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 b¥
- Ono-Sendai® Cyberspace Console and ‘trodes 675 b¥
- Toolkit 150 b¥
- IR Goggles 200 b¥
- Stolen Credit Card (blackmarket) 150 b¥
- Bottle of Moskovskaya® Vodka 30 b¥
- 3 Doses of Brazilian Hyperdex 45 b¥
- Capsule Hotel (24 hours) 30 b¥
- Yeheyuan® cigarettes (20) 10 b¥
- Fake ID (blackmarket) 500 b¥
- Handcuffs 20 b¥
- Mirrorshades 15 b¥
- Palm-sized A/V drone 250 b¥
- Lazarus Patches (blister pack of 6 patches) 30 b¥
- Self-adhesive motion sensor 80 b¥
- Professional Medical Services (per hour) 250 b¥
- First-aid kit 60 b¥
- Exo-womb 500,000 b¥
- Hayabusa® H-520 semi-autonomous loader 80,000 b¥
- Quality Assurance drone 9,000 b¥
- Mitsubishi® snakebot 5,000 b¥
- Strato-cabbie’s Hopper 10,000 b¥
- Memory Backup Service (per month) 5,500 b¥
- Fresh, healthy clone 300,000 b¥
- Cybrid (new bioplastic synthetic) 10,000 b¥
- RFID tag (implanted) 500 b¥
- M-94 Tank Suit 1,000,000 b¥
- Mnemonic Envoy Service (per data set) 2,000 b¥
- Nano-fabricator 250,000 b¥
- Carbon nanobar 1,000 b¥
- Glucose bar 5 b¥
- Calcium block 350 b¥
- Limo 80,000 b¥
- Biofeedback console and ‘trodes 1,500 b¥
- VR-training session (24 hours) 500 b¥
- Unlocked, low-grade AI 5,000 b¥
- Counterfeit personality chip 600 b¥
- Cloned Cortical Archive (blackmarket) 25,000 b¥
- DRM-cracked cybrid (blackmarket) 6,500 b¥
- Net-shrine account (per month) 200 b¥
- Emitter array/processors/drives/interface rig 16,000 b¥
- Neoprene hexayurt 150 b¥
- Neural cut-out (implant) 500 b¥
- Average augmentation installation fee 1,000 b¥
Augmentations
- Sentry® Military Grade Neurochem 2,000 b¥
- Ishiteki® Muscle Matrix 4,500 b¥
- Clavel Industries® Combat Neurolink 1,000 b¥
- Dornier Orbital® Neural Lattice 1,250 b¥
- Sentry® Amped Hearing 500 b¥
- Genexus® NeoDerm 1,500 b¥
- Ishiteki® Slicers 500 b¥
- Komatsu® Full-spectrum Optics 1,000 b¥
- Cradle Biolabs® Filter Lungs 650 b¥
- Clavel Industries® Savvy Jack 500 b¥
- Cybernetic Limb (generic arm/leg) 800 b¥ / 1,200 b¥
- Ishiteki® Myomar Tendons 750 b¥
- Komatsu Systems® Vigilance Suite 500 b¥
- Sentry® Exo-plating 2,500 b¥
- [Various Manufacturers] Pop-up Weapon price as weapon + 500 b¥
- Hayabusa Heavy Industries® Linear Frame 3,500 b¥
- Dornier Orbital® Vehicle Interface 250 b¥
- Genexus® Bio-auditor 200 b¥
- Genexus® Pain Blocker 500 b¥
- Kanawa-Mendez® Spider Optics 1,000 b¥
- Genexus® Softdrive 5,000 b¥
- Clavel® Cortical Archive 600,000 b¥
- Komatsu Systems® Striking Cobra 1,250 b¥
- Cradle Biolabs® Infernoweave 2,000 b¥
- Clavel® EMP Shielding 5,000 b¥
- Komatsu Systems® Skull Gun 2,500 b¥
- Cradle Biolabs® Dispensary 600 b¥
- Ishiteki® Nanodocs 3,500 b¥
- Sentry® Tac-net Comm 450 b¥
- Kanawa-Mendez® Hermes-class Cyberlegs 2,000 b¥
- Kanawa-Mendez® Spinal Reinforcement