Friday, 30 April 2021

Sprawl Goons: Upgraded - A Fistful of Bit-Yuan






Recently, I've been asked whether I planned to provide a price list for all the gear in the Sprawl Goons trilogy. Originally, my intention was to leave it up to individual GMs to determine the values according to their perceived game-worlds, but realised it may be helpful if I created a base-line.

These toys are priced in bit-yuan, but could just as easily be valued in dollars, nuyen, bits, eurobucks, credits, or c-bills. Pick your flavour.

General Items

  • Cheap Sanyo® Cell Phone   25
  • Ono-Sendai® Cyberspace Console and ‘trodes   675
  • Toolkit  150
  • IR Goggles  200
  • Stolen Credit Card (blackmarket)  150
  • Bottle of Moskovskaya® Vodka  30
  • 3 Doses of Brazilian Hyperdex  45
  • Capsule Hotel (24 hours)  30
  • Yeheyuan® cigarettes (20)  10
  • Fake ID (blackmarket)  500
  • Handcuffs  20
  • Mirrorshades  15
  • Palm-sized A/V drone  250
  • Lazarus Patches (blister pack of 6 patches)  30
  • Self-adhesive motion sensor  80
  • Professional Medical Services (per hour)  250
  • First-aid kit  60
  • Exo-womb  500,000
  • Hayabusa® H-520 semi-autonomous loader  80,000
  • Quality Assurance drone  9,000
  • Mitsubishi® snakebot  5,000
  • Strato-cabbie’s Hopper  10,000
  • Memory Backup Service (per month)  5,500
  • Fresh, healthy clone  300,000
  • Cybrid (new bioplastic synthetic)  10,000
  • RFID tag (implanted)  500
  • M-94 Tank Suit  1,000,000
  • Mnemonic Envoy Service (per data set)  2,000
  • Nano-fabricator  250,000
  • Carbon nanobar  1,000
  • Glucose bar  5
  • Calcium block  350
  • Limo  80,000
  • Biofeedback console and ‘trodes  1,500
  • VR-training session (24 hours)  500
  • Unlocked, low-grade AI  5,000
  • Counterfeit personality chip  600
  • Cloned Cortical Archive (blackmarket)  25,000
  • DRM-cracked cybrid (blackmarket)  6,500
  • Net-shrine account (per month)  200
  • Emitter array/processors/drives/interface rig  16,000
  • Neoprene hexayurt  150
  • Neural cut-out (implant)  500
  • Average augmentation installation fee  1,000


Augmentations

  • Sentry® Military Grade Neurochem  2,000
  • Ishiteki® Muscle Matrix  4,500
  • Clavel Industries® Combat Neurolink  1,000
  • Dornier Orbital® Neural Lattice  1,250
  • Sentry® Amped Hearing  500
  • Genexus® NeoDerm  1,500
  • Ishiteki® Slicers  500
  • Komatsu® Full-spectrum Optics  1,000
  • Cradle Biolabs® Filter Lungs  650
  • Clavel Industries® Savvy Jack  500
  • Cybernetic Limb (generic arm/leg)  800 b¥  / 1,200
  • Ishiteki® Myomar Tendons  750
  • Komatsu Systems® Vigilance Suite  500
  • Sentry® Exo-plating  2,500
  • [Various Manufacturers] Pop-up Weapon  price as weapon + 500 
  • Hayabusa Heavy Industries® Linear Frame  3,500
  • Dornier Orbital® Vehicle Interface  250
  • Genexus® Bio-auditor  200
  • Genexus® Pain Blocker  500
  • Kanawa-Mendez® Spider Optics  1,000
  • Genexus® Softdrive  5,000
  • Clavel® Cortical Archive  600,000
  • Komatsu Systems® Striking Cobra  1,250
  • Cradle Biolabs® Infernoweave  2,000
  • Clavel® EMP Shielding  5,000
  • Komatsu Systems® Skull Gun  2,500
  • Cradle Biolabs® Dispensary  600
  • Ishiteki® Nanodocs  3,500
  • Sentry® Tac-net Comm  450
  • Kanawa-Mendez® Hermes-class Cyberlegs  2,000
  • Kanawa-Mendez® Spinal Reinforcement  1,250
  • Cradle Biolabs® Kickstarter  3,000
  • Dornier Orbital® Mood Modulator  450
  • Genexus® Neuro-bridge  350
  • Takematsu-Hegenaur® Augmented Reality Module  200
  • Cradle Biolabs® Toxin Scrubbers  350
  • Clavel® REM-inducer  200
  • Komatsu Systems® Wampyrs  350
  • Hideyoki® Monowhip Digit  300
  • Ishiteki® Jacked Reflexes  1,000
  • Kanawa-Mendez® Cybershell  150,000
  • Clavel® Mind-Drive  2,000
  • Ishiteki® Scratchers  400
  • Dornier Orbital® Voice Modulator  200
  • Ishiteki® Mirrorshades  500
  • Orchard Technologies® Machine Link  120
  • Clavel® Surveillance Array  500


