6. Gear.
Gear is the stuff that a soldier expects to use (your equipment). Although we generalise most of your gear, eg all pistol and automatics and revolvers are simply ‘Pistol’, there will be a range of gear that you can purchase to enhance your abilities. You purchase gear with Resources, either from your City Supply Officer, or from the Market.
You all begin with a base amount of gear as soldiers, as is noted in your Playbook.
You will be provided more gear as part of your mission assignment. You do not have to hand mission assignments back (unless noted), so with careful use you will be able to bank them. Although the game does tend to inflict a fair amount of attrition on your gear.
You can gain extra Resources via Salvage, as explained below.
The only gear that we bother tracking in the game is Salvage, Resources and Ammo. The rest is assumed to be your normal gear and thus always with you, needed to do your job and play your role.
A character will be limited to carrying 6 items of Salvage, Ammo or Resources, plus 1 more per +1 of Body. Ammo and Salvage count as half its weight, so 2 Ammo is one of your carry points.
Other Gear has no effect on your carry capacity. We assume you have what you need and can carry it, just be reasonable. Some Heavy gear may be restricted to only being used with augmented armour. Most humans cannot carry more than one heavy item, and it will take both their hands (and may generate ‘Make an Effort’ moves).
You may attempt to carry more but will need to make a ‘Make an Effort’ Move for each extra scene you try to carry the extra load through, and each time the GM asks, if it seems appropriate. You can apply modifiers for each extra point.
There are some optional equipment rules that you may adopt that will also use up or generate carry space, like Drones and vehicles.
Resources are a generic term for everything, as well as being a form of currency. You will use Resources to purchase extra Gear and your will use Resources to perform certain Moves. When a player needs something that is not listed on their sheets they can use Resources to find they actually do have one (although that will be the expensive way of doing it). When a character wants to ‘do’ something that might require extra equipment, or unusual equipment that doesn't even appear in the Gear list, they will burn Resources to make them appear, “we need a hexathermal carbon ionised jigger for this… spend 2 resources and you have one (temporarily)”.
Ammo is expended during certain Moves.
You may gain the tag Reload as a result of Moves, or as a GM option. The Tag means your weapons are unloaded, and you cannot make an attack Move with any weapon that uses ammo in any form. It is possible to be in Reload while having Ammo, it is simply a status that can be rectified as part of any Move by expending Ammo.
Reload: you may not use any Move that requires Ammo use as a prerequisite, or any option that requires it, or the Inflict Violence move. You also count as ‘Busy’, and cannot act next immediately after gaining the tag. You can remove a Reload tag by expending a point of ammo as part of a valid Move, after removing the Busy tag.
Each time a character rolls a natural double on their Move roll whilst out in the world, they are allowed to use a Salvage Move (in the near future when things are quiet, just remember it for now), but before the next scene starts (one roll per player per scene). The roll of the double simply indicates an opportunity, the Salvage Move itself is the recovery.
Salvage is stuff from the past, left lying around, but still of use. It doesn’t have to be very big, a cigarette lighter is considered valuable salvage to some. Circuit boards and old electronic devices (mobile phones are very valuable and may represent several salvage points) are the main form of salvage in the ruins. Raw metals (copper is valuable), jewelry and tools (a hammer) are another useful form of salvage.
Salvage can be traded to the Market or to the City for Resources. The City gives 1 Resource for each 4 Salvage. The Markets may give better rates but you risk discovery and sanction by the City for doing so.
Resources gained from the Market can only be used or kept at the Market (so you will need a Stash). City Resources however can be spent anywhere, although the City may wonder where they went (they audit).
Salvage, Ammo and Resources can be stored in a Stash in the Market if you buy one.
Characters are always assumed to have the basic gear they start with, they may purchase new gear by expending Resources. Once they have new Gear it remains with them unless a Move result takes it from them. They can leave it in storage if they wish. You can assume one main weapon (two hands) and one minor weapon (one hand) in your kit without examining loads. Some weapons will be tagged as ‘Heavy’, which means they require two hands and augmented armour to use effectively.
Gear labels (tags) may apply specific requirements with regard to use.
As noted elsewhere electrical damage is very effective against aliens, but it also still hurts flesh.
