Gadgets ---------------------------------------------------------------------------- Spetsdod Ethan Court (jek5313@zeus.tamu.edu) The spetsdod is a very sophisticated weapon, consisting of a semi-adhesive block of plastic, a 6" barrel, and a reloading port for magazines of various sorts. The plastic adheres to the flesh of the wielder when a chemical is added to the mixture to make it pliant. The barrel is then braced in the material, behind the index finger on the hand, and a second chemical is added to the plastic, causing it to become firm and fixed in position - for the duration of its use, a part of the wielder. It is this very facility with which this weapon can be used that makes it so dangerous. Should a person who is not fully proficient with the weapon attempt to wield it, he more often than not ends up shooting either himself of his comrades. The reason for this are simple; to fire the spetsdod, one merely points. A self-regenerating chemical compound exists at the very tip of the barrel which reacts to the fingernail of the wielder. This reaction causes the weapon to fire. It is the very simplicity of this trigger which makes the weapon so deadly, either to the wielder or to his foes. Until one has truly become proficient in the use of the spetsdod (i.e., specialized) one stands a good chance of firing unintentionally. For game purposes this means that if any arm motion occurs, the GM has the option to ask for a Willpower test - target number based on the difficulty of resisting consciously an unconscious habit - to see if the wielder shoots himself, a comrade, Mr. Johnson, etc. Also, due to the fact that this is a dart weapon, it is ineffective when hitting impact armor greater than 1. To reflect the fact that the majority of shots are called shots, and that firing is no more difficult than pointing, the Target Number modifier for Called Shot is halved, making it +2. Also reflecting the facility of firing the weapon is the fact that a specialized wielder suffers no off-hand penalty. This is a military variant of the Narcoject weapon, and as such is only available to those functioning in that capacity. This is a prototypical weapon, only now finding use in the UCAS Special Forces. Rumors abound of similar devices in use by the security forces of Aztlan, Japan, Renraku, CAS, and elsewhere. The spetsdod, meaning "point death," is just now being touted in CFS as the "natural way," and thus has seen a dramatic surge in its use by CFS security forces. The spetsdod is capable of fully-automatic fire, though seldom necessary. Because the spetsdod is gas-powered, there is no appreciable recoil. Each dart in the burst is treated as an individual shot, for purposes of targeting and resistance tests. The power of the damage code is cumulative, however, for burst fire and full auto, adding +1 to the power for each shot fired, including the primary. Type: Special Base Price: 3,600Y Conceal: 7 Legality: 4P-E (w/o ammo) Ammo: 15 (clip) Damage: As per dart Availability: 18/21 days Weight: .25 AMMUNITION TYPES * Civilian Darts ShokTox: 6D Stun. Touch sufficient. No side affects if resisted. 200Y each. Stinger: No damage unless dart hits a vulnerable area. Treat at nuisance allergy otherwise. 100Y each * Military Darts DTox: Deadly venom. 3D damage. Eaten or injected. Neurotoxin. No side effects if resisted. SPAZM: No damage. Target resists 6D. If failed, all voluntary muscles knot up uncontrollably. Approximately 6 months of physical therapy will be required to restore use to patient. This is a genengineered virus, which mutates beyond the speed of possible cures. Dart Statistics: Conceal: 8 Legality / Availability: 10E 4/48hrs Stinger 3F 4/48hrs. ShokTox 18L 14/14days DTox 26L 14/30days SPAZM RANGE/Target # Table Short Med. Long Extreme 0-5 6-10 11-12 13-50 Target #4 5 6 9 ---------------------------------------------------------------------------- Taser / Hand Razor Combination Michael Crowley (mcrowley@lwcnet.lwc.edu) This item is a new device for those scrupulous razorguys and gals out there who need to bring somebody down quick, and discreetly, and didn't bring a Panther Cannon to do it with. It is basically hand razors, modified to a shape that allows good aerodynamics, as well as being slightly detachable. Attached to the tips of the hand razors, which can be installed in any or all fingers (excluding the thumb) of either hand without much room being taken up, are spools of very thin conductive wire that run back to a tiny, high-voltage battery. The entire setup is separately insulated. Due to the need for such