Shardware (for use with the Savvy Jack)

  • Kung Fu Shard  300
  • Nice Guy Eddie Shard  250
  • Photo Memory Shard  250
  • Shiver Shard  500
  • Tank Suit Shard  150
  • Language Shard  200
  • Style & Etiquette Shard  150
  • Felony Register Shard  250
  • Vehicle Zen Shard  200
  • Tech Spec Shard  300
  • EMT Shard  350


Firearms

  • Haldane & Kluvis® HAK G55 10mm SMG  1,500
  • PKD-45 Police Special Revolver  500
  • Hideyoki® Shard Gun Flechette Pistol  800
  • Echo International® KR-16 5.56 Assault Rifle  2,000
  • Sony-Diahatsu® Type-6 PLP Pulse Laser Pistol  5,000
  • Haunt® M10 Anti-material Sniper Rifle System  7,500
  • AK-91R 7.62 Assault Rifle  1,200
  • Echo International® Nemesis 10mm Semiautomatic  500
  • Armcor® Diamondback 10mm Machinepistol  750
  • Sentry® P226 9mm Semiautomatic  450
  • KRYSS® Venom 11mm Modular SMG  900


Ammunition Options (box of 50)

  • Standard  50
  • Hellfires  100
  • Shredders  150
  • LN2s  500
  • Splinters  200
  • High Explosive  300
  • Moisture-responsive HE  450
  • Depleted Uranium  800
  • Jelly Rounds  300
  • Gas  375
  • Acid  250
  • Hollowpoint  80


Weapon Modifications

  • Targeting scope  250
  • Custom grips  150
  • Gyro-stabilisation  400
  • Bio-lock  350
  • IFF chipping  500
  • Teleoperation link  800
  • Folding bipod  100
  • Silencer/suppressor  85
  • Electronic trigger  120
  • Extended magazine/drum mag  65
  • Smart targeting  750


Heavy Weapons

  • Sentry® M-88 RPG  4,000
  • Haunt® Light Anti-Tank Weapon  2,500
  • Echo International® KS-49 5.56 SAW  2,250
  • Armcor® Accelerator AP 18mm Railgun  6,500
  • Sentry® Shredder Portable Minigun  2,000
  • Hideyoki® L5 Heavy Chemical Laser Weapon  3,750
  • HAK® G40 Rhino 40mm Grenade Launcher  1,200
  • Echo International® K-60A .50cal Machinegun  1,350
  • Barrett® AT3 .50cal Anti-Tank/-Borg Rifle  4,500
  • Haunt® EMP-1 Electro Magnetic Pulse Rifle  2,750
  • QBZ® Leong Incinerator Unit  950