Electrical damage is however variable in its effects, based on grounding and a lot of other variables, so to reflect this all eletrical damage is ±1. Which is to say a Volt Gun doing 2 stress will be marked as ±2, which means it will do 1, 2 or 3 stress. To resolve this you can get a FATE dice, or roll a normal dice with 1-2 = -1 and 5-6 = +1 to the listed damage value.
The Alien is susceptible to damage from carbon based weapons, as noted below.
Carbon based weapons are crafted specifically for the purpose it is used for, mostly melee, and can be expected to withstand the stresses effectively. For game purposes we assume that carbon based weapons will not be as tough as steel, and can be assumed to suffer somewhat from being ‘brittle’ compared to steel. This is mostly a narrative effect.
1H+ - can be used one handed at -1, otherwise 2H.
2H - two handed.
Heavy - Can only be used with Augmented armour.
Burst - +1Harm/Stress, +1 option if required.
Auto - gains SAOE, +1 option if required. Gain Unstable unless in Cover, using Gas Venting, or wearing Augmented Armour. Reload required.
Spray - weapon does +1Harm vs Groups, Hives and Swarms.
Spray+ - weapon does +2 Harm vs Groups, Hives and Swarms.
Subtle - can be hidden.
Scatter - grenades suffer an automatic -1 to use.
CC - Carry capacity.
Slow - -1 Resist Shift
Camouflaged - +1 Take Cover
Fast - +1 Resist Shift
Quiet - +1 Recon (Scout)
Sensors - +1 Read the Site.
Big - -1 to Take Cover and RunAway Moves.
Flechette - +1 Harm at Close/Hand range, -2Harm vs Structures(buildings etc).
AOE - Area of Effect weapon (Pink)
SAOE - Small (Block or Group)
LAOE - Large (Blue)
VAOE - Very large. (the whole grid)
Puncture -
Reach - can be used to attack into/out-of the Target block to/from the Close block.
Messy - when inflicting damage it tends to involve a lot of blood splatter. In death it will expose and scatter internal organs etc.
Vicious - ?
Fragile - may break under narrative pressure. GM option.
City price
Market price
Light Volt Gun (±2 Stress, Close)
Heavy Volt Gun (±3 Stress, Close)
Cattle prod (±2 Stress, Hand, Reach, Fast)
Shock Glove (±1 Stress, Hand, VFast)
1/S
2/S
1
1
Carbon weapons are adapted for use with carbon ammo. This means they fire a much slower, but bigger, slug to give it more time within the Alien, and the rounds are considered ‘frangible’ (they shatter easily). Armour counts one level higher.
Pistol (2Harm, single, loud, subtle)
Rifle (3Harm, Far, single, burst, spray, auto, suppression, loud )
Shotgun (3Harm, Flechette, Spray, Removed, loud)*
SMG (2Harm, burst, auto, spray, suppression, loud, Removed)
Lt Machinegun (3Harm, burst, auto, spray, suppression, loud)
Puffer Gun (3Harm, Hand, subtle)**
Carbon grenade tube (+shoot to C-grenades with rifles, gain Reload to reuse, attachment-rifles, scatter)
**These carbon weapons have no real effect on terrestrial creatures, they use a carbon cloud not fragments. They only work against Aliens in native form.
1/S
2/S
2/Opt
4
8
1
3
2
3
3
6
12
3
5
Pistol (2Harm, single, loud, subtle)
Rifle (3Harm, Far, single, burst, auto, suppression, loud )
Shotgun (3Harm, Removed, Spray, Flechette, loud)*
SMG (2Harm, burst, auto, spray, suppression, loud, Removed)
Lt Machinegun (3Harm, burst, auto, spray, suppression, loud)
S
S
Opt
4
8
1
2
2
6
10
If used against a terrestrial creature they are less effective, armour counts one level higher than it is. Carbon weapons may also break, if you fail (roll6-) the GM may chose this as a result. A broken carbon weapon can be repaired in the field by a Tech with the appropriate Move, or you can expend a Resource and replace the blade as part of a Camp Move.
C-knife (1-harm, Hand, Fragile)
C-big knife (2-harm, Hand, Fragile)
C-sword (3-harm, Hand, Fragile)
C-Spear (2-harm, Hand, Puncture, Reach, Fragile)
C-glaive (3-harm, Hand, Reach, Vicious, Fragile)
S
Opt
2C
2C
2C
1
1
3
2
3
Fist (1-stun, Vfast, Hand)
Knife (1-harm, Vfast, Hand)
Big Knife (2-harm, Fast, Hand),
Club (1H+1S*, Norm, Hand)
Sword (3-harm, Norm, Hand)
Spear (2-harm, Norm, Hand, puncture, Reach.)
