Showing posts with label galactic outfitters. Show all posts
Showing posts with label galactic outfitters. Show all posts

Friday, November 22, 2013

FROM THE ZONES 4 of 4: Galactic Outfitters reverse-engineered alien tech


Click image to learn how to participate! 
Preamble, taken from the FROM THE ZONES kick-off post at FATE SF:
A black market for recovered artifacts began to grow in the towns outside the Zones. Various governments, corporations, and wealthy individuals put together their own covert shopping lists

Looking to upgrade your planetary excursion gear? 

The Amalgamated Conglomerate Mercantile Exchange company is proud to partner with these fine manufacturers who have ingeniously reverse-engineered alien technology found in The ZONES. Order now and we'll throw in a free static window cling so you can show off your "FOUND IN THE ZONES" pride!

Xenothalent™ Artificial Biologic Immuno Response Engine from Blommkampe Pharmaceuticals, Inc.

These cute little nanobot buggers are what
make Xenothelent possible. Ah, the
 miracle of technology!
Heading into a warzone filled with xeno-derived toxins and environmental biohazards? Consider getting a booster of Xenothalent™, the most adaptive artificial immune system on the market today!

You need only stick yourself with the handy, 30 centimeter needle directly into your abdomen to administer your booster shot. In mere seconds you'll be up-and-at-em, ready to take on any biohazardous environment with nary a symptom (see below for possible side effects).

Health Benefits of Xenothalent™

  • Immune to alien pathogens for up to 1 year
  • Melanin in skin turns blue when pathogens are present in atmosphere, color shade corresponds to parts-per-million in the air
  • Blood brain barrier develops resistance to mental attacks, reducing any damage by half
  • Increased healing factor (2 Hit Points per round)

Specimen shown at 3 meters in diameter!
WARNING: Early research findings indicate that due to the experimental nature of Xenothalent™  the following conditions (1d12) may occur 4 rounds after inoculation:
  • 1) Xenothalent™ breaks down into poisonous byproduct (Save Vs. Poison)
  • 2) Host experiences mutagenic transformation into biologic anomaly, taking on properties based on whatever hazard was encountered
  • 3) Inoculated individual's own immune system is sent into overdrive, Physique/Strength increases by 2d6+1 points and begins to run down to normal at -1 point per round afterward*
  • 4) Antibodies mutate and burst out of host and grow to 1d4+1 meters in diameter, bent on eradicating "intruders"
  • 5-11) Immune system works as intended, fighting off any diseases, pathogens, environmental biohazards during session (see Health Benefits above)
  • 12) Booster fails completely, no benefit gained, no side effects

*One in 100 individuals (roll 00 on percentile dice) who are inoculated with Xenothalent™ system that encounter "overdrive side effects" are left with permanent Physique/Strength attribute changes, however Intelligence drops by 4 points.

Retail price: 3,000cr, system in packs of 12 syringes
Discount price: 500cr, comes in 12 syringe pack, some may have been opened/tampered with


Note: Written for X-plorers ruleset, but easily convertible to other games.

Thursday, November 21, 2013

FROM THE ZONES 3 of 4: Galactic Outfitters reverse-engineered alien tech


Click image to learn how to participate! 
Preamble, taken from the FROM THE ZONES kick-off post at FATE SF:
A black market for recovered artifacts began to grow in the towns outside the Zones. Various governments, corporations, and wealthy individuals put together their own covert shopping lists

Looking to upgrade your planetary excursion gear? 

The Amalgamated Conglomerate Mercantile Exchange company is proud to partner with these fine manufacturers who have ingeniously reverse-engineered alien technology found in The ZONES. Order now and we'll throw in a free static window cling so you can show off your "FOUND IN THE ZONES" pride!

Parry Shield™ Adaptive Deflection Screen Generator™ from Gurney Space Defense Conglomerated

Alien tech recovered: Personal-sized solid-energy emitter recovered after firefight with extraterrestrials.

Engineered into: Pretty much the same thing but with a lot more power added. Green Lantern's energy ring or a Holtzman field generator refitted for your vehicle or spacecraft.

Are you constantly getting flanked by your enemies in space combat? Tired of catching laserfire on your back quarter during dogfights? Oh, the pedantry of having to "come about" to face your foes
Throw those manual deflector screen controllers away!
during ship-to-ship combat--just because your shields happen to be stronger at the bow than the aft!

Now you can modulate your shields AUTOMATICALLY without the need to allocate power from other shipboard systems. Gurney Space Defense's latest offering, the ADSG Parry Shield™, manifests a solid wall of energy between you and harms' way that deflects all matter and energy-based attacks! Where does it go? Who cares, as long as it's not rending your ship into atomic dust!

Powered by that miracle product DynaQuark™, the generator both powers and computes the neccessary defensive placement and power output to protect your vessel.

WARNING: Should two objects with active Parry Shield fields come in contact they will both be instantaneously vaporized.

