Saturday, October 2, 2021

IMPROVED SLEEVE RULES (AND EVEN MORE SLEEVES!)

This post is an effort to present my collection of combat sleeves in a more concise and uniform way.  These rules assume that you're using Quadra's PC hits rules (https://www.traaa.sh/mothership-house-rules).  I also suggest rolling on the critical hit table of your choice whenever a PC loses a hit with the exceptions noted below. 


THE RULES

HEALING:

Robotic sleeves must be repaired and don't heal (as androids at my own table); chimeras gain advantage on their body saves when resting; other sleeves heal as regular players.  

HITS:

Many combat sleeves add an extra hit. If this hit is marked with an asterisk, losing it does not force a roll on the critical hit table. 

RESLEEVING:

On reseleeve make a SANITY and BODY save.  If either is a critical failure you die.  Otherwise you incur substantial medical expenses equal to 10% of the cost of the sleeve.   Each time you resleeve increase your minimum stress by 1.  This stress is eliminated if you return to your original body or merge with a chimera sleeve.

If you are in an unusual body or a substandard chrome sleeve you must roll sanity each week or month.  On a failure, you panic at an inopportune time. 

If you are implanted in a chimera, you may choose to ignore the results of the panic table but must make a SANITY save and take 2 STRESS.  After the first failed save all subsequent saves are at disadvantage.  After two failed saves, you have merged irreparably with the chimera.  Your next death will be permanent


SLEEVES

HORIZON NEUROGEN

The market-leading manufacturer of chimera sleeves.  Well-deserved reputation for rigorous QA testing and stable host temperaments.  The secret to smooth host-brain integration is Gaunt Worm extract.  Brain is stored in the armored chest cavity in all Horizon sleeves.


WEREWOLF (3mcr):

It doesn't look anything like a werewolf but the host is a social pack predator by nature. Elaphantine skin, hunched posture, massive limbs, and a whiplike tail.  Inexperienced operators wear it like powered armor.  Veterans embrace the host's instincts.

Hits: +1*

Strength: 4d10+20 

Speed: 5d10+10 

Combat: 4d10+20

Body: +4

Fear: +4

Armor: +4 (costs 1 cybernetic slot and stacks)

Abilities: IR vision and phased array radar (as IR goggles and bioscanner) -- 1 cybernetic slot; claws and teeth 4d10


REAPER (1mcr):

Designed for tight spaces and hard vacuum.  Unsettling hypermobile limbs and razor-sharp claws.  Can fit through anything the size of its head.  A roughly human silhouette but elongated.  

Hits: +0

Strength: 5d10+10

Speed: 4d10+20 

Combat: 5d10+10

Body: +2

Fear: +6

Abilities: IR vision and phased array radar (as IR goggles and bioscanner) -- 1 cybernetic slot; claws 2d10; fits into all spaces wider than a human head, rated for 30 minutes in hard vacuum (consumes 50% of a human's oxygen), climbs as fast as it walks.


PRU WEREWOLF (60mcr):

Manufactured especially for corporations with deep pockets for operations that call for contact with the paranormal including the sleeve's namesake: Rhombus' legendary PRU kill teams.  You can't afford it.  Any resemblance to an Alpha Gaunt is purely coincidental (also, why do you know what an Alpha Gaunt is anyway?). 

Hits: +1*

Strength: 60

Speed: 60

Combat: 60

Body: +4

Fear: +4

Sanity: +8

Armor: +4 (costs 1 cybernetic slot and stacks)

Abilities: IR vision and phased array radar (as IR goggles and bioscanner) -- 1 cybernetic slot; claws 5d10; redwire implant (no stress from violent actions carried out by you or allies); limited telekinesis (claw attacks at range), and a really nasty scream.


CONSOLIDATED ROBOTICS

Rugged, efficient, and affordable chrome.  Spare parts are available anywhere.  Financing is accessible to the masses and most purchases include a free gift and fully-insured body storage.


HESSIAN (500kcr):

Named for the folkloric figure; a headless chrome sleeve. Lightweight, compressible, and durable.

Hits: +0

Strength: 35 (fixed)

Speed: 30 (fixed)

Body: 40 (fixed)

Armor: 45 (fixed, stacks with body armor) 

Abilities: Integrated IR, Integrated Bodycam, Internal oxygen for brain (lasts 48 hours per tank)


TITAN (10mcr):

A hulking sleeve powered by a miniature nuclear reactor.  

Hits: +1*

Strength: 60 (fixed, advantage on checks)

Speed: 25 (fixed)

Combat: +10

Body:  50

Armor: 60 (fixed, doesn't stack) 

Abilities: Integrated IR, Integrated Bodycam, Internal oxygen for brain (lasts 48 hours per tank), Two integrated weapons of your choice


DAEYI

 A first-rate manufacturer of specialist chrome.  Proprietary DNI adapters allow unusual body plans without undue neural overhead. Branching fractal manipulators and multilateral symmetry is common.  Daeyi sleeves excel in microgravity environments.  


APEX (3mcr):

4-axis symmetry and fractal manipulators.  Despite the unwieldy appearance, moves surprisingly quickly on foot).  Even faster in microgravity.  

Hits: +1

Strength: 50 (fixed)

Speed:  4d10+25

Combat: +15

Body:  45

Armor: 55 (fixed, doesn't stack) 

Abilities: Integrated IR, Integrated Bodycam, Integrated Mag Boots, Integrated Thruster Pack, Internal oxygen for brain (lasts 48 hours per tank), 2 integrated toolkits of your choice, climbs as fast as it walks, fractal disassembly arms (3d10).   




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