2H Club (2H+1S*, Vslow, 2H, Hand, messy)
Glaive - (3-harm, Slow, Reach, messy)
Crowbar - (1+1-H/S*, Norm, Hand)
*1+1-H/S, the weapon does a combination of Stun + Harm as damage. Bonus damage is a choice of type. Reduced damage (armour) always drops Harm first.
-
S
1
1
2
2
2
2
1
-
1
1
1
3
2
2
4
1
Can only be used with Augmented Armour, or on a Heavy Drone. Requires 2 hands.
Hvy Machinegun (4Harm, Heavy, burst, auto, spray, loud, suppression)
Chaingun (3Harm, Heavy, burst, auto, spray+, suppression, loud, messy, reqs Stabilised Suit.)
Missile Pack (5Harm, AOE)
Flamer (4Harm, SAOE, spray+, scatter)
Lance: Shock, Thermal or Carbon, AP.
PPC: ±4 stress, electrical, thermal, AP.
Volt Bomb (Trap, ±4 Stress, heavy, AP, SAOE)
Scout 1AC (Quiet, Fast, Camoflaged, Sensors - pick 2)
Light 1AC (Fast or Quiet or Camo)
Heavy 2AC (Slow)
+Electrical resistance (+1 armour vs electrical attacks)
+Toxin resistance (+1 forward vs chemical/toxin resistance rolls)
*Augmented
All Grenadier’s armours have the following in common:
Suit options.
6Sct
S
8Gr
2
3
10G
10
8
15
3
4
25
1 Resource
Rift Scanner
Echo Location Scanner (sounder)
Transfer Field Scanner (Rift field scanner, discover rifts)
Fence (electric)
4 Ammo (conventional or carbon)
2 AP Ammo AP1*
Drugs (2 doses)
Rift Tent (protects vs Rift Storms) One use. 8man.
Grenade launcher gun (+shoot to grenades, scatter)
Grenade tube (+shoot to grenades with rifles, reload to reuse, attachment-rifles, scatter)
LazBuoy (comms float)
BoosterBuoy (comms float, range extender)
ComsRelay - one time restore OOC.
*AP1 - armour piercing ammo, see notes below.
1
2/SC
2/SC
2/SC
2/SC
1/S
1
1
2
4
1
S(1)
2
2
1
2
2
3
3
1
2
2
5
5
2
1
4
3
C-Grenades (3 Harm, throw, loud, SAOE, scatter)*
C-Satchel (5 Harm, set, loud, LAOE)*
Cloud Mine (4 Harm, loud, AOE, [prox], [trigger], [timer], [pressure])*
*Carbon explosives do -1damage to non-aliens.
1
2
2
3
5
6
EMP/Shock Grenades (SAOE, 2 Stress, AP, scatter)
Volt Plate (Trap, 3 Stress, AP, SAOE)
1
2
2
4
Grenades (3 Harm, throw, Detached, loud, SAOE, scatter)
Satchel (5 Harm, set, loud, LAE, Trap, [prox], [trigger], [timer], [pressure])
Mine (4 Harm, loud, AOE, heavy, Trap, [prox], [trigger], [timer], [pressure])*
1
3
2
2
6
5
Gas Venting (for autofire and suppression fire, prevents unstable tag for non-heavy weapons)
Acoustic Sniper Scope (ignore 1pt range penalty)
Rift Salt (carbon powder, used to delay Alien escape)
Blackout (carbon, used to conceal you from the Alien, +1 to Cover Moves vs Aliens.)
Carbon Net/Curtain.
Laser sight (cancels a -1 shooting penalty, ranged-limit-removed, Attracts attention!)
BattleNet (needs COMs, enables Technicien Move)
Silencer (removes loud tag)
ElectraCage (for containing Aliens).
Toolkits, var
CityScope Buoy (the City is watching)
Passive Security system, adds +1 Hold to result.
Active Security system, adds +1 Forward to Security roll.
+Armed system addition, 2-Harm weapon.
+Smartz system addition to Active system, adds +1 Hold to result.
ChemSuit, prot vs chemical/toxic environments.
RiftSuit, protection vs Radiation, Rift or conventional.