Two test subjects fist bump moments before being vaporized during trials for a personal-sized version of Parry Shield™.
WARNING: Under the Space Consumer Act of 2360, we are legally obligated to inform you of the following potential mishaps that may occur during operation of your Parry Shield™ module (1d20 for every round shield is active):
  • 1) Upon activation, shield completely sheers away hull plating, leaving starship totally transparent as a cutaway diagram, with only the Parry Shield left in place to protect against losing atmosphere/outside threats
  • 2) Shield doesn't turn on, but instead, power plant begins meltdown cycle with complete overload occurring in (1d8+1) rounds
  • 3-17) Parry Shield operation is perfectly normal, deflecting 1d10+10% of any enemy fire.
  • 18) Parry Shield works only in opposite mode, parrying at the exact wrong time--shield is up when you fire from your ship, deflecting damage back at you--and shield is down when enemy fires upon you
  • 19) Shield frequency out of phase, vibrations cause unbearable "warble" sound; will cause hearing loss of all passengers for rest of the session if not powered off in 1d4+1 rounds. Note: If #2 (above) has already been rolled, Parry Shield cannot be turned off
  • 20) When ship lands, Parry Shield cannot be turned off for 1d6 rounds, trapping crew inside
Retail price + installation: 15,000cr, system comes plug-n-power-up ready, includes six pack of DynaQuark
Discount price: 11,500cr, system comes unassembled and requires someone with expertise in starship repair, level 6 or higher and 2 weeks in drydock

Note: Written for X-plorers ruleset, but easily convertible to other games.

Wednesday, November 20, 2013

FROM THE ZONES 2 of 4: Galactic Outfitters reverse-engineered alien tech


Click image to learn how to participate! 
Preamble, taken from the FROM THE ZONES kick-off post at FATE SF:
A black market for recovered artifacts began to grow in the towns outside the Zones. Various governments, corporations, and wealthy individuals put together their own covert shopping lists

Looking to upgrade your planetary excursion gear? 

The Amalgamated Conglomerate Mercantile Exchange company is proud to partner with these fine manufacturers who have ingeniously reverse-engineered alien technology found in The ZONES. Order now and we'll throw in a free static window cling so you can show off your "FOUND IN THE ZONES" pride!

Voice-activated Auto-Ration Delivery System, a.k.a. PHLORP™

Alien tech recovered: Nanite-based, bio-gel printing device. Recovered inside extraterrestrial craft medical laboratory and/or mess hall.

Engineered into: Mostly accurate, all-purpose, industrial-grade nutritional system.

So you've woken up from cryo-sleep and slipped on your own biofluids--what's the first thing you look for? Breakfast! Insert credits, speak your portion size, (e.g., "one bowl" or "two cups") and The GLORP spurts out a glob of nano-organic sludge onto your serving tray. It appears as grey-blue, grey-green, or pink (Roll 1d6: 6 = it's full-on red in color. You should ask for a refund and discontinue use immediately).
PHLORP™ prior to being loaded into auto-ration printer
Named for the sound the sludge makes when it hits your plate, just speak aloud your desired dish and your food will blossom into it's nearest grade-school equivalent right before your very eyes!
  • Asked for sirloin? Salisbury steak it is! 
  • Make-your-own-pizza? How about garlic cheese bread with a side of ketchup! 
  • Dreamed up a banana split? Banana pudding with chocolate swirls--MMMMmmm! (We think it's chocolate....).

Don't be afraid though, PHLORP is a highly efficient and stable platform for nutritional and disbursement and absorption. Once extruded, the nanoparticles detect what nutrients you need for the day as soon as it hits your lips and synthesizes the appropriate proteins, vitamins, and minerals with the necessary fiber-to-grinder ratio to keep things moving. Just don't count on your dish to wow the senses.

This is Steven. He heard what you said. He wants you to apologize immediately.
WARNING: Occassionaly, PHLORP outputs a substance that refuses to auto-morph into any nutritional substance (1d12) but will instead artifically reconstitute into what could be classified as a "lifeform". In such cases, if consumer should (Result know only to GM):
  • 1) Back away slowly, never turning back on PHLORP (Fireball, 2d6 damage, 10 meter diameter)
  • 2) Try to talk your way out of situation, maybe pay it a compliment (If successfull, becomes consumer's familiar, but reeks to high heaven of rotten fish)
  • 3) Stab with utensil (Utensil is imbued with indesctructible coating for 2d6 rounds, will not harm PHLORP; also, PHLORP angered)
  • 4) Put in microwave for fired upon with energy weapons (PHLORP will grow in size 3d10 meters, absorbs/consumes all in it's path, seems upset when mocked)
  • 5) Fired upon with convential weapons (PHLORP appreciates your attempt at humor, becomes caustic sludge [2d6+1 damage] that moves at 2d4 spaces per round)
  • 6) Attacked with sonic weapon (PHLORP shatters into 4d8 pieces, becomes less friendly)
  • 7) Targeted by psionics (PHLORP communicates on 5-year-old level, throws tantrum, re-roll 1d6 above results)
  • 8) Yell at it (re-roll 1-6 on 1d6, modify result by +1dX; i.e., if you rolled fireball, it's now 3d6+2 damage)
  • 9-12) PHLORP does not mutate, is perfectly edible, add 1d4+1 to your Hit Points for the rest of the session (not a permanent bonus)
WARNING: Some mutation may occur. Consult your mission physician in case of spontaneous genetic malformation. Side effects include, but are not limited to (1d6): monstrous devolution, rabid zombification, radioactive lycanthropy, instantanous appearance of vestigial limbs, and scabies.