insulation, however, these devices cannot be installed without at the very least a cybernetic hand replacement. The battery is in its own small compartment, with an access door optional for quick replacement. If more than one finger is set up to hold a dart, all of the wires run back to the same battery, but the battery must be of a higher grade (see table below). The battery can only be used once per level before needing recharging, counting each separate dart as a separate use. Smartgun adapters may not be used with these weapons. Upon firing the dart(s), the attacker makes a typical firearms success test, just as if he/she was firing a regular taser. Each additional dart fired at one time is affected just the same as a shot would be affected by recoil, (i.e. +1 TN modifier), and is rolled for separately as if it was a totally different shot, which it is. Regardless of whether the dart(s) hit or not, a charge goes down the wire to the tip of the dart(s) upon contact. If they hit their intended target, the victim must defend against 10S2 (stun) damage, adjusted by whatever extra successes the attacker might have. If the victim takes deadly stun damage from this weapon alone, he/she is paralyzed for 2D6 turns. After discharging, if the option is bought, the darts may be rolled back into place, but this action makes the hand inactive for 2 turns, in order for the tiny internal motor to do its work. Due to the fact that they conceal so well, and have a very good take-down factor, these weapons are highly illegal, unless you have the right pieces of paper to specify that you are permitted to carry them. A regular Cybergun permit will apply to these as well. Name/option Cost -------------------------------------- Taser/Razor Combo, one dart, no battery, no retractor 11,000 Each additional dart 1,000 Grade 1 battery 200 Grade 2 battery 450 Grade 3 battery 750 Grade 4 battery 1,000 Dart & Wire retractor 1,500 ---------------------------------------------------------------------------- Brand name equipment Todd Montgomery (tmont@cerc.wvu.wvnet.edu) Lester Ward (lward@husc11.harvard.edu) The following equipment is created using the brand name rules found earlier in this tome. Smartlink options Colt Frontline Smartlink This requires a datajack. A cord connects the gun and the users datajack. This either requires a special port for the gun (for smartgun variants of weapons) or a standard smartgun adapter. No other connection with the gun works. (No palm induction pads..) This is a cheap system that requires a Complex Action to hook up and start up. Colt markets this to military units, and is therefore popular among mercs. Essence: 0.2 Price: 1,000 Availability: 3/36 hrs Street Index: 1.1 Maintenance: 6/10%(100Y) Damage Resistance: 5/6 Legality: 5P-CA Colt Commando Smartlink Like the Frontline but does not require datajack. Instead the gun is connected to small special plugs installed in the wrist. Again this is aimed at military units. Essence: 0.35 Price: 2,000 Availability: 3/36 hrs Street Index: 1.1 Maintenance: 4/10%(200Y) Damage Resistance: 6/8 Legality: 5P-CA Ares Stealth(tm) Smartlink Standard smartlink. But the induction pad is subdermal and nearly undetectable both visually and by scanners (double Target Number). This system can be used with average thickness gloves. This piece comes in the all the standard Ares lines. The base stats are below. Essence: 0.5 Price: 10,000 Availability: 5/14 days Street Index: 1.25 Maintenance: As brand Damage Resistance: As brand Legality: 4-CA Datajack options Ares Stealth Induction Datajacks These function just like there standard counterpart. The difference is that the port is inductive in nature allowing the jack to be all but invisible to sight and scanners double Target Numbers). For these jacks to be used a special cable (20Y) must be used. A special gel (10 uses, 1Y) must be used to reduce the motion artifact of the inductive connection. These come in all the standard Ares lines. Level Essence Price 1 0.15 2,000 2 0.20 4,000 3 0.30 16,000 Availability: Always Street Index: 1.0 Legality: Legal Fuchi Bodyjacks Standard datajacks, available in all levels, that can be mounted in optional places. The common locations are top of the shoulders, the wrists, and under the armpits. Fuchi carries these in all there lines of datajacks. Essence: +0.05 Price: +300 Availability: Legal Street Index: 0.9 Legality: Legal >>>>[ The armpits are perfect for connecting enough storage to capture what your vid link is picking up without dangling cords giving you away.]