JavaScript is required to use Bungie.net

Group Avatar

Generation Vice

"Either the world makes you its... female canine... or you make it yours."

Request Join
  • Mission Statement

    This is the place to explore and play Generation Vice, or GenV for short, a text-based biocyberpunk roleplaying game set in a gritty post-World War III future. You play as a citizen of the state-capitalist society of Trinity City, an urban nexus of bleeding-edge technology and corporate chaos enclosed behind titanic walls from the decaying world beyond. In T.C., money means more to the economics of everyday life than ever before in human history, and anyone with a thirst for survival will do anything to get their hands on it- even if it means murder, and the particularly power-hungry will go to more drastic lengths than that to bend the grizzly world they live in to their will. So fill up your rig, grab a gun or two, and take a psychotic, cybernetic, blood-soaked journey through a generation of vice.

  • Membership

    24 Members
    Total number of users that have joined this group
    5 Years as a Group
    Total number of years this group has been active
  • Admins

  • Tagged

originally posted in:Generation Vice
Edited by Chillton: 7/30/2019 5:35:42 AM
3

Generation Vice: Cyborg Index (Page 1)

[b][u]NOTES OF IMPORTANCE:[/u][/b] [i]*Cyborgs do not require any general munition to activate their abilities (except for specific augmentations and mods as listed below). *Cyborgs can only undergo AIS (augmentation implantation surgery) via a rigger (standard prices for each augmentation are listed below). *Users of “scourged” (unkempt/damaged) cyborg class drives will experience glitches in their augmentation control for as long as the drive is loaded into their rig, often subconsciously confusing their organic motor functions with their cybernetic ones (i.e. user clenching his/or her fist inadvertently activating a random augmentation); drives are maintained and repaired by riggers (-€500 per maintenance/repair).[/i] — [b][i]GRADE 1 DRIVE [-€50,000]:[/i][/b] + [b][u]Spikes [-€1,540][/u][/b] DESCRIPTION: Pair of retractable, 6-inch-long, biomechanized steel blades; implanted into undersides of wrists, elbows, and/or knees. FUNCTION: Close-quarters combat asset; cutting devices. MODS: Amazons [-€870]— Spikes secrete lethal doses of biotoxin when pressure is applied to them, killing any tainted and untreated organism in 10 turns. + [b][u]Talons [-€1,580][/u][/b] DESCRIPTION: Set of retractable, 3-inch-long, biomechanized steel razors; implanted into fingers and/or toes. FUNCTION: Close-quarters combat asset; cutting devices; advanced grappling and climbing capabilities. MODS: Stingers [-€810]— Instead of razors, talons are retractable syringes which secrete lethal doses of biotoxin when pressure is applied to them, killing any injected and untreated organism in 5 turns; cannot be combined with other mods. Holepunchers [-€2,280]— Instead of razors, talons are retractable mechanisms which project close-ranged, high-pressure blasts of air from your fingertips, allowing dents and holes to be punched into materials such as flesh, wood, cement, and metal; cannot be combined with other mods. + [b][u]Pincers [-€1,875][/u][/b] DESCRIPTION: Pair of retractable, 24-inch-long, biomechanized steel sabers; implanted into forearms. FUNCTION: Close-quarters combat asset; cutting devices. MODS: Shredders [-€980]— Instead of sabers, pincers are retractable, 18-inch-long, steel, biomechanical chainsaws; cannot be combined with other mods. Krakens [-€1,025]— Segments pincers into a collection of razors bound to retractable, 36-inch-long, biomechanical cords, which can be loosened to act as serrated whips or erected to act as sabers again; cannot be combined with other mods. Hardlight [-€3,140]— Instead of steel, pincers are made of ionized blades of electron-based gas which are magnetically rendered across retractable, lengthy, beam-like “housing” apparatuses made of steel; can cut through virtually any solid material. + [b][u]Flamers [-€2,120][/u][/b] DESCRIPTION: Pair of retractable biomechanisms which project streams of flame at short-range on command; implanted into wrists. FUNCTION: Ranged combat asset. MODS: Repellent Fumers [-€1,670]— Instead of a stream of flame, flamers optionally project a spew of tear gas which blinds and stings the skin of any organism which comes into physical contact with it and burns the respiratory system of any organism who breathes it in (both for 15 turns); includes mechanism implanted into user’s eyes, skin, sinuses, and esophagus which negate the effects of tear gas; can be combined with other mods. Lethal Fumers [-€2,040]— Instead of a stream of flame, flamers optionally project a spew of biotoxic gas which kills all untreated organism which inhale it in 5 turns; includes mechanisms implanted into user’s sinuses and esophagus which filter neurotoxin during respiration; can be combined with other mods. Firebeam [-€3,350]— Instead of a stream of flame, flamers optionally project focused, ionized beams of plasma at medium-range with high impact on command; can be combined with other mods. + [b][u]Piledrivers [-€3,150][/u][/b] DESCRIPTION: Muscle-like biomechanisms which heighten user’s limb strength to enable him/her to manipulate approximately 500 lbs and/or leap nearly a hundred feet into the air; implanted into arms and/or legs. FUNCTION: Moving heavy objects, powerful strikes, jumping/leaping farther/higher distances. MODS: Tank [-€3,525]— Piledriver strength is increased to manipulability of 1,000 lbs. — PAGE 2: https://www.bungie.net/en/Groups/Post?groupId=3774846&postId=252380357&sort=0&page=0

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
You are not allowed to view this content.
;
preload icon
preload icon
preload icon