2

Click here to load reader

Kom 51 - Carried Items

  • Upload
    mindxx9

  • View
    212

  • Download
    0

Embed Size (px)

Citation preview

Page 1: Kom 51 - Carried Items

Knock-Off Monday – 7 April 2014 WHAT DID THE AGENT HAVE ON HER? Here are a few trinkets that an agent might be wearing or carrying on her person. Brief Case. This otherwise ordinary item: 1) Is reinforced and acts as a hand held shield providing +1 AV. 2) Is a disguised: 1. SMG doing 5D6 Damage, Medium Range, Rate 1, EMP Immune, 2 SMART Clips. 2. Rocket Launcher doing 3D10 Damage, Long Range, Rate 1, EMP Immune (2 Rockets). 3. Sniper Rifle doing 2D6+2 Damage, Long Range, Rate 2, EMP Immune, 2 SMART Clips. 4. Injector Pistol doing D2 + Toxin, Medium Range, Rate 1, EMP Immune, 9 Darts. 3) Can release a single powerful EMP Burst doing 5D10 Damage, 30 meter burst, Rate 1, Destroyed after use. 4) Contains a hand-carried A.I. controlled, ‘Tempest Hacking Unit’ capable of detecting, copying and displaying targeted EM signals of any electronic devices within 30 meters. The dedicated Hacking A.I. has Intelligence 10 + Computer & A.I. 10 with a +6 hacking bonus minus the relevant system security level of the targeted device (See Core Rules page 150). 5) Acts as a satchel plasma charge doing 6D10 Damage, 10 meter blast radius, ignoring 60 AV, Rate 1, EMPS 12. 6) Functions as a counter-surveillance unit automatically sweeping the area for EM signals (bugs, radio transmissions, etc.) and relaying the information to the Agent via Smeaker or internal A.I. (85% chance of success minus any relevant penalties). 7) Is constructed around a state-of-the-art sensor suite. The case is coated with redundant layers of micro-sensors connected to a sophisticated sensor suite capable of picking up a wide range of phenomena (i.e. visual, aural, chemical, thermal, motion, and air disturbances) within a 20 meter radius. Transmits encrypted raw sensor data to a designated receiver within three kilometers. 8) Is booby-trapped. Emits a 3D10 electrical shock when opened, touched, etc. Counts as a Galvanic Weapon and can be combined with any of the other options above. Chip checked. Outerwear. This large jacket or coat: 1) Has a crystal weave liner which defeats (100% chance) all known sensors and scanning devices. 2) Is composed of PolyShift fabric capable of assuming 4 different Color/Pattern schemes. 3) Has a unique fashion style or cut providing +1 to the wearer’s Attitude checks. 4) Acts as a defensive item which: 1. Acts as Reinforced Fabric providing +1 AV. 2. Is formed from Armorcyne fabric providing +2 AV (Usually Western Federation only). 3. Has a Refractive Cloth layer providing +2 AV vs. laser weapons. 4. Has a Trauma Layer lined with faux blood which provides a +2 bonus to Lying & Acting checks to feign death or wounding. 5) Has multiple buttons or fasteners which act as powerful vidcams (i.e. miniature cameras – Core Rules page 50). Takes up to 5000 high resolution images or 24 hours of audio-video. It is shockproof, waterproof and provides 360º coverage centered on the wearer. When activated, the wearer gains +2 to PER to detect sneak attacks. 6) Holds two light close combat or ranged weapons in hidden, sealable pockets. Imposes a -5/-25% chance of detection. 7) Has a built in Survival Bubble (See MoW page 67). 8) Doubles as a Drop Suit (See Core Rules page 50). Fashion Accessories. These accouterments consist of: 1) An item of jewelry consisting of: 1. A pair of Micrenades disguised as earrings. 2. A ring with a built-in advanced version of the holoprojector (See Core Rules page 51). Lasts for 10 minutes. 3. Tazer cufflinks which function as a Stun Bayonet (See MoW page 34) with 2 uses. 4. A smart metal necklace which can morph into a variety of small tools and lock picks. 2) Shirt or jacket pin which functions as digital radio transceiver with a 3 kilometer range. 3) Straight hair pin which functions as a shuriken if thrown (D2+Athletics) or a stiletto if wielded as a close combat weapon (D3+Strength) ignoring 1 AV. 4) A belt that: 1. Unravels into a 10 meter rappel line with a smart metal grapple hook. 2. Contains a set of nanopicks. 3. Is formed of interlocking metal bands which when triggered forms into a 3-foot long sword doing D8 + STR Damage, Rate 2. 4. When activated morphs into a 3-meter combat whip doing D4+STR, Rate 2 (Other Close Combat options are available with the ‘Master of the Lash training). 5) Headwear that: 1. Functions as a Chakram when thrown doing D4+1/2 STR, Rate 1, returns if target is missed. 2. Has a liner that functions as a 3-pack, disposable toxin filter (See Core Rules page 53). 3. Acts as a heavy frag grenade doing 6D6 Damage. 4. Despite its appearance functions as a combat helmet providing +1 AV. 6) A timepiece that 1. Functions as a Portable Computer (See Core Rules page 50) with built in Advanced Hacking protocols providing +2 to Hacking Attempts. 2. Contains a powerful miniature laser 2D6 Damage, Close Range, Rate 2 with a 4 shot power cell. 3. Contains a one-metre length of nano wire D8 Damage, Close Combat, Rate 1, Ignores 8 AV. 4. Holds a dedicated A.I. who is an expert in urban and wilderness survival (Provides the Survival Training for free). If the Agent already has the Survival Training, it provides a +2 to relevant action checks.

Page 2: Kom 51 - Carried Items

Eyewear. These vision aids: 1. Function as Night Vision Glasses (See Core Rules page 52) in a stylish, frame. 2. Allow the wearer to perceive the full range of ambient electromagnetic fields (Function as EM Sensor Goggles in KOM 26). 3. Impose a hypnotic effect on anyone directly observing the wearer. Provides a +2 to relevant social action checks. 4. When activated morph into a set of sealed, pressurized goggles protecting the eyes from depth pressures, flash, contaminants, vacuum, etc. 5. Act as omni-directional mirror lenses providing sight coverage in a 360 degree radius when concentrated on. When activated, the wearer gains +1 to PER to detect sneak attacks. 6. Acts as an advanced Eye Screen (See Core Rules page 50) by providing a Heads Up Display connection to any personal electronics within 5 meters. 7. Function as an ‘unlinked’ Anascan Reticle Eye (Core Rules page 64) providing +1 to hit with all ranged weapons. 8. Act as chameleon contact lenses masking the wearer’s retina pattern by mimicking the retina pattern of another. Adds +4 to relevant Lying & Acting skill checks. Footwear. These shoes or boots: 1) Have a concealed blade D4+STR Damage, Close Combat, Rate 2. 2) Are magnetized allowing travel across metal surfaces at 1/4 movement rate. 3) Have a single use rocket boost capable of propelling the wearer up to 50 + D100 meters and allowing them to land safely. 4) Have sensors that analyze all vibrations (distance/direction) within 30 meters.

Copyright Iam Nobody, Brutal Games (Knock-off) 2014