Melee Weapons

  • Hideyoki® Monomolecular Knife  55
  • Carbon steel Katana  200
  • Nunchaku/Tonfa  40
  • Sentry® Electronux™ Knuckleduster  65
  • Shuriken  15
  • Switchblade  10
  • Mono-dao (monomolecular sword)  350
  • Sledgehammer  10
  • Telescoping Baton  45
  • Chain  5
  • Club  2 b¥  / FREE


Armour

  • Motorcycle Leathers  80
  • Arachnoweave Sleeve  250
  • Carbon Fibre Flak  150
  • Laser-ablative Fabric  300
  • Impact Gel Inserts  95
  • Ceramic Plate  120
  • Heavy Kevlar Jacket  200
  • Exo-frame  3,000
  • Coil Suit  1,750
  • Flame Retardant Sleeve  220
  • Heavy Leather Coat  110


Narcotics (estimated street value per dose)

  • Hyperdex  20
  • Fauxcaine  30
  • Stim  15
  • Slaught  45
  • Syndorphine  50
  • Iniquity  25
  • Xeno  30
  • Tetrameth  40
  • Red Rapture  25
  • Meta  30
  • HD  20


Illicit Software (blackmarket prices)

  • NeuroShield  100
  • ReBoot  300
  • Tunnel Rat  550
  • God Mode  800
  • Hunter  250
  • Khali Grade 7  5,500
  • Cloak  450
  • Spoof  200
  • Quiver  150
  • Mr Sparky 2.0  300
  • Peripheral  220


Cyberspace Consoles

  • Orchard Technologies® nPod  475
  • Genexus® Gestalt Bio-modem  3,900
  • Ono-Sendai® Shinobi-7  1,800
  • Braun® Hyperion  3,700
  • Hideyoki® Vision 512e  4,000
  • Toshiba® Nimbus  2,600
  • Sony-Diahatsu® YĆ«rei  5,250
  • Komatsu Systems® Ubi-C  3,200
  • Thompson® Eye-phones  990
  • Ishiteki® Kyƍka suru  1,100
  • Numan-Lloyd® N-24A  800


Personal Drones

  • Situational Awareness  300
  • Targeting  325
  • Buddy Bot®  250
  • Holo Emitter  220
  • Surveillance  300
  • Defense  550
  • Medi-drone  425
  • Bomb  850
  • Assassin  1,200
  • Tracker  320
  • Ortillery FO  5,575


35 comments:

  1. Nice addition. I think it's nigh time for a printed, compiled edition of all of Sprawl Goons (and Augmented Reality?)

    ReplyDelete
    Replies
    1. Funny you should say that…

      Currently working on a POD Sprawl Goons tree-murder edition, with a revised layout. ;)

      Delete
  2. BTW, do you have a release date in mind?

    ReplyDelete
    Replies
    1. It got pushed back a bit by urgent house renovations and some family stuff, but hoping to have it up in mid-late July (plus or minus the time it takes to get my proof copy through).

      I was hoping to have it out by now.

      Delete
  3. Got myself all three parts of Sprawl Goons today. Nifty.
    What I see (or rather, do not see) so far:
    - there are no vehicle rules at all.
    - there doesn't seem to be stun rules, though stun ammo is mentioned.
    - different ammo types exist, but there are no game effects associated with them.
    - all armors seem to be the same.
    - many game systems in the genre incorporate some sort of rules for cyberware affecting user's personality (cyberpsychosis and the like). Could be useful to have that.
    - The price list you've posted above would be a nice add-on. Though pricing amunition per 50rds makes little sense if you don't get into detail on how many bullets are in a magazine, and how fast are they spent. Perhaps charge per magazine?
    - sample / standard NPCs could be useful.

    All in all, I see a potential for a 4th book of Neon Goons.