2
5
Free
Free
3
1
6
1
1
SC
Free
4
6
2
6
3
8
1
1
4
2
NA
1
1
1
NA
6
8
4
8
Raw MIASMA injection
Medical MIASMA injection
Medivac (if approved)
Drugs, includes the following:
+Stim Patch (Stress)
+Trauma Patch (Harm)
+Painkiller (cancels -1 wound mod)
+Anti-Toxin (poison)
+Anti-pathogen (disease)
+Genetic Stabiliser (reduces RiftRad)
NA
6
10
1
10
NA
NA
2
FeedWatcher - tells you when your Commander is monitoring your feed.
RecordHacker - allows you to adjust the record of your salvage collection, ammo and resource use, so you can skim some.
Mocaine - drug that will provide you with a +1 Ongoing (scene) to any Alert based roll, but which will inflict 1Stress immediately, and 1Stress at the end of the scene. Mocaine is laced with Raw MIASMA.
Mjuice - drug that will provide you with +1 Ongoing (scene) to any Mind based roll, but which will inflict 1Stress immediately, and 1Stress at the end of the scene. Mjuice is laced with Raw MIASMA.
Mroids - drug that will provide you with +1 Ongoing (scene) to any Body based roll, but which will inflict 1Stress immediately, and 1Harm at the end of the scene. Mroids is laced with Raw MIASMA.
na
na
na
na
na
5T
10T
2
2
2
Stash - a place where you can place your Market goods to avoid having the City discover them. Costs 1 Resource per session to maintain.
SafeHouse - A place where you can meet members of groups, such as the Revolution, in safety and anonymously. Cost 1 Resource per use.
Workshop - you setup a specific workshop and recruit a specialist/artizan from amongst the Grounders. Cost 1 Resources per session to maintain, can be used to develop stuff.
Contact - someone you know who may have information or aid. The area of knowledge/aid will need to be specified.
Artizan - a skilled technician or craftsman in a single area of expertise, employed by you fulltime. Individual tasks may require extra resources. Need a Workshop.
Cell - revolutionary Cell you have recruited.
1/session
1/use
1/session
1+/use
1/session
+Workshop
1+/use
Walkers 1M
Walkers 2M
Caterpillar L.
Caterpillar H.
Lifters or Climbers
AirEvac (out)
AirLift (In)
Recon (2)
Light (3)
Medium (5)
Heavy (7)
I
s
s
u
e
d
S
5
7
10
15
25
30
40
20
-
-
6
10
15
25
S - standard equipment provided by the City at all times.
SC - standard equipment for a specific Playbook, provided by the City at all times.
G - only available to Grenadiers.
Sct - only available to Scouts, counts S for them.
T - only usable by Techniciens.
Opt - Shotguns and SMGs may be taken instead of a normal rifle.
Armour piercing ammo negates 1pt of Armour. To use AP ammo you must have a point of AP Ammo at the start of the encounter. You simply need to say, before you roll, that you are using AP ammo.
If you use AP ammo, and there is an Ammo cost, it must come from AP Ammo. Likewise if there is an extra cost as a result of the Move then it must be from AP Ammo. If they cannot fulfill all the AP-Ammo needs then the AP bonus is lost. If you cannot fulfill an AP Ammo need then you no longer count as having AP ammo, but would still need to fulfill the ammo need with normal Ammo.
Electrical weapons are AP1 by default, unless the targets have electrical resistance, in which case they are AC+1 better and the AP nature of electricity is lost (so effectively +2AC).
Raw MIASMA injection - unpurified MIASMA that will act as Miasma, but it inflicts a mutation roll.
MIASMA injection - regenerative injection that will heal wounds. Generally used by a Hospitalier to enhance their abilities. It also cures any disease, toxin or poison. This is NOT the full serum that Citizens use to restore their youth, this is a medical extract only.
Medivac - you call for an emergency evacuation. Your Commander will make a call on whether to approve it. It may cost you.
Stim Patch (S) - medical patch that can be applied to a Stress wound using a First Aid Move. No effect on Complex wounds.
Trauma Patch (H) - medical patch that can be applied to a single Harm wound using a First Aid Move. NO effect on Complex wounds.
Painkiller - if applied with a First Aid Move successfully it will allow you to ignore a -1 penalty from damage accumulation. Only one can be used at a time, and they only last for this single encounter.