<<<< -Wordman<09:48:46 GMT/02-13-53> MCT Permanent Softlink Standard softlink chip holders, available in all levels, that are mounted entirely within the head. This makes them unreachable except through surgery. This makes them undetectable by visible searches and scanners are all but defeated (double Target Numbers). Essence: -0.05 Price: x3 Availability: 3/72 hrs Street Index: 1.0 Legality: Legal Reflex enhancers options Ares React System This state-of-the art Wired Reflex(tm) System offers a more Essence friendly package for less money than standard systems. The reason for the less essence cost is because the users reaction is set and consistent every time. No more quick then slow just because of whim of cyberware. The patented adrenaline release system provides an even flow of adrenaline to all body parts and heightens those areas that need it the most. The user still only gets the standard 1D6 for Initiative. Ares currently offers this piece in all of its lines. These systems CAN NOT be combined with other reflex enhancements. Level React.Essence Price 1 +2 1.2 29,000 2 +4 2.8 87,000 3 +6 3.0 153,000 Level Index Availability Legality 1 1.0 5/14 days 8P-CB 2 1.25 5/14 days 5P-CB 3 1.5 8/14 days 3-CC >>>>[ This piece is a mixed blessing. Typically the users react to this little jewel in much the same way as the users of a suprathyroid gland (i.e. FOOD). Except the system is always ON. These people generally act as if they are in fast mode. When someone asked Ares about this affect they flatly denied it. Of course that point is not advertised along with the product.]<<<< -Quiktek<10:51:26 GMT/01-18-53> Raineer Crossman Heightened Reflex System John Modica This system uses a secret design to provide the user with that needed speed boost. These systems are incompatible with other reflex enhancement systems, including synaptic accelerators. Level Init. Essence Price 1 +1D6 1.4 27,000 2 +2D6 2.1 75,000 3 +3D6 3.5 185,000 Level Index Availability Legality 1 1.0 4/3 days 8P-CB 2 1.25 4/6 days 5P-CB 3 1.5 6/10 days 3-CC Maintenance: 2/10% Damage Resistance: 8/10 >>>>[ This chrome is rapidly getting into vogue with gangers of all stripes and colors. Cheaper than Wired Reflex and not as permanent as Boosted . This will assure that the streets will stay mean.]<<<< -Black Chain<07:14:55/10-02-52> Ares Reflex Controller This controller attaches to existing Reflex Enhancement Cyberware, except Boosted, and provides a convenient ON/OFF Switch for preservation of system usage. Activation of the system is by mere thought and takes a Free Action to accomplish. While the system is dormant, the user does not acquire the systems bonuses to his reflexes. When activated the system does provide its bonuses. The long term effect of this controller is x6 to the maintenance frequency and division of maintenance cost per year by a remarkable factor of 4 (i.e. 10% -> 2.5%). Of course these effects are entirely dependent on the reduction in usage time of the cyber system. This controller is carried by all Ares lines. Essence: 0.1 Price: 500 Availability: 3/36 hrs Street Index: 0.9 Maintenance: 6/5%(25Y) Damage Resistance: 8/10 Legality: As Reflex System controlled Shiawase Booster This revolutionary system relies totally on the bodies natural andrenal gland to produce some hefty results. A small "sack" collects adrenaline at a constant SLOW rate. When the user activates the system (like the Ares Controller above) the adrenaline is released at a constant proscribed level into the users system. The only components are the "sack" and the control circuitry wired as an interface module. The adrenal "boost" lasts for only a short time as the adrenaline supply is depleted. This jewel acts much like the adrenal pump but without the spontaneous triggering from anger and such. The effects of overexertion with the heart that is common to the adrenal pump is still a problem. The pump can only be activated by the control circuitry. Level Essence Price 1 1.30 29,000 2 2.60 87,000 Level Index Availability Legality 1 3.5 12/70 days 5P-CB 2 4.0 12/70 days 5P-CB Maintenance: 4/10% Damage Resistance: 8/10 Package deals Sometimes manufacturers produce packages of cyber items especially designed to be a homogeneous item, such as the clustered datajacks earlier. Some additional examples are below. The total, unmodified, essence and price are given in parenthesis. Optical, Audial and Other Packages These packages were provided by Wordman. Thanx. I took his idea and expanded on it and included some more rules. The only disadvantages are that the packages are ONE unit and can not be modified or upgraded without