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| Many a Run involves Vehicles for one reason
or another, whether it be a quick insertion, heavy firepower, or
a speedy getaway. Vehicles are also useful in more prosaic
fashion as well, in the form of stylish and convenient motorized
conveyance across the urban sprawls. |
| VEHICLE PRICES |
| In the MetaCyber campaign Vehicles are
acquired via money, not points, but combat capable Vehicles must
also be covered by a character's Equipment Pool allotments for
Vehicles. All PC's and significant NPC's start with 10 Vehicle /
Base points, but this can be bought higher as explained on page
151of the
Dark Champions Supplement. |
| The credit cost
of Vehicles is determined by using the adjoining calculator.
Simply enter the Total Points of a Vehicle, its Type,
and Availability and its price will be calculated. |
|
| Some vehicles
are particularly rare even within their type and
availability; use the Rare checkbox in those cases. |
| The cost to
build such a Vehicle, assuming the parts and skilled labor
were available, would be less as determined by the GM. And
of course theft is always an option. |
*NOTE: These are ballpark figures; a large
variety of circumstances will dictate the exact costs involved, but on
average the prices will hover in a range of around +/-10% of the amount
indicated by the above calculator. |
|
| DRIVERS |
| So-called "Drivers" are a recognizable
archetype of Runner that
specialize in having, maintaining, and piloting tricked out
Vehicles in a fashion conducive to the accomplishment of a
Run. Whether said Vehicles are a more conventional conveyance
such as an Urban Assault Vehicle of some sort, or more unusual
machines such as Drones (remotely piloted robotic devices)
really doesn't matter; though Runners that only work with Drones
are sometimes referred to as "Droners" or "Slavers" to
differentiate them. |
| While any Runner might have a Vehicle, the
following document refers to "Drivers" in various place,
operating from the assumption that characters making a
significant investment in Vehicles and associated technology are
Drivers to some extent, even if that isn't their main focus.
However, this is purely a matter of semantics; the text is
equally applicable to all types of characters. |
| CONTROLLINK |
| A device similar to but much more advanced
than a standard Brainjack can be used to control Vehicles
equipped to allow a Neural Interface. To do this a person has to
get a
cybernetic implant called a ControlLink, which is essentially an
upgraded Brainjack with all the functionality thereof plus
extra circuitry. Further each Vehicle to be controlled must be
fitted with a specially encrypted interface card called a
VehicleLink. |
| The VehicleLink in the Vehicle and the
operator's ControlLink must be synched up, which is a process
that takes about 10 minutes and requires a physical connection
via a wire after which the VehicleLink and the ControlLink are
specifically keyed to each other and the operator can issue
commands to Vehicle via thought alone and from a respectable
range. However, it should be noted that unless the Vehicle has a sense relay
system also set up the controller is "flying blind", unaware of
the surroundings of the Vehicle unless they happen to have LOS
on it. |
| Basic Control Links can only be keyed to one
Vehicle at a time, but better versions can be keyed to two at
once and also have a slightly better range. For Drone
controllers that don't mind being up close and personal, there
is a "Swarm" version that allows up to 8 Vehicles to be keyed at
once, but it has a very short range. There are also even better
systems that can be keyed to four or more Vehicles at the same
time, but they are custom made (i.e. exceed the 30 Active Point
cap for cybernetics). |
| The alternative is having multiple Neural
Connectors installed. However even the most jaded of cyberdocs
would refuse to put more that three into the same person; more
than that is just not safe and very likely to result in death.
Further a third ControlLink prevents a character from also using
a Combat Assist Computer since the Neural hookups for the two
systems are competing for the same real estate in the host's
spine so to speak. |
|
|
|
ControlLink Basic |
|
Brainjack: Computer Link (5 Active Points); Restrainable (by EMP's; -1/4); Real
Cost: 4 points, ~20,000 credits |
|
Computer Link (Neural Connector) Mind Link , One Specific Mind
(Vehicle), No LOS Needed, Invisible Power Effects (Fully Invisible; +1/2)
(22 Active Points); Only With Others Who Have Mind Link (-1), Does Not
Provide Mental Awareness (-1/4), Restrainable (By EMP's and Interference;
-1/4); Real Cost: 7 points, ~230,000 credits |
|
Total Real Cost: 11 points; ~250,000 credits |
|
|
|
ControlLink Elite |
|
Brainjack: Computer Link (5 Active Points); Restrainable (by EMP's; -1/4); Real
Cost: 4 points, ~20,000 credits |
|
Computer Link (Neural Connector) Neural Connector: Mind Link , One
Specific Mind (Pilot), No LOS Needed, Number of Minds (x2), Invisible Power
Effects (Fully Invisible; +1/2) (30 Active Points); Only With Others Who
Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Restrainable
(By EMP's; -1/4); Real Cost: 9 points, ~405,000 credits |
|
Total Real Cost: 13 points; ~425,000 credits |
|
|
|
ControlLink Swarm |
|
Brainjack: Computer Link (5 Active Points); Restrainable (by EMP's; -1/4); Real
Cost: 4 points, ~20,000 credits |
|
Computer Link (Neural Connector) Neural Connector: Mind Link , One
Specific Mind (Pilot), Number of Minds (x8), Invisible Power Effects (Fully
Invisible; +1/2) (30 Active Points); Only With Others Who Have Mind Link
(-1), Does Not Provide Mental Awareness (-1/4), Restrainable (By EMP's;
-1/4); Real Cost: 9 points, ~405,000 credits |
|
Total Real Cost: 13 points; ~425,000 credits |
|
c |
|
VehicleLink |
|
Link Card (Neural Connector) Mind Link , One Specific Mind (Pilot),
No LOS Needed, Invisible Power Effects (Fully Invisible; +1/2) (22 Active
Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental
Awareness (-1/4), Restrainable (By EMP's and Interference; -1/4), ~35,000 credits |
|
Total Real Cost: 9 points; ~45,000 credits |
|
|
| LINKFRAGGER |
| Because VehicleLinks must be keyed to a
particular ControlLink, it is possible to determine a match
between a captured VehicleLink and a particular ControlLink
assuming you have both in the same room and can run a diagnostic
test on them. While this is low risk in most situations, some
people like to make sure. |
| A VehicleLink can be fitted with a device
that scrambles the key on demand. This can either be done
manually or by an Onboard computer with an apropriate Program.
LinkFraggers are only good for one use; for added security the
unit burns itself out so that its encryption key can't be
reverse engineered and undone. |
|
c |
|
LinkFragger: Cosmetic Transform 6d6 (standard effect: 18 points)
(VehicleLink Code Key to Scrambled Code Key) (30 Active Points); 1 Charge which Never Recovers (-4);
Real Cost: 6 points, ~30,000 credits |
|
|
| ONBOARD COMPUTER |
| Though it is possible to actively control a
Vehicle in this fashion, it is seldom practical and thus most
such Vehicles also have a Control Computer onboard which can be given
commands and handle the basic operation of the Vehicle in
accordance with the software it has installed. |
| In lower tech scenarios the Control Computer
will operate any sensors avaialble to it and relay data back to the
controller, but more deluxe versions stream video and sometimes
even sound. However, this is more a function of the Computer and
Sensors than the ControlLink -- out of the box it can handle
just about any kind of data feed. |
| CONTROL COMPUTERS |
| Control Computers can be a very important
item in the MetaCyber setting. Control Computers are bought as
normal (non-AI) Computers, and can run a number of Programs
simultaneously equal to their (INT / 5) or the rating of the
Computer Link they are hooked up to, whichever is lower. Thus a
Computer with an INT 30 hooked up via a Computer Link (3) could
run 3 Programs simultaneously; though it is capable of running
more the I/O busline (Computer Link (3)) lacks sufficient
throughput and acts as a bottleneck. |
| Control Computers vary widely in power and
capability, but there are three basic variations used. |
| INTEGRATED |
| Integrated Computers are part of whatever
Vehicle they belong to, and their cost (both points and
monetary) is part of the Vehicle's cost (and thus are much less
expensive to an actual character). Because such a Computer is
specifically fitted to a particular Vehicle, it usually has
very specific Programs and abilities tailored to that Vehicles
capabilities and thus tend to be efficiently designed.
Integrated Computers are used in the vast majority of Vehicles
that have an Onboard Computer. However there are a few downsides
to Integrated Computers. |
| As a further benefit, it is assumed that a
person with a ControlLink and an Integrated Control Computer on
a Vehicle with a keyed VehicleLink can interface with each other
without the Control Computer needing a specific Program or
Programs to handle it. |
| However there are a few downsides
to Integrated Computers. |
| First off, Drivers (and other characters)
that have multiple Vehicles might need to have an Integrated
Computer in each of them and further a certain lowest common
denominator of features and Programs is likely to be the same
across all of them; thus incurring redundant costs. |
| Additionally, if a Program is modified on
one of the Integrated Computers and the person wants to apply
the same change to their other Computers, they must go through
the motions of either coding it again or affect some form of
software transfer between them; this can be a waste of time. |
| And perhaps most significantly Computers can
be used for much more than controlling Vehicles; a good Computer
is an invaluable tool in the hands of a person that knows how to
use it on Runs, but if the computer is integrated into a Vehicle
it can't be taken along and used for other purposes. |
|
SECURITY FEATURES |
| Since Integrated Computers are part of the
Vehicle the are in, or at the very least permanently mounted,
and specifically designed to interface with the control systems
of that Vehicle, not much security is typical. The basic
thinking being that if you managed to get into the Vehicle and
know how to use it then you are probably cool. It is generally
more efficient to put phyiscal security on the actual Vehicle to
keep intruders out entirely. |
| However, a particularly paranoid Runner
could certainly install various Security features in their
Integrated Computers if they had the skills. This would just
require modifying the Computer design to include some or all of
the Security features described under Portable Computers. |
| PORTABLE |
| Portable Computers are, as the name
suggests, portable rather than attached directly to a Vehicle
and their cost is paid for by the character that owns them
(bought as a Follower via Resource Points). This option is less
frequently used, but some people use them for very impressive
capability gains. |
| Portable Computers tend to be more robust
and fully featured than Integrated Computers, with an array of
useful Programs and features. They are effectively no
different than any other form of Portable Computer save that
they have specific custom software installed to enable them to
interface and control a Vehicle in addition to any other
software they may have. |
| Portable Computers are discussed in depth in
the Misc Gear document. |
| GUNNERY |
| A Gunnery Computer can be either Integrated
or Portable; it's primary purpose is to control one or more
weapon system on a Vehicle independently of a human operator or
another Computer operating the Vehicle's other systems. Though
an expensive option to have a dedicated Computer for such a
limited task, the increase in frequency and accuracy of fire is
a very attractive benefit. |
| Some large or particularly tricked out
Vehicles have several Gunnery Computers, each independently
controlling separate weapon systems. If the Gunnery Computer is
a Portable, a Vehicle must
have a Computer Link for each Computer that can be linked into
it to control its systems, so this can become an expensive
undertaking. |
|
CONFIGURABLE SOFTWARE |
|
Most Vehicles, even ones without dedicated Computers, have some basic needs
for software, even if it is just a City map or some navigational
coordinates. There are several different ways to do this. |
|
AREA KNOWLEDGE / CITY KNOWLEDGE |
|
The most direct way to model basic navigation data is to simply take an
appropriate Knowledge Skill for either the Vehicle or its Computer if it has
one, call it "Nav Computer" or something similar, and be done with it.
However, the downside to this is if the vehicle is ever taken out of the
area its nav data is for it's on board navigation is useless. |
|
CRAMMING / IMPROVED CRAMMING |
|
An alternative is to take either Cramming or Improved Cramming for either
the Vehicle or its Computer if it has one. This allows either an 8- or
(9+(INT/5)) Knowledge Skill to be loaded as needed. |
|
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|
ONBOARD FLASHROM: |
|
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|
FlashROM I: Cramming (5 Active Points); Only
for Area or City Knowledges (-1); Real Cost: 2 points |
|
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|
FlashROM II: Improved Cramming (10 Active Points); Only for Area or
City Knowledges (-1); Real Cost: 5 points |
|
Improved Cramming: As Cramming, but a (CHAR/5) Skill Roll is
granted rather than the usual 8- Familiarity and the character can use any
relevant Skill Levels with the Crammed Skill. Alternately, up to 3 points of
fluency in a Language can be learned instead; Cost: 10 Character Points |
|
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|
SKILLSOFTS |
|
Another alternative is SkillSofts.
SkillSofts are chips containing voluminous data that are used via a device
called a Chip Reader. SkillSofts are only
usable for Skills based on Intelligence or Weapon and Transport
Familiarities. To use SkillSofts a Computer or Vehicle must have a Chip
Reader installed. |
|
A Chip Reader is a device represented by a VPP for Skills (a rare
exception for such), which requires SkillSoft Chips to function. SkillSoft
Chips are built as Skills in an IIF Fragile Focus. SkillSoft Chips only cost money, never character points. |
|
This is the same basic technology as the Chip Readers described under
Cybernetics, but the Computer and Vehicle mounted versions are larger
and better shielded. SkillSofts are completely compatible with both types of
Chip Readers. |
| The cost of SkillSoft
Chips varies based upon their usefulness and quality, but
the adjoining calculator indicates general guidelines. |
|
| Chip Readers have a limited
capacity and individual SkillSoft Chips can be of greater
capacity than a Chip Reader can use. |
|
|
Depending on the capacity of a particular Chip Reader, it might be
impossible to use some SkillSofts simultaneously with that device, while
others will consume a disproportionate amount of capacity when used. |
|
A Chip Reader can also take a Memory Chip, which allows the storage and
transferal of data, similar to a data disk. An example of a Memory Chip is
provided below. |
|
A typical Chip Reader is illustrated below, along with some sample SkillSoft
Chips. The largest capacity Chip Reader commercially available has a storage
of 30 Pool;
an example is given of this as well. |
|
Any Skill based on sub categories like Computer Programming or Gambling is
considered Rare for purposes of cost and there is an extra cost accrued by
the number of categories the SkillChip covers. Any other Skill that is not a
Knowledge Skill or Science Skills is considered to be at least Uncommon. |
|
|
|
CHIP READERS: |
|
Standard Chip Reader: Variable Power
Pool, 9 base + 4 control cost, Powers Can Be Changed As A Half-Phase Action
(+1/2), No Skill Roll Required (+1) (19 Active Points); Requires SkillSoft
Chips (-1/2); Real Cost: 16
points; ~80,000 credits |
|
|
|
Max Capacity Chip Reader: Variable Power
Pool, 30 base + 16 control cost, Powers Can Be Changed As A Half-Phase
Action (+1/2), No Skill Roll Required (+1) (67 Active Points); Requires
Skill Soft Chips (-1/2); Real Cost: 55, ~275,000
credits |
|
NOTE: This is a specific exception to the 30 Active Point cap for
Cybernetics, and is priced accordingly. |
|
|
|
SKILLSOFTS: |
|
Sample SkillSoft Chip I: Computer Programming
(Computer Networks, Hacking and Computer Security, Electronic Locking
Devices) 11- (9 Active Points); IIF Fragile (-1/2); ~60,000 credits |
|
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|
Sample SkillSoft Chip II: AK: Net Address
Directory (INT-based) 11- (3 Active Points); IIF Fragile (-1/2); ~15,000 credits |
|
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|
Sample SkillSoft Chip III: CK: Local City
(INT-based) 11- (3 Active Points); IIF Fragile (-1/2); ~15,000 credits |
|
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|
Sample SkillSoft Chip IV: Electronics
(Communications Systems, Recreation Systems) 11- (3 Active Points); IIF
Fragile (-1/2); ~52,500 credits |
|
|
|
Sample SkillSoft Chip V: WF: Beam Weapons,
Common Melee Weapons, Energy Weapons, Electric Whip, Sonic Stunners, Vehicle
Weapons (9 Active Points); IIF Fragile (-1/2); ~25,000 credits |
|
|
|
MEMORY CHIP |
|
A Chip Reader can also take a Memory Chip, which allows the storage and
transferal of data, similar to a data disk. An example of a Memory Chip is
provided below. |
|
|
|
MEMORY CHIP: |
|
Memory Chip: Eidetic Memory (5 Active Points); Data / Facts Only (-1/2),
IIF Fragile (-1/2); ~10,000 credits |
|
|
| BASIC VEHICLES |
| The availability of numerous published
Vehicles from
the official sources are noted in the
The Ultimate Vehicle
Supplement and
Hero System Vehicle Sourcebook Supplement documents and are used for the bulk
of the Vehicles in a MetaCyber campaign. |
| In summary however, the following list
represents the most commonly used types of Vehicles in the
MetaCyber setting: |
- Groundborne
- Tracked / Wheeled Ground Vehicles
- Close-surface Hover Vehicles
- Airborne
- SkyCars
- JetCars
- JetCycles
- Helicopters
- Mass Transit
- MagLev Trains
- SST Airplanes
|
| MANUFACTURERS |
| The below chart lists the most common
manufacturers of Vehicles in the MetaCyber setting and some of
their key models. |
|
Veloci-Tek |
|
SKYCARS |
Molantor V400, V450, V620 SST |
|
JETCARS |
Adranator V905 SST |
|
Quicksilver Aerocars |
|
SKYCARS |
Hawk (military), Dove, Robin,
Nightingale |
|
JETCARS |
Sparhawk |
|
Tetra Motors |
CARS |
Precis, Eagle, Maverick, Gemini,
Caliber |
|
TRUCKS |
Farhunter, T-150, Heavy
Duty, Sidetrip, Adventurer, Highflyer, Mountain Man,
Searaider |
|
VANS |
CargoLine, Freebird, PanelCruiser |
|
SKYCARS |
Air Eagle, Air Maverick (Air Mav),
Air Gemini |
|
Allied Autos |
CARS |
Grand Regional, Cutter, Commuter,
Mohawk, Grand Rapids |
|
TRUCKS |
Upscaler, Frigate, Coronado,
Gorge, Plateau, Trailfinder, Reno, MetroUrban,
Prospector, Ambassador |
|
VANS |
Labormaster, Loadmaster, Pass-V,
Questor |
|
SKYCARS |
Grand Adventure (Grand Ad), Cutter
VTOL |
|
Strucker |
CARS |
D-Series, K-Series, L-Series,
Z-Series |
|
TRUCKS |
T-Series |
|
MOTORCYCLES |
Moto-RAD (Brand) |
|
SKYCARS |
Vogelstrahl - 990, Vogelstrahl -
2421 Z, Triebeneg 440.c |
|
JETCARS |
Strahlluft - 101B |
|
AIR CYCLES |
Luftjagr series |
|
Yamamoto |
CARS |
| | |