

This Flaw allows the player to temporarily sacrifice points of their character's Attributes in order to gain bonus BP to fuel/enhance a item/power. Every Attribute point sacrificed grants 3 BP to be used to enhance the special ability/item that the Attribute Sacrifice Flaw is attached to. No Attribute may be lowered below -1 with this Flaw. The attribute points lost are restored when the player chooses to release them. This is a 6 point Flaw. Multiple purchases of this Flaw require a new Attribute be designated.

Chipware (Flaw)

Items or powers with this Flaw cannot be utilized unless the user has the Cranial Interface Special Effect. Furthermore, the abilities granted by the Chipware can be removed by an opponent as a part of their Incidental Movement if they have the user in Submission. Chipware is a 9 point Flaw.

Hulking (Flaw)

A character or item with the Hulking Flaw cannot be disguised in any manner. The form of the item is too distinct or the character too large to effectively conceal beyond interposing physical objects of an equal size (e.g. hiding in a box). Characters or items with this Flaw suffer a +3 CL to any Stealth or Camoflauge checks.

Illegal (Flaw)

Items or powers marked with the Illegal Flaw are banned by some governmental or social rules. Characters in possession of these items or powers are subject to harassment, arrest, imprisonment, and fines as adjudicated by the SIEGE Engineer. Furthermore, illegal items are always considered to have a Target Base of 18 on Purchasing rolls. This is a 3 point Flaw that can be purchased multiple times. Additional levels of this Flaw increase the severity of the crime and the associated punishments. As a general thumb the 3 point version is punishable by a small fine or short term incarceration while a 12 point version would be punishable by death or extremely long jail terms.

Underwater Only (Flaw)

The item/power only works when submerged in liquid water.

Wired (Flaw)

Equipment with this flaw must be directly linked to another piece of equipment or character to be used via a physical cable of some kind.
Smartware

Equipment, vehicles, and other trappings can be Smart-enabled to make use of Linking equipment (like Plugs or the WaveLink). Smart-enabling requires adding a Special Effect to the trapping called Smart. This Special Effect ALWAYS modifies the trapping in the following way: +1 to Tech, +1 to Value, and +1 to Reliability.
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Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet

Author of StarSIEGE: Event Horizon

cheeplives
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Post by cheeplives »

And continuing my Christmas spirit, I present:
Cyberweapons
Kittens: R0 S0 T6 V2, Combat. Melee +3, Close Range Only, SFX: Concealable, SFX: Fast, 1 Wound, Interference 1.
Kittens are organosteel blades that replace the patients normal fingernails. They resemble normal fingernails in every sense (Concealable) save for the fact that they can be sharpened to form a razors edge. Much like a razor, they cut on a crossways pattern so attacks must be made on the bias. Very little maintenance is required to sharpen the blades, and they come with a special sharpening tool.
Rippers: R0 S3 T6 V5, Combat. Melee +9, Close Range Only, SFX: Retractable, SFX: Fast, SFX: Vicious, Flaw: Illegal, 3 Wounds, Interference 4.
Highly illegal in most communities, Rippers are some of the most dangerous personal defense modifications. Rippers are two nearly foot-long organosteel blades that are housed in the patients forearm. The blades extend out from housings built into the back of the hand whenever the patient makes a fist and flicks a trigger on their palm. Rippers are also vibro-enhanced, with small motors causing the blades to vibrate once extended. They are particularly vicious weapons to deploy, often causing those who see them in use to blanch at approaching the character wielding them. Rippers cannot be concealed, as their tell-tale housings are create obvious bulges in even the largest of gloves. A newer model of Rippers, often called Jackers, have the Concealable Special Effect but are Tech 7 and have a Value of 7.
Skull Gun: R2 S1 T6 V4, Combat. Shooting +3, Close Range, Personal Scale, SFX: Ammo, SFX: Concealable, SFX: Fast, Flaw (x2): Illegal, 2 Wounds, Interference 1.
Mounting a projectile gun in ones skull is highly illegal, but all too common on the streets. Generally mounted in a small ridge that runs either along the side or top of the head (so as to be concealed under the users hair or some kind of hat), the Skull Gun provides a surprising, albeit relatively inaccurate, addition to a runners arsenal. Fed by a magazine that clips in at the base of the users skull the Skull Gun takes quite a bit of training to use proficiently, as the recoil tends to send ones head snapping back.
Slashers: R0 S1 T6 V5, Combat. Melee +6, Close Range Only, SFX: Retractable, SFX: Fast, 2 Wounds, Interference 2.
Larger versions of the Kittens, Slashers are fully retractable claws that are housed within the first two knuckles of each finger. Each blade extends to a full two inches in length when fully deployed. These blades flick out whenever the hand is held in a claw-like formation. When housed in their sheaths, it is still very obvious that the user is packing something extra in their arms.
Vamps: R0 S1 T6 V3, Combat. Melee +2, Close Range Only, SFX (x3): Hold, 2 Wounds, Flaw: Illegal, Interference 2.
Popular with vampiric gangs and bloodletting enthusiasts, Vamps offer the user a fully reinforced jaw, jaw muscle lacing, and complete organosteel teeth replacement, complete with vampire-like canines. This modification gives the patient a very powerful bite capable of dealing considerable damage. Furthermore, the jaw can be locked on a successful attack, which immediately counts as a successful Submission check (Hold Special Effect). This is another illegal modification that is fairly difficult to conceal due to the distinct and powerful jawline it produces.
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Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet

Author of StarSIEGE: Event Horizon

Lucifer_Draconus
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Post by Lucifer_Draconus »

Skull Guns??? Every thing else I could & probally will use once I save enough for StarSeige. I probally still use Cyberspace rules (ICE) for my cyberpunk games but I see using SS for my Sci-Fi or Post Apocalyptic settings. I know I'll be incorperating cybernectics into my games, so keep posting the goodness. Once I have SS I may start posting tech as well.
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cheeplives
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Post by cheeplives »

Yes, Skull Guns... don't they make an appearance in Neuromancer? Or maybe Islands on the Net? Been a while... Ridiculous, sure, but part of the "canon" that is Cyberpunk.
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Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet

Author of StarSIEGE: Event Horizon

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