taking the whole thing out. Zeiss Full Spectrum Cybereyes with Thermographic, Low-Light, and Flare Compensation Essence: 0.2 Cost: 10,000Y (13,000Y) Availability: 5/48 hrs. Maintenance: 4/7.5% Street Index: 1.1 Damage Resistance: 10/12 Colt Scout Cybereyes with Low-Light, Flare Compensation, Optical Mag. 2, and Rangefinder Essence: 0.25 (0.3) Cost: 12,800Y (16,000Y) Availability: 8/48 hrs Maintenance: 3/12% Street Index: 1.0 Damage Resistance: 12/15 Colt Sniper Cybereyes with Thermographic, Low-Light, Flare Compensation, Optical Mag. 3, and Rangefinder Essence: 0.4 (0.5) Cost: 17,500Y (21,000Y) Availability: 8/48hrs Maintenance: 3/12% Street Index: 1.0 Damage Resistance: 12/15 >>>>[ I hear that this package is STANDARD issue to the UCAS Armed Forces Sharp Shooting units. ]<<<< -Quiktek<10:10:54/01-19-53> Nikkon Tourister Cybereyes with Camera, Electronic Mag. 1, 90 Mp Memory (FIFF), Recorder Essence: 0.6 Cost: 22,000Y (27,500Y) Availability: 6/24hrs Maintenance: 3/10% Street Index: 1.2 Damage Resistance: 12/15 Nikkon ProSystem Cybereyes with Camera, Optical Mag. 3, Low-Light, Flare Compensation, Datajack Level 4, 300 Mp Memory (FIFF) Essence: 1.7 (1.85) Cost: 55,000Y (70,000Y) Availability: 6/24hr Maintenance: 3/10% Street Index: 1.2 Damage Resistance: 12/15 >>>>[ Used by every fashion photographer and news fax writer worth their salt. ]<<<< -Quiktek<10:18:43/01-19-53> RCA Vidpack Cybereyes with Video Link, Datajack Level 1, 90 Mp Memory (FIFF), Recorder Essence: 0.9 Cost: 38,000Y (48,000Y) Availability: 6/24hrs Maintenance: 2/10% Street Index: 1.0 Damage Resistance: 12/15 Sony XB5000 Cybereyes with Video Link, Optical Mag. 3, Datajack Level 4, 90 Mp Memory (FIFF), Cyberears with Select Sound Filter Level 5 Essence: 1.25 Cost: 80,000Y (104,500Y) Availability: 6/24hrs Maintenance: 2/10% Street Index: 1.0 Damage Resistance: 12/15 Fuchi VI300 Cybereyes with Video Link, Optical Mag. 3, Low-Light, Flare Compensation, Thermographic, Datajack Level 4, 90 Mp Memory (FIFF), Cyberears with Select Sound Filter Level 5, Hearing Amp., Damper This package is part of the Fuchi-Synth line. Essence: 1.9 (2.05) Cost: 96,000Y (119,500Y) Availability: 8/48hrs Maintenance: 3/10% Street Index: 1.1 Damage Resistance: 12/15 RCA Tridpack Eyecrafters Opticam, Datajack Level 1, 90 Mp Memory (FIFF), Recorder Essence: 0.9 Cost: 36,000Y (46,000Y) Availability: 6/24hrs Maintenance: 3/10% Street Index: 1.0 Damage Resistance: 12/15 Fuchi FullTrid Eyecrafters Opticam with Optical Mag. 3 instead of Electronic Mag. 1, Dr. Spott Smartcam Implant, Low-Light, Flare Compensation, Thermographic, Datajack Level 4, 90 Mp Memory (FIFF), Cyberears with Select Sound Filter Level 5, Hearing Amp., Damper This package is part of the Fuchi-Synth line. Essence: 2.1 (2.25) Cost: 103,000Y (127,500Y) Availability: 10/7 days Maintenance: 3/10% Street Index: 1.2 Damage Resistance: 12/15 >>>>[ Awe... Watch out for those Cybersnoops. This is their deal. ]<<<< -Quiktek<10:36:23/01-19-53> Bose Voxx System Voice Modulator (Rating 6), Increased Volume, Playback, Tonal Shift Essence: 0.4 Cost: 165,000Y (220,000Y) Availability: 6/24hrs Maintenance: 3/12% Street Index: 1.0 Damage Resistance: 10/12 Shiawase Filter Suite Air Filter 5, Blood Filters 5, Toxin Filter 5 Essence: 2.3 (2.5) Cost: 140,000Y (175,000Y) Availability: 6/4 days Maintenance: 3/10% Street Index: 1.1 Damage Resistance: 12/15 Sony Skillman Skillwires Plus Rating 3, Softlink Rating 3 Essence: 0.55 Cost: 40,000Y (49,000Y) Availability: 4/10 days Maintenance: As brand Street Index: 1.0 Damage Resistance: As brand Ares Skillmaster Skillwires Plus Rating 6, Softlink Rating 4, Encephalon Rating 4, SPU: I/O Rating 4 Essence: 3.5 Cost: 720,000Y (895,500Y) Availability: 5/10 days Maintenance: As brand Street Index: 1.0 Damage Resistance: As brand >>>>[ A chummer told me that some of Ares' Company Men are wired with these babies. BURRRRRRR...... Scary thought.]<<<< -Quiktek<10:47:25/01-19-53> Ares Stealth(tm) Radio Suite Radio, Commlink-IV, Crypto Circuit HD Level 6 Essence: 0.8 (0.9) Cost: 110,000Y (142,000Y) Availability: 6/36hrs Maintenance: As brand Street Index: 1.2 Damage Resistance: As brand Ares Securetech Headphone Telephone, Commlink-VIII, Crypto Circuit HD Level 6 Essence: 0.6 (0.65) Cost: 122,000Y (163,700Y) Availability: 6/36hrs Maintenance: As brand Street Index: 1.2 Damage Resistance: As brand Ares BattleLink Radio, Commlink-X, Crypto Circuit HD Level 6, Scramble Breaker HD Level 6 Essence: 1.0 Cost: 340,000Y (442,000Y) Availability: 6/36hrs Maintenance: As brand Street Index: 1.2 Damage Resistance: As brand