    ReplyDelete
  4. A few thoughts about what Mike said:
    - Some specific Vehicle/chase rules would be cool
    -I think specialty ammo simply adds +1 to the Action Roll, whatever type you are using, unless the GM says otherwise.
    -Stun ammo/damage, I think you could handle it by having all Stun damage heal at the end of a round and not having people die when reduced to 0 or less Resilience by Stun rounds.
    -Cyberpsychosis and the like: I think that's what the "cheap street tech quirks" table is for, actually.
    - It looks like armor is more or less all the same (+1 to a roll) in the Goons system unless the GM says otherwise (like: no, you can't add that armor to this roll because laser cuts through chain mail as if it wasn't even there)

    ReplyDelete
    Replies
    1. Sorry, I meant:"having all Stun damage heal at the end of combat"

      Delete
  5. I guess I'll be contacting Geist via a different channel with some ideas :)

    Stun damage... well, the only stun damage in this system seems to be a result of stun-specific weapons. So, the point of using it is to disable the target without killing it (either because we need to capture them, or we don't want to leave dead bodies behind us for some reason). I'd rather assume that if anyone is "killed" by stun damage, they are instead unconscious. The damage can (and needs to) still be healed via normal means.
    Some armors might be ineffective against some forms of stun attacks, while other forms of stun attack might might be completely useless against certain armors (i.e. I'd expect gelrounds to be pretty ineffective agaisnt a heavy ceramic armor. At the same time, nothing but NBC-sealed armor is going to protect you against sleep gas).
    Question: should the stun damage be tracked separately from normal damage, or together with it...?

    Armors: I see - after a closer look - that some armors have specific extra attributes. Given the armor still adds only +1 to combat rolls, regardless of what you're wearing (that is, unless +2 and so on armors get introduced), I think we should follow the example set and add distinguishing attributes to all armor types presented.

    ReplyDelete
    Replies
    1. I probably would track Stun and Lethal damage together, it seems easier.

      Delete
  6. Okay, here's a few quick answers.

    • Vehicles, chases and combat are on the drawing board. Trying to stay with the player-facing DS mechanic for everything.
    • Artikid is right, Speciality Ammo just confers a +1 and is subject to GM choice.
    • Again, Artikid nails it, RE: stun damage - apply like normal damage until you hit 0 Resilience, then you're unconscious. You're back to full Resilience at the end of the combat.
    (Alternatively, you could simply allow an Equilibrium roll, minus the 'damage' taken vs DS10 to stay conscious.)
    • I was trying to avoid the whole Cyberpsychosis thing, seeing it as predominantly a CP2020 thing. But cheap tech quirks (or similar) could fill that void.
    • Yes, armour is all +1 to combat Dangerous Action Rolls, but I do like the idea of differentiating each armour type, so I'll give that more thought.
    • Ammo is for players to keep check of. If they've 50 rounds, there's a full magazine and a bunch of bullets in their pockets, unless they say otherwise. ;) Perhaps I should ammo counts per mag for each of the published weapon types…
    • I was considering some sample NPCs and I'm happy to work some up, it just seemed a little… simple? They get a DS, some gear, a look, and maybe a personality. :D

    Some great food-for-thought, though. Thanks gents!

    ReplyDelete
    Replies
    1. Updating: vehicle rules are well in the works :)

      Delete
    2. Guys, I need a sounding board. I'm writing a vehicle showroom for the Sprawl Goons vehicle rules. How many vehicles should be there?
      On one hand, to give the GM enought examples to grab one every time they need one. On the other, no point of making the rules swell too much (and honestly, how often do you need a dozen of verious tank models in your game...?)

      Say:
      3-4 bikes
      3-4 cars
      2-3 large cars / vans
      2-3 trucks and 2 buses
      1-2 APCs
      1-2 tanks
      2 ships and 1 submarine
      1 train
      ? VTOLs
      2-3 small aircraft
      1-2 medium aircraft
      1-2 large aircraft
      1 airship. Maybe 2.
      ? power armors / tanksuits.
      ? walkers

      Thoughts?

      Delete
    3. Oh, wow, that's a lot of stuff.
      I think you have basically everything covered, and then some.
      Maybe add something on drones and AI controlled vehicles? Hacking vehicles?