Anti-Toxin - general purpose medical patch/injection to counter the effects of poisons and natural environmental ailments. Apply with a First Aid Move.
Anti-pathogen - general purpose medical patch/injection to counter parasitical, bacterial or viral afflictions.
Gen-Stab - Genetic stabiliser used to counter the effects of DNA breakdown caused by radiation, environmental effects or alien powers. It will remove 1 point of Rad or counter any immediate effects that are inflicted.
BoosterBouy (2) - a gas filled float that sits above the Fog and acts as a laser repeater to extend your drones and COMS ranges. If you get an OOC tag whilst you have a Booster in place you will gain +1 Forward for all rolls to restore coms.
Cleaners have access to quality armour, this is an inherent advantage, and thus is a target to most grounders. It is valuable beyond its production costs. Grounders may develop forms of armour but they will be primitive, heavy and clumsy.
Scout Armour: is a specialist armour usable by Scouts. It has the tags of AC1, and a single tag of Quiet or Fast or Camouflaged.
Light Armour: is the general armour of a Cleaner. It is AC2.
Heavy Armour: is a specialist armour usable by Grenadiers. It is AC2 and has the tags of Slow and Augmented. Augments may provide extra abilities but always implies boosted strength.
Quiet: the user gains +1 to the Inconspicuous Move (Scouts only).
Fast: you gain +1 to Resist Shift Move.
Camouflaged: you gain +1 to Cover and Point Moves
Slow: you suffer -1 to Resist Shift Move.
Augmented: you may select one of the augments from the list. You may select this at the start of each mission.
All Grenadier’s armours have the following in common:
Suit options.
Is an organic byproduct created on the death of an Alien in its natural form. MIAMSA is a source of many wonder drugs, including anagathics drugs that will extend the natural human lifetime and regenerate the body.
A healing and curative miracle drug issued by the City to their Cleaners. It will improve your healing moves, cure most diseases, natural toxins (not Rift based ones) and poisons. It does not extend lifespan or regenerate body parts that have been lost.
Is generally available from the Grounders. Because they do not have the facilities to purify the drug they do the best they can. Raw Miasma can have strange and unusual effects, including the ability to trigger mutations. It acts as Medical Miasma in its effects, but occasionally triggers extended or random effects.
The real stuff. It will regenerate your body back to any specific age, usually people select around 30 years old, but many select 20 to gain the extra 10 years of extended life. It will regenerate the entire body back to what it should be at that age. The body then starts growing older as normal from this reset. It will also correct any degenerative damage to your DNA that may have slipped in. It can also be used to regenerate lost or destroyed body parts. It can even restore a brain, but it will most likely have lost all its memories, or have a jumbled mess.
Stash - a place where you can place your Market goods to avoid having the City discover them. Costs 1 Resource per session to maintain. If you cannot afford to pay this all your stuff will vanish.
SafeHouse - A place where you can meet members of groups, such as a Revolution Cell, in safety and anonymously. Cost 1 Resource per use.
Workshop - you setup a specific workshop and recruit a specialist/artizan from amongst the Grounders. Cost 1 Resources per session to maintain, can be used to develop stuff.
Contact - someone you know who may have information or aid. The area of knowledge/aid will need to be specified. Costs 1 Resource each time they are used.
Artizan - a skilled technician or craftsman in a single area of expertise, employed by you fulltime. Individual tasks may require extra resources. Need a Workshop.
Cell - revolutionary Cell you have recruited.
Following are a selection of options of content you might add to your game. In all cases content (gear) should always be an addition or extension to a character’s moves. Devices should never be an action in and of themselves, unless driven by the GM and their story.
Gear is always meant to be something a player uses, takes advantage of or suffers from. Generally you should limit the effect of gear to a +1 forward bonus. Anything bigger than that and the gear is probably taking over the story. Gear should extend or facilitate a character’s moves, never have moves of their own.
If your players start using gear all the time, introduce them to the Rift and The Fog. It is always an option to throw out a ‘-1 Onward to Gear till Rift settles’ to all technological gear. GMOptions that make gear OOC are also a good choice. Monsters that emit EMP fields are fair game, if only now and then. Terrain Obstacles with interference zones are also a valid use.
Vehicles will be rated for their ability to traverse broken, dry, terrain, from 0 to 5. By default none of these vehicles are water or air tight, but they can be prepared that way if needed, unless mentioned.
Vehicles are for providing transport to places that may be difficult to get to on foot, for speed, for protection, or pose specific dangers that a vehicle will overcome. Vehicles should be put aside from the action once the players are there, they are not meant to be weapons in themselves.
Terrain types are:
Walkers 1M - A Walker will be a single man walking suit with a sealed environment pod allowing passage into toxic zones, provides 2AC (not accumulative). Generally able to cross upto Terrain 4. Must stop moving if pilot wishes to do anything else.
Walkers 2M - A larger 2 man Walker with a weapon seat and a weapon (rifle equivalent), AC2. Not sealed. Generally able to cross upto Terrain 4.
Caterpillars - tracked vehicle with 2AC (light) or 3AC (heavy), able to cross Terrain 4 and 3 respectively. Will have a weapon mount (rifle equivalent). Not sealed. Crew capacity of 4 (light) and 8 (heavy).
Lifters or Climbers - allows you to climb vertical surfaces (up or down), walls and buildings, either through grapples and winches or by claws and pitons. Generally able to carry 2 people at a time. Climbers are always risky due to the poor stability of the surfaces they often ascend.
AirEvac - small craft with carry capacity of pilot and 2 others, medical or emergency evac.
AirLift - able to carry crew of 2 and 8 passengers.
Generally vehicles will be issued on a per mission basis by the City, and are not purchasable. Vehicles that may become available from the Market will be second hand versions, refurbished, and should come with a tag of some kind representing a weakness.
Drones come in two forms: Recon and Light Drones, and Medium and Heavy Drones. Any player can use a Recon or Light Drone, but only a Technicien can use a Medium or Heavy Drone with a Move. Any character can use a drones visual/audio abilities as long as neither is OOC, and the drone is operational.
Drones will take up space (carry capacity) equal to their available capacity (shown in brackets). This generally assumes the drone is broken up for portage, and then re-assembled for use. This is specifically true if the load is distributed. Running the drone continuously is not an option, both from power usage and because of Rift effects. Assembling the drones can be considered to take as many moves as its capacity (if this is needed).
Drones can have Tags added to their base abilities, eg +Flying can be added to a drone. A base drone has no movement capacity, it is a stationary deployed platform. The various Tags that can be added to a drone are listed below. The size of the drone limits the number of tags that can be added (its capacity); Recon - 2, Light - 3, Medium - 5, Heavy - 6.
Drones have a limited range and visibility due to Fog, Rift and terrain. All drones have audio and video feed via a laser comms unit, feeding back to your LazBuoy (or directly), which means it needs a line of sight. The Fog prevents ranges of more than 100 yards, but you could deploy a BoosterBuoy to extend your range.
Drones can act as proxies for Moves that a character does, ie they do the Move through the sensors/equipment of the drone. Drones do not have automation/AI capacity. Corruption and unpleasant side effects due to the Rift has removed this as an option.
Other times drones will provide a benefit to actions you take, often applying a +1 forward to the result. Drones can often be called on to perform a Help/Hinder Move, extending the range of a character.
GMs can allow drones to perform actions that are purely narrative in nature, or to move the game along if appropriate.
Anytime you roll doubles on a Move using a drone the GM will have an option to apply an OOC, and thus not available until it is rebooted, comms are restored or the Tech fixes it.
Only one character will control a drone at anyone time. Your GM will have to decide how rigidly they wish to patrol this, essentially you need a transfer of control protocol to avoid unrealistic hopping each move.
Recon: (2) a small and nimble drone, hard to spot. Comes with +Walker by default.
Light: (3) a small and nimble drone, hard to spot. Comes with +Walker by default.
Medium: (5) a small and nimble drone, hard to spot. Comes with +Walker by default.
Heavy: (6) a small and nimble drone, hard to spot. Comes with +Walker by default.
Drone Damage: drones will have as many boxes as their capacity.
Aliens & Drones: Aliens may come with a variety of abilities to make life difficult for drones they become aware of. See the Encounters chapter for specifics.
Drones that are newly activated (after a Move), reveal themselves (use Hold), or are seen (GM Option), are tagged as ‘Spotted’. A ‘Spotted’ drone is fair game for a GM action, similar to Attract Attention..
+Flying: the vehicle is capable of flight, including hover.
+Walker: default mobility option, generally implying 4 legs.
+Crawler: the drone has extra legs and can climb walls.
+Arm: the drone is capable to grabbing something small.
+Fast: the drone can resist shifting.
+Tracked: the drone has tracks.
+Leap: the drone can jump.
+Quiet: the drone gains a bonus to not being heard.
+Cammo: the drone is visually difficult to spot, and can find cover more easily.
+Security: the drone can be used as part of a Security Move, adding +1 to the roll.
+Weapon: the drone can be equipped with a weapon (not Heavy)
+HvyWeapon: the drone can be equipped with a Heavy weapon.
+Armour: the drone is armoured +1AC. Can be repeated.
+Medical: the drone can be used by a Hospitalier to act for them.
+Watertight: the drone resists water.
+AirTight: the drone resists gases etc.
+ChemTight: the drone resists chemical effects.
+Hardened: the drone can resist EMP/Rift effects
+Shield: the drone will act as a close defence to one person, absorbing attacks (1AC).
+Thermo: the drone has heat based vision sensors.
+Lowlight: the drone has lowlight vision sensors.
+Sonic: the drone has sonic based sensors.
+Aquatic: the drone is built for use on water.
+Submarine: the drone can go underwater.
+Storage: the drone comes with extra carry capacity.
+Lure: the drone can be used as an extension of a character for Lure purposes.
+Light: the drone is Light, man portable.
+Bomb: the drone can be used as a bomb, AOE 4 Harm.
+Skill: the drone has skill in, and a library, based on some trade or professional skill.
Brains(AI) are things, even creatures, that the characters may encounter. They are all forms of AI leftover from the past, or generated in the present. The City does not allow Brains outside the City due to the danger they pose, and destroys them on sight. All of the following are forms of AI’s, with limited awakening, moving upto full awakening. A fully awakened AI is a threat to humanity and GM’s should be very careful using one. Remember they need a power source (or food).
Small Brain - a major NPC.
Medium Brain - equivalent to 1 or 2 player characters.
Large Brain - equivalent to a character group of 4.
Muse Brain (limited AI) - equivalent to a character group of 8.
Aware Brain (full AI) - potentially limitless capacity.
Brain in a Bottle - living brains preserved in a bottle!
Brains are generally seen as electronic versions of humans, either running from a mainframe or embedded in some form of very advanced portable technology. In Fallen Cities you may also find mutant Brains, Living Brains in a container or even Brains that might be able to use the Rift in some way to survive, and store data.
Brains emulate a thinking mind, able to make decisions and form opinions based on its own experiences. A fully awakened AI is capable to learning and improving itself, which runs the risk of triggering a Singularity Event, where an AI becomes so powerful that it sees all others as animals, becoming a God. Hardwired limits are generally seen as a control mechanism for such devices, but in our game world the Rift can cause unforeseen changes.
In the end however, most Brains have a physical body and a need for food in some form, be it electricity or organic. This is their weakness.
Security Systems (™) (which is separate to a drone with +Security) are used to protect your camp when out in the Rift, or any location where you feel you need protection or warning. Its detection ability can extend out to about 50 meters, but not through solid obstacles. It will use physical, sonic and visual sensors to attempt to recognise threats.
It consists of a base unit that must be carried with you, using 2 carry capacity.
Passive - requires physical contact with the target to trigger a silent alarm. Uses sonics, delta-light detectors, pressure sensors and a trip wire covering a circle around your camp. Cancels the Asleep tag automatically on a successful roll.
Active - uses various wavelengths to scan the immediate area in an attempt to locate and identify approaching targets, adds +1 Forward to your Security Move.
+Fence - a set on small pillar style sensor sticks (3-8ft tall) that can be placed around your camp perimeter. They can link to each other with light beams (visible or invisble) creating a fence/barrier look to deter passage.
+Armed - a weapon mount is connected to an Active system, equivalent to a Heavy Pistol, allowing a character in control, to use it.
+Smartz - An SmartSystem specialising in security is attached to an Active system. Gives +1 Hold to your Security Move result, even on a fail.
Is used to gain unusual properties, such as great strength, faster reactions, tougher bodies. The electronics of the systems, even when hardened, are still sensitive to the effects of the Rift or EMPs.
Basic Cyberware will generally restore normal function to a lost body part, without any extra advantages. They can however then be upgraded if you can afford the cost.
Cybernetics break, and will require repair. This is a technical task best provided by your Technicien.
A problem with cyberware is that it is inorganic, which means the alien can try to influence it, maybe even invade it and take it over if it loses power (reboot). Most of the time the alien will already have a host and this option will not be attractive to them, plus most of them are electrical which repulses the Alien.
Cybernetic enhancements should be limited to specific Move benefits, never give out generic +1 Onward type bonuses. Identify a Move and break it down into specific effects, then apply a benefit toward that. It does not always have to be a +1 mod benefit, it might be an extra option, a bonus Hold point or a new effect entirely.
Is a cloned copy of the original and restores what was there before. Takes time to grow (a month/downtime for a limb).
Cloned copies can be improved, and existing biological parts can be enhanced if you can afford the cost.
Bioware is organic, which means it can heal, and be healed. Damage to an enhanced piece of bioware (GM option) should require more skilled healing and lies in the field of your Hospitalier. The bioware may still function normally, but lose the benefit of enhancement until healed by time in hospital.
Biological enhancements should be limited to specific Move benefits, never give out generic +1 Onward type bonuses. Identify a Move and break it down into specific effects, then apply a benefit toward that. It does not always have to be a +1 mod benefit, it might be an extra option, a bonus Hold point or a new effect entirely.
To prevent Aliens simply possessing any mechanical devices, although often the electricity does that, the City has developed small BCBs, Biological Codeware Boxes, that can be installed into any device to prevent it working unless the BCB allows it. The BCB is a biological switch, using the blood of its owner to stay alive, that is required to be present, and alive, for the device to work. Without the organic switch the device will not work, and as it is living it cannot be possessed. The boxes will generally last for 48 hours without feeding it. It also means the devices will not work for others for long unless they have blood samples, it may reject unmatched blood.
Alien possession of equipment is generally not a big issue as Aliens like to possess fairly major objects, not individual weapons. The Alien normally cannot split up to control multiple items, it can only control one thing at a time. There are Aliens however that consist of many smaller Aliens, working together - Hives and Swarms.
Sweepers are equipped with Carbonised weaponry if they chose it. Aliens cannot abide Carbonised devices and cannot possess them. These devices are custom made to ensure the carbon components cannot simply be ejected by a possessing Alien. See BCW above however about the likelihood of Aliens possessing normal devices.
Technology from alien invaders… its alien.
Is experimental, and uses bioware and nanite materials, but infuses them with MIASMA to generate a controlled mutation within the organic materials. There is a risk of the Rift overloading the nanites and causing unforeseen extra mutation or corruption, and cons
Lost technology from before the Fall, most of it will be proto-types developed before things got really bad. Most Cities are able to reproduce all but the most cutting edge technology of the last days, they just chose not to due to its complexity compared to more robust basic systems.
The basic game is written with the concept that The City has maintained its technological edge, and is even still able to improve things. There are a number of ways this can happen, from supporting AI’s to a network of cities that still exchange knowledge with each other as part of their trade systems. Nothing is mentioned about satellite systems that are out of reach of the alien, although most of those will have failed due to deterioration of orbits. Obviously no new satellites are being put up, or very few. Further, very little is said about the areas of the world that remain unaffected by the Rifts, small cities and towns will have survived untouched by the Rift. In the end however everyone has suffered due to the collapse of the world economy and the lose of a fair amount of its heavy industry, as well as many of the larger mining operations and related raw materials.
If you like however, you can adopt a different world view, one where the City suffers nearly as much as the rest of the world does. In this world the City hangs on to its tech, but only just, and relies on re-using much, if not all, of what it has. In this world the gear listing will be much shorter, with many of the items becoming rare or one of a kind. The Cleaners rewards would become more the bestowing of precious technology than anything else.
Another option you could try is that the Aliens hate of electricity is an actual power, and the Alien has a powerful but short range EMP field at all times. This will inhibit the use of electrical technology and bring Steam-Power back into the world, or something like it. Gear will become more bulky and the game would shift to a Steam-Punk style with contraptions and chimneys. Electricity would still play a part, but it would be created as needed by steam powered dynamos, minimising the exposure of the tech to the aliens EMP field. Cleaners would take on a more armoured, articulated, steam powered look and feel. A corresponding adjustment in the damage potential of weapons would have to be made.
The Rift itself would contribute to this deterioration of technology, making more highly technical devices prone to breakage or failure. The Fog can be eating away like acid at vitals parts etc, maybe accelerating the corrosion of iron, making alternative metals more valuable.