Retail price + installation: 1,500cr
Discount price: 990cr minus spice rack replicator, food smells like week-old refried beans

Note: Written for X-plorers ruleset, but easily convertible to other games.

Tuesday, November 19, 2013

FROM THE ZONES 1 of 4: Galactic Outfitters reverse-engineered alien tech


Click image to learn how to participate! 
Preamble, taken from the FROM THE ZONES kick-off post at FATE SF:
A black market for recovered artifacts began to grow in the towns outside the Zones. Various governments, corporations, and wealthy individuals put together their own covert shopping lists

Looking to upgrade your planetary excursion gear? 

The Amalgamated Conglomerate Mercantile Exchange company is proud to partner with these fine manufacturers who have ingeniously reverse-engineered alien technology found in The ZONES. Order now and we'll throw in a free static window cling so you can show off your "FOUND IN THE ZONES" pride!

REM NarcoPod™ from The DreamSkil Institute

Alien tech recovered: Wireless psionic discharge module. Discovered amongst what appear's to be the torture chamber of a crashed alien craft.

Engineered into: REM-cycle re-education unit combined with long duration spaceflight sleep container, cartridge-based video game system.

Chet's had no game when it came to displaying sick skills in disc golf--but then he found NarcoPod!
Need something to do on those looooong outer-rim excursions? You've got nothing but time on your hands on those deep space sojourns into the black so why not cool your heels--and your neurons--in this state-of-the-art, single-occupant, skill-building hypersleep unit.

Basic, Intermediate, and Advanced skills in a variety of fields are available under the following matrix:
  • Dexterity/Agility-based skills - advance 1 level - 1 month
  • Intelligence-based skills - advance 2 levels - 1 month
  • Charisma, Wisdom/Presence-based skills - advance 1 level - 1.5 months
Strength/Physique and Constitution-based skills not eligible. Check with your local ruling space authority to see if restrictions apply. Skills programs can be downloaded via interstellar WiFi service to DRM-laden, proprietary cartridges. Skill cartridges are sold separately (see pricing below). The NarcoPod™ can only add or improve one skill at a time.

WARNING: Check to make sure carts are properly seated before operating. Due to unforeseen circumstances in development funding, modifications to the skill cartridge interface were made using re-purposed aftermarket entertainment modules.

Dammit Jerry, I told you not to pound a Red Bull before hypersleep!
SIDE EFFECTS: The following side effects have been found to occur in 1d12 individuals once they awake from hypersleep.
  • 1) Skills atrophy after 1d6 rounds
  • 2) Sleeper suffer unexplained handicap of -2 for 2d4 rounds when using skill
  • 3) Skills gain unexpected bonus of +3 for 1d4 rounds or if more than one bed is in use on a trip, 4) skills are given to the person sleeping in an adjacent pod
  • 5) Psychic storm occurs, sleeper loses control of conscious self for 1d4 rounds and attacks friendly crew members with mental blast which lowers any Intelligence or Presence rolls for team by -1 for rest of game
  • 6) Dreams intrude on reality, roll for 1d6+1 number of random monsters created from sleeper's consciousness
  • 7) NarcoPod copies consciousness of sleeper, using it to overwrite ship's artificial intelligence persona, synthezoid individuals, or onboard robotic staff, with malcontented version
  • 8-12) Nothing...nothing at all--really!
BONUS: Unit comes with one free gallon of bio-coolant for icing your hopeless meatsack!

Retail price + installation: 3,150cr
Discount price: 2,900cr, skills
Skill cartridges: 2,200cr ea., some restrictions may apply

Note: Written for X-plorers ruleset, but easily convertible to other games.

Wednesday, June 26, 2013

Galactic Outiftters Sale: Blank Dr0ids!


Well howdy partner! I see you've got some heapin' heavy cargo to carry there--why not give yourself a hand--or hydraulic claw--with these here off-market BLANK DROIDS! Customize your robot to suit your needs. Paint them any color you like--they don't care, they're made to serve you.

STEP RIGHT OVER HERE MY FRIEND...


Vintage collectible, not for sale.
A blank dr0id is a fully functional, robotic compadre who arrives to you in unformatted, as-is condition and with absolutely NO persona! That's right, you get to build 'em from the ground up. We have three different chassis to choose from complete with all the parts you need to get started.*

Yessiree, right here we have the top-of-the-line model with ALL the fixins...

iPal  by GRAN-E Zmith Industries (high-end model)

 

Looking for soulless minions to decimate your enemies or cuddly caretakers for your little ones? Take a gander at these bells and whistles...

STATS:
AC: 14
HP: 30
Move: 5, but servo upgrades at 100 cr can increase this to 8
Programs: 6 to start, see below for expansion capability.

Can take up to 20 programmable skills for 100 cr each. iPals learn on their own at the regular PC rate (see XP advancement in X-plorers manual). Translating alien languages is INCLUDED (doesn't require a program slot).

Self-powered through a patented Kinet-O-Drive that recharges internal batteries with every step. These babies never run down! The outer shell casing is devoid of any buttons because that would look ridiculous! Attentive, personally rewarding personalities develop from the moment of imprint.

SPECIAL FEATURES:
iPals are highly regarded among technophiles and high-falutin' members of society. They give their owners a Presence (PRE) or Charisma bonus of 1d6 when encountering these individuals and the droid is present.

Programming can be downloaded instantly, via wireless connection.

SUGGESTED MANUFACTURER PRICE: 3,500 cr / YOUR PRICE TODAY: 3,500 cr (Unfortantely, they're never on sale, but if you ask nicely we'll give you a knit body sock to keep bot cozy when not in use).

Lookin' to tinker some, but not lookin' for nuthin' fancy?

GATES Series 95 (mid-grade model)

 

If your looking for something a little more affordable, you'd be dumber than a Martian cactus to pass up this model. Probably the most widely used blank on the market. A good fit for anyone looking for making the most of their hard-earned space credits.

STATS:
AC: 12
HP: 20
Move: 5 (4 if stowage is full to capacity)
Programs: 4 to start, see below for expansion capability.

Can take up to 10 programmable skills for 100 cr each. 95s learn at the regular PC rate (see XP advancement in X-plorers manual). Translating alien languages requires using a program slot. Rarely acts up, but on occasion, you'll need to reboot (1 round) to get it going again. Needs to be recharged between missions. Personalities develop over multiple encounters and tend to be cantankerous.

SPECIAL FEATURES:
Speaking of "tanks", all 95s come with an internal storage compartment of 45 kilograms allowing for stowage of nearly any substance (solid, liquid, or gas). Radiation shielded for your protection, air holes not provided.

Programming can be downloaded via high-broadband connection instantly or for an extra 50 cr you can invest in a head-mounted, wireless connection that takes 1d4 rounds to process new updates.

SUGGESTED MANUFACTURER PRICE: 3,000 cr / YOUR PRICE TODAY: 2,700 cr with free 4GB flash drive!

What's that? You're really looking to economize? Well then, I have just what you need...

COMMODR0NE 6-D4 (low-end model)

 

The 6-D4s are really an incredible value! They're not the most sophisticated models, but....did we mention they're cheap? Sure, some folks call 'em "Bland" Dr0ids" and such* but they're reliable work horse-type system.

STATS: 
AC: 10
HP: 15
Move: 4
Programs: 0 to start, see below for expansion capability.

6-D4s braindrives are decidedly bare bones. Personalities tend to grow slowly, but given time it's sure to develop those quirks you've grown to love in members of your own awkward, immediate family. Requires an extra battery pack (50 cr) that lasts for 2d20 -5 rounds.

Voice chip not included, responds with electronic whorls and whoops. Also includes a "reasoning alarm signal" (red light on top) so you know when orders are being understood received.

SPECIAL FEATURES:
Skill programs are swapable care of these snazzy pre-programmed cartridges you just plug in the back of its skull bucket. Skills improve only with better program carts.
Emergency Medicine
 
Xenolinguistics

Not recommended.

You can only use at total of five at a time and sometimes you hafta blow on 'em to get 'em to seat properly (1d20 chance of Cart Mishap whenever a command is given; see below) but you can swap out skills in a snap! (No waiting for skills to upload, though you do need to do it manually).

Another great feature of the 6-D4s is that many of their limbs and other parts are standardized with regular household and shipboard items. So if you're missing something important, you can easily "upgrade" with whatever's in sight (e.g., Phillips head screwdrivers, coffee mugs, staple guns, office chair casters, etc.). No space duct tape needed!

SUGGESTED MANUFACTURER PRICE: 1,200 cr / YOUR PRICE TODAY: 600 cr OR TWO FOR 975 cr!!!

Cart Mishap Table (1d20)
  • 1-5: No mishap
  • 6-11: PC LOAD LETTER - Program shorts brain circuitry, Blank Dr0id shuts down completely for 1d4 rounds, reboot takes another 1d4 rounds
  • 12-16: OVERLOAD! Skill performed at twice efficiency (double "to hit") but bot then inoperable for following round
  • 17-18: Please wait....loading....loading.................loading..... (1d6 rounds)
  • 19: Cartridge becomes dislodged, glitch ensues and robot behaves erratically until problem is discovered
  • 20: Cartridge sparking causes it to permanently fuse into socket! This skill becomes basis for 'bots personality over time
*This is a lie. You have a 1d10 chance of missing something important for high-end and mid-grade kits. Low-end kits ALWAYS have something missing, roll on the first 1d6 below.
  • 1 - Ocular or auditory sensors (GM's choice)
  • 2 - Left or right forelimb (GM's choice)
  • 3 - Left or right locomotive limb (GM's choice)
  • 4 - Torso cowling
  • 5 - Head casing
  • 6 - Restraining bolt to keep bot from running off in 1d6 rounds, if bot is not recovered by end of game session, GM has the option to reclaim it as a homicidal assassin droid for future game, that now hunts former owner for poorly devised revenge scheme
  • 7-10 - No missing pieces (whew!) 
These items are provided in accordance with SSA.2436 guidelines regulating spacefaring settlement and defense. Programming unformatted robots with untested software may result in robot revolt, death, or void in warranty. Some robotic components may be refurbished, including positronic neural systems purchased from outer-rim prison worlds. Not all memory drives may have been 100% reformatted. Amalgamated Consumer Mercantile Exchange Company is indemnified in such cases at purchase signing. Attorneys for Amalgamated Consumer Mercantile Exchange Company highly recommens buyers purchase Lifetime Automaton Insurance Coverage to protect from robotic failure liability.

NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games.

Inspiration: This article and this episode of Futurama, iRobot, Venture Bros. and any home computer system from the 1980s or 90s.

Friday, February 22, 2013

Rad Astra: PC Sartorial Bonuses!

Looking to inject a little more gonzo-wahoo-ism into the game? Then crank the dial to 11 with CAPES! Yep, classic science fantasy is ripe with 'em. But now they're more than just a cool accessory--they're functional too! Just stop off at your nearest Mega-star Mall and find this millennium's latest fashions!

WELCOME TO LANDO'S HOUSE OF CAPES, WHERE FASHION IS OUR NAME AND BONUS ACTIONS ARE OUR GAME. CHECK OUT OUR WIDE SELECTION OF SOFTGOODS AND ACCESSORIES...


"Just because you drive the fastest hunk-a-junk in the galaxy, doesn't mean you have to LOOK like you do!"

SARTORIAL BONUS
PCs can don the following items for attribute or encounter bonus modifiers.
OPERATORS ARE STANDING BY...
  • Spaced Cape - Dare to leap higher, dodge farther, and make a BOLD entrance in any non-metallic cape grants the wearer +1 PRE. Cost: 200 cr.
  • Spaced Cape To-the-Max! - You old smoothie! Any metallic colored cape (the outer fabric, inner lining, border, or design) shall grant the wearer +2 PRE. Cost: 300 cr.
  • Baller Collar - Fine threads for the discriminating narcissist. Add a collar to any cape and gain an additional +1 PRE. Collars are definitely a fashion statement--any time you enter a room all eyes are on you (no sneak attacks, ever). Cost: 100 cr.
  • Up-to-No-Good Hood - Looking to bring a little mystery into your relationships? Turn your cape into a cloak and earn +1 to your Sleight of Hand skills OR become unnoticed for 1d4 consecutive rounds per game session. Must choose at time of purchase. Cost: 100 cr.
  • Bootylicous Bodysuit or Bikini- Those gymkata lessons have to payoff somehow! Try this skintight getup on for size. It grants wearer +1 AGL and a quick-draw bonus of +1 To Hit when you add straps! Prerequisite: PHY 8 or higher (not everyone can pull off a skintight suit!) Cost: 300 cr.
  • Cosmic Cowl, Skullcap, or Circlet - Tired of not being taken seriously? Cap your credibility gap! Wearer gains +1 INT due to keeping the bean clean and warm. Separate headpiece (i.e., cowls not attached at the neck). Cost 250 cr.
  • Shoot First Vest - This one's a classic! Lots 'o pockets and perfect for when you're stylin' next to your first mate or goin' Solo. +1 AGL in ranged combat (+2 in ranged combat 2 or less areas away!)
  • Dauntless Gauntlets - Are you an archer? No? Do you want to look like one? Elbow-length gloves grant a dashing +1 AGL in melee only. Protects against chafing.  Cost: 100 cr/pair.
  • Go-Go Galactic Boots - Kick-off your next interstellar adventure in these knee-high or higher boots that provide a fashionable +1 PRE, and +1 to roundhouse kicks but -1 to move. Cost: 250 cr/pair.
  • Without-Fear Bandolier - Shoes? Pants? Deodorant? These are merely "options" to a brazen beast like yourself my friend! Let your hair hang out au naturale and get a FREE re-roll when you do something brave and fate fails to recognize! Also comes in Big and Tall sizes. Cost 200 cr.
  • I Got My Aye-Eye On You Patch - Look like a real space pirate and intimidate your foes with your one good eye with this +1 interrogation eye patch! It's see-through so don't even worry about any AGL penalties! Cost: 50 cr.
  • Harness of  Heft / Galactic Girdle - Show off the work you put in with free weights and pad your PHY with an extra +2. Unfortunately only shoulder pads or a helmet are the only other armor you can don. PHY 10 or higher required. Cost 350 cr.
  • Swash-belt-buckle - You're one of a kind with this giant, WWF-sized, shiny belt buckle that gets you a "Look here!" opportunity, once per game. Just say the phrase when you approach your foe in melee combat. Your opponent has to make an INT check. If they fail, you get in a sucker punch at full melee damage. 250 cr. 
FIRST-TIMER SPECIAL: Take a 10% discount when you add any two items in a single purchase!

WHY JUST ASK THESE, SATISFIED CUSTOMERS:

"I was always getting mine caught in the jetpack--they took it in a few inches and now I can fly straight again!" NOTE: We do complimentary tailoring, just ask!

"You should get down there--they're running a White Sale. Though I'm more into Basic Black myself."

"They didn't charge extra for the peek-a-boo panels! " NOTE: Space Helmet not included 

"GRAAAWWAAAU!" <TRANSLATION: "Finally, a tailor who understands me and my post-modern, deconstructivist tastes!">

"Lando's wide selection means I can go formal, for raids on Imperial fortresses...."

"...or I can go casual for date night!"
"A career change for both of us meant new wardrobes on the double!"


"I only need one eye to command the respect of my crew!"


"These gloves have 'heartthrob' written all over them--thanks Lando!"

"Finally, I can skip laundry day! (Let's be honest, I was doing that before.)"
"Don't see anything you like? Let us take a look at our stockroom or we can even special order."


"That Lando is one SMOOTH salesman!"

"I saved 10% on my first visit to Lando's House of Capes--and you can too! Tell them Ming sent you!" 


NOTE: These are ballpark costs. Quick reminder about attributes in X-plorers:
  • PHY - Physique
  • INT = Intelligence
  • AGL = Agility
  • PRE = Presence


Tuesday, April 17, 2012

"The A2s always were a bit twitchy."



The David 8s, however, are nothing but sublime!

So here's your next X-plorers non-player android. He's an NPC of course so he can go and hijack the mission with new, hidden objectives. I've included basic PC stats as well. Enjoy!

MODEL: DAVID 8 (prefers to go by "David")
MAKE: Weyland Industries, Cybernetics Division
HEIGHT: 1.86 meters
WEIGHT: 86 kg
AGILITY (AGL): 15+
INTELLIGENCE (INT): 16+
PHYSIQUE (PHY): 13+
PRESENCE (PRE): 12 (cannot be higher due to manufacturer's program settings)
CLASS: Scientist
HP 10 +1d6 per level
BASIC HIT BONUS n/a; skill levels begin at advanced levels to compensate
SAVING THROW 15+
AC 14

ENVIRONMENTAL MODES
While David 8 is constructed of the most advanced Dura-ternity™ polymers for rugged use, he must wear a pressurized suit (space suit) for submarine, offworld, or EVA excursions. Further data on this is classified at this time.

SKILLS
David model androids are capable of executing a wide array of enhanced skills set programs. Below are some of our more popular enhancements and the related attribute. All Davids begin with "Science" as their primary skill. Purchasers may pick three (3)  more skills at no cost. Additional skills are $6,000 cr. Skills always begin at level 3.
  • Science (INT) - the primary skill for the David 8, purchasers may choose a model with a subspecialty at no additional cost. May be swapped for "Medicine" skill but model cannot have both.
  • Computers (INT)
  • Security (INT) - hidden espionage skill
  • Mechanics (INT)
  • Robotics (INT) - self repair, remote drone construction and repair
  • Pilot (AGL) - all Weyland Corp. vehicles (space, land, air, aquatic) full catalog included
  • Linguistics (INT)  - fluent in all known Earth languages, this is a free skill. 
  • Sociology (INT) 
  • Games (INT) - all models come highly knowledgable in chess (up to Grand Master level) as well as many others
  • Sleight of Hand (AGL) comes in handy for fixed-blade, mess hall exhibitions


David upgrades his skills using a small wireless data antenna embedded in his left wrist. This port acts as a universal computer interface that allow him to control complex systems without need for manual or verbal commands. It also comes with a nifty helmet, which serves no practical purpose, save to be stylish.


RESTRICTIONS
As David is an android (we prefer the term "cybernetic being") he is not capable of psionic abilities. He may eat regular food and metabolize from it, as a human would, but he prefers to interface with a power port in his quarters when possible to fully charge. A full charge will last 30 Earth days. Without a full charge after the 30 days, the unit will begin to lose -1 attribute score per day (GM's choice). He takes one full sleep cycle to recharge fully at which point his attributes will be restored. David recharges wirelessly in a modified sleep pod to avoid "confusing" human crew members.

Also, there may be occasion for you to program your David 8 to violate one of the 3 Laws of Robotics in order to achieve classified mission goals. You'll be happy to know that David 8 is fully capable of executing these commands without damaging his logic systems.

More about David 8 from Weyland Industries

NOTE: This version is undergoing revision. I may need to revisit/revise this posting further once the film debuts to reflect a more accurate portrayal. As it is, I took some liberties anyway. :)

Monday, May 24, 2010

Galactic Outfitters Sale! Megafauna Wetwire Package

The MEGAFUN MEGAFAUNA™ Wetwire Package is a new item for X-plorers RPG 
Take the Triceratops by the the Horns with the MEGAFUN MEGAFAUNA™ Wetwire Package!
Have you landed on a hostile world teeming with ginormous pests? Did you go back in time and end up snout-to-snout with hungry dinosaurian lifeforms? Looking for a cost-effective solution to execute colonial construction projects? Then let us help you get the upper femur on your competition!

The MegaFun Megafauna™ package is perfect for:
  • Perimeter patrols and homeland security!
  • Territorial disputes!
  • Mobile artillery!
  • Terraforming and outpost construction!
  • Public transportation!
  • Gladitorial events! (May be illegal in some sectors)
  • Parades and birthday parties! (May also be illegal in some sectors)
  • And much, much more!
The package includes:
  • 1 neuronal wetwire kit to plug directly into creature's central nervous system*
  • 1 "brain box" control console, supports fiber optic patch cables and sports a stylish, yet durable, titanium casing
  • 1 veterinarian-grade plasma torch*
  • 250 gallons of Synapsegel™ to cover cybernetic contact points and improve conductivity performance
  • 48 pack of synaptic gold-plated connectors to be used at contact junctions, 360 degree swivel-motorized action
  • 1 set, jumper cables
  • 2 ocular particle beam emitters
  • 2 hip mounted concussion missile pods (3 missiles per pod)
  • 6 veterinarian dental and nail files (various sizes) 
  • 4 pack XXXXL gauge hide-puncture syringe
  • 340 gallons of Xanax™
*Users manuals and power supplies sold separately

STATS (UPDATED)
Two weapon types come standard with the package, but literally any other weapon that can be attached to a vehicle can be mounted to the MegaFun MegaFauna™ Wetwire assembly using the synaptic connectors.   
Ocular Particle Beam
Damage: Can be set to fire two 2d6+2 blasts/round or four 1d6 +1 pulses/round)
Range: dual shots 250, four pulse blasts 100
Separate cost/baseline trade-in value: 150 CR for both eye sockets

Hip-mounted Concussion Missiles
Damage: One missile from each hip can be fired per round (2 total/per round) target takes 2d6 +2 damage on knockback at close range/1d6 knockback at long range; rolls save vs. stun on any hit
Range: close range - up to 150, long 150-350
Separate cost/baseline trade-in value: 75 CR each

Bonuses: See creature template for any natural bonuses or abilities
Total Package Cost: 8,000 credits, accessories and add-ons sold separately
Special conditions: Ocular beams can only fire when target has been sited and cannot select independent targets. Hip missiles may use be fired independently. Megafauna must be fed and cared for as any other animal. You'll need to do research to find out how much food your animal consumes. Re-animated animals cannot digest food without a bio-metabolic converter kit and all systems will fail in 2d4 rounds without sustenance.
And what would you expect to pay for this incredible offer? 20,000 CR? 25,000 CR? How about the barrel-busting price of only 8,000 CR! But wait, there's MORE:

EXCLUSIVE Limited Offer!!
Order your wetwire kit in the next 30 minutes and we'll thrown in the Megafauna Reanimation Kit for another 1,000 CR! Beasts once downed by plasma bolts and stinger missiles no longer need lay useless in a burned out crater. Try the ECO-FRIENDLY solution. Why waste a perfectly good giant corpse when you can REDUCE, REUSE,  and RE-ANIMATE! This is normally a 2,500 CR value but we're extending this special opportunity to customers who contact us via interstellar comm buoy today!

The Re-animation Kit includes:
  • 2 skull shovels
  • 1 wet vac (12 gallon)
  • 1 single-occupant cranium control cockpit (ask about our two and four-seater upgrades!)
  • 1 spool of high-tension steel cabling (2" diameter, 33 meters length)
  • 20 Saur-o-servos™ for musculature replacement
  • 50 gallons of Baxter's Bone Solvent™
  • 1 bio-metabollic converter kit
  • 500 feet of fiber optic cable
  • 1 ocular sensor module (upgrades for two or more available)
  • 20 tons of premium megafauna nutrition supplements
  • We'll even throw in your choice of a dozer shovel or backhoe!
Get those beasts moving again--there's no reason your carrion need go to waste when you can make your own zoological zombie workforce! Ask us about our discount counterweights and pulley systems, available for bulk discounts.

Decorate and Annihilate!
You've shown your neighbors you mean business--now show them your FUN side! Put the F-U-N in your megafauna project and create your own custom designs, or maybe you just want to show that special pet how much they mean to you. Outfit your pals with these great accessories:
BeDazzler!
Gravity Spray Gun!
Holiday Lights!
Siren Light!

Customers who bought this items, also purchased:
  • Supersurge™ Vehicle Battery Pack
  • Venom Class 4 Tachyon Missile blister pack
  • Halibustin™ Heavy Armor Upgrade Kit
  • Catapillar™ Tractor Treads (various sizes)
  • Ortho-rest Comfort Labs™ Single-person Seat
This item is provided in accordance with SSA.2436 guidelines regulating spacefaring settlement and defense. Re-animating giant lizards, mega mammals, or other over-sized animals may cause electrical failure, insurrection, and death. Check all connections and do not under any circumstances taunt a wetwired animal, living or deceased, as this may void warranty. MegaFun MegaFauna Wetwire Package should never be used on humanoids as this will also cause unexpected effects and possibly fatality thereby voiding all guarantees. In the event that these products are recalled by the manufacturer for any reason, reseller will be held blameless and impervious to re-animated dinosaur reprisals from buyer. Amalgamated Consumer Mercantile Exchange Company is indemnified in such cases.

Tuesday, April 27, 2010

Galactic Outfitters Sale! Zookatube: Shoulder-Mounted Beam Weapon

The zookatube is a new item for X-plorers RPG
From the Amalgamated Consumer Mercantile Exchange Company retail catalog, page 46:
Having problems with neighbors? Has the alien horde arrived on your doorstep to make you an offer you wish you could refuse? Now you can! Meet the R9, our latest shoulder-mounted beam weapon--or Zookatube! The zooka is designed primarily as an anti personnel or anti-small vehicle weapon.

The R9 was developed by top particle-beam specialist Dr. Gergo DeWittle, Central Space Command Weapons division. Here's Dr. DeWittle testing the prototype:
Dr. D's shoulder-scalding super blaster is now available publicly thanks to the open-arms patent code of SSA.2436--and we believe we've improved on his initial blueprint.

This zooka fires a super-concentrated beam of electrons and other charged particles to atomize your foes. The R9 even comes with a mounted Plusone Accu-site™ (scope) for increased accuracy to better target and terminate with extreme xenophobic prejudice! The R9's chromium finish and stylish casing design will ensure that you mean business when sending invaders to oblivion and your friends will envy the beautiful, polished shine. Satisfaction with your R9 is also guaranteed with a lifetime warranty.
STATS (updated)
Zookatubes use canisters of sparkly, ionized paste as a form of solid fuel from which to lase. The canisters provide enough fuel for four shots or one powerful blast all at once.   
Damage: Four single shots: 3d10; or one mega-blast: 5d10 or full 20 50 points damage within range of 10, no scope bonus to hit on mega-blast
Range: single shots 200, mega-blast 400
Bonuses: +1 to hit (with scope)
Cost: 800 credits, ammo canisters 50 credits ea.
Special conditions: The zooka must be held with both hands to fire and no other action may be taken during firing. It's recommended that users wear protective goggles when operating without a scope (most scopes provide protection for one eye when firing).
This item is provided in accordance with SSA.2436 guidelines regulating spacefaring settlement and defense. Plugging the R9 emitter with grenades, mounting to small craft, strapping the weapon to large mutant forearms, or any other failure to operate as instructed may lead to injury, vaporization, or permanent blindness and may void warranty. Amalgamated Consumer Mercantile Exchange Company is indemnified in such cases.

Other shoulder-mounted weapons

Saturday, April 24, 2010

Try new DynaQuark--hyperdrive fuel and soft drink!

Do some sub-light sodas leave you with nothing but fizz? Want to put a real POP! in your space cruiser's tank?

Then try filling your hyperdrive with DynaQuark™! It's light, refreshing, and doesn't have that inky, dark matter residue. And best of all--no nanoparticle aftertaste!

Get your thrusters firing lightyears ahead and try new DynaQuark™ today! Want to warp to Zeta Persei but without all the calories? Try DynaQuark Diet™!

Put the best ionized soft drink in your quantum injector!

Comes in 12, 24, 32 and new 64 ly bottles. Also available in lemon-lime, cherry, and mandarin orange!
Inspired by Mr. Fusion, Bass-o-matic, and a trip to the grocery store:

Friday, April 23, 2010

Galactic Outfitters: Supplying Space Pioneers

With the signing of SSA.2436, industry stepped up to meet demand and provide affordable and dependable equipment and vehicles. Even the simplest of tools needed to be able to withstand the rigors of space travel. At least, on the surface. Like many times before, pioneers had come from every corner of the civilized world to risk everything for a new life—and duplicitous and dubious entrepreneurs crawled out of the woodwork to make a buck in the name of “commercial enterprise”. Like any open market, more than a few irregular samples or poor products made their way into the hands of consumers.

Most mercantiles, however, are in the business of making money, which means keeping customers happy. As a result, settlers find a wide array of shopping choices from specialized/customized manufacturers, to big box retailers, to capable craftspersons of every discipline. Philo T. Faustbinder, CEO and Founder of the Amalgamated Consumer Mercantile Exchange Company has a saying about his company's customers around the galaxy:

"Nothing is impossible, so long as you have good credit and a verifiable shipping address."

Next file: The Inventory of Everything

Search for: Galactic Outfitters offerings