      Delete
    4. There is an option for remotely or AI controlled vehicle. Which could be any vehicle. It doesn't make much difference, rules-wise, as with Sprawl Goons rules everything has to be kept relatively simple anyways.

      If you want to go all the way drone, wasn't there a book called "Remote Control" around? ;)

      Hacking vehicles... excellent point. I'll include the rules in a moment.

      However, I was asking about sample vehicles. I have no idea how many VTOLs, tanksuits and walkers should be included as sample vehicles.

      Delete
    5. Mike, I think the number of vehicles listed is adequate, I guess people will be making their own stuff using your work as a jumping board.

      Delete
    6. I'm sure they will, that's kinda the point :P

      Thank you for your opinion, that's exactly what I needed :)

      Back to inventing those vehicles (I'm at the buses & trucks at the moment, going top to bottom of the list).

      Delete
  7. NPCs of note could also be easily created as if they're PCs - just use their Resilience (plus armour, etc.) as their DS.

    ReplyDelete
    Replies
    1. I believe there should be guidelines for that, then.
      Starting characters are at 4 attribute points. But, 1. they don't remain starting for long, 2. We don't always want NPC equal to be equal to strting PCs.

      Delete
  8. I was thinking that NPCs could have diversified DSs. Like
    Hum4n z CyberNinja
    DS 10 (12 for Stealth and Perception, 8 vs Ranged attacks)

    Or

    Dumas- Outof luck hacker
    DS 6 (4 to resist bribery and intimidation, 8 for hacking)

    ReplyDelete
    Replies
    1. Oh, I do like that! What a great idea! Simple, yet flexible. May I steal that for the future?

      Delete
  9. Nice post! Do you guys have Twitter/fb/ig so I can follow up on your updates?

    ReplyDelete
    Replies
    1. Nope. Here is where it’s at. :)

      Delete
    2. Any updates on the Augmented reality second edition or the Sprawl Goons compendium?

      Delete
    3. Not to my knowledge. Last time I heard from Geist, he was still working on the vehicle sourcebook. Oh, and tackling some RL shenaningans that just came about.
      I guess it it a good time to poke him about stuff :P

      Delete
  10. Augmented 2 is an early WIP, the Vehicle book for SG will come out first (almost there!), followed by the POD SG book.

    As Mike says, I’ve had some IRL stuff to deal with (which is ongoing), hence the delays. But stuff is still happening, albeit behind the scenes right now.

    But thanks for asking! :)

    ReplyDelete
  11. I really need to update this blog too!

    ReplyDelete
  12. I m sort feel amazed I inspired that list.

    ReplyDelete
  13. Aren´t the prices for implants/cyberware a bit low? I know that they are meant to be mass produced established-on-the-market products, but so is e.g. the PKD-45 Police Special Revolver for. 500 b¥ In comparison, the implant/cyberwaer seems cheap. I have the same feeling in regard to the personal drones, to be honest. I for one would double them in both cases.

    ReplyDelete
    Replies
    1. I guess it comes down to personal preference.
      * If you want cyberware to be "cheap" while guns are "expensive", stick to the default prices.
      * If you want cyberware to be "expensive", double the cost. Or triple it. Or quadruple it, etc. Do you want guns to also be expensive? Or maybe you want cheap guns in your campaign setting - then slash the ptice by a 1/4th, or by half.

      I mean, it may even be true for different areas of the same world: if guns are basically illegal and hard to get inan area, they're going to be expensive like heck there (and available on the blakc market only).
      At the same time, the place may have heaps of (non-gun) implants that are mass-produced and easily available (and legal), resulting in them being cheap there.

      Getting stuff from the place where it is cheap and plentiful to places where it is rare and expensive (and in high demand) is the basic principle of commerce :) ...and if it is also illegal, of smuggling. Wait, isn't that an adventure hook...? ;)

      Delete