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setting:hermit_hacks

Hermit Hacks

Recently, a new subforum has gained prominence on Hunternet. Technically it's name is simply 'use these'. It is known that the hermits, reclusive hunters that hide from society and are generally known for being crazy, made these strange contraptions. Ranging from custom ammo to stimulant autoinjectors to electronic devices, these 'hermit hacks' help the hunters in their battle against the creatures of the night.

Custom Ammo

Muzzle Rounds
Shot from a tranquilizer rifle (purchasable for $300 - $4000) These shoot injectables that contain an assortment of various chemicals Such a phosphate that has been synthesized to uptake more readily that calcium in the muscular fibers causing a sudden tetany. These rounds must be used with the aim command to be effective. Not significant enough to cause damage itself but if the attack succeeds the dose of chemical is introduced to victim. the phosphate version causes muscle cramps in most living creatures. As such they can be used to inhibit the use of a monster's more… dangerous bits. Such as shooting a werewolf in the neck to cause a cramp that prevents the use of a bite attack. On a successful hit the target makes a stamina check difficulty 8. Failure causes the specific attack to be disabled for 3 rounds. Shapeshifters can spend a health level restored during a regeneration roll to remove this effect.

Lights Out Shells
These specially made paintball style or beanbag style shotgun shells do not shoot pellets, but instead small chlorophyll filled containers with a rapid set resin foam that hardens quickly when exposed to oxygen. The result is that any target struck by the resulting spray of chlorophyll has a small area covered in an instantly hardened black layer of resin goo. This resin is not particularly strong, and causes no damage when removed, but is difficult to remove entirely. If this blast catches a target in the face (head shot modifiers required), it will blind them for three rounds or until they spend an action to remove it enough to regain their vision. Like other similar ammo types these shells must be used with the aim command.

Stimpacks

Patchup kit
These kits contain a rapid injector and a clotting bandage. The injector is filled with a concoction of Adrenaline hormones, painkillers, and a generic antibiotic. One injector is enough to allow a human combatant to push through most pain. Mechanically it allows the recipient to ignore wounds up to -2 in severity. If the bandage is applied (requiring 1 round out of combat) it will stop any bleeding effect, such as a vampire bite additionally it reduces out of combat healing time by 1/2.

Electronic Gadgets (not approved at this time - see the skills needed to break into such items. Or bring request to ST consideration)

The Hunter's 'Key'
This RFID chip can be clipped to a belt or glove, and contains a rapidly cycling series of RFID datasets that cycle through common door control systems. If a hunter needs to get into a low security door, the Hunter's Key can get you through it. The question is how long will it take, how many RFID sets will it have to cycle through before the door takes one. When held to a card reader, the hunter rolls 1d10. It takes that many turns for the key to cycle through common and uncommon datasets before the door opens. Note that it is TURNS, not ROUNDS. Each NPC and PC's turn counts as 1 for how long it takes. The key must be held against the reader for the full duration of the roll for it to function.

Janitor's keyset
Using various channels, the hunters have gotten key bit codes for various standardized keys, and turned these bit codes into an ingenious device. The Janitor's Keyset is much like a swiss army knife. But it has a small LCD display on it and a pair of buttons to navigate a menu of key types and bit codes. When a code is selected the extending key, though a mundane but high tech servo device, replicates that bit code. The device has a total of six keyway templates and can recreate any bit code on any of these keyways. This allows the one device to replicate almost a hundred different standardized keys used in human public works. Mechanically the Janitor's Keyset allows the hunter to always have the right key for a human lock, so long as they have at least 3 rounds worth of time to find the appropriate entry in the device and flip out the key.

setting/hermit_hacks.txt · Last modified: 2022/Jan/22 16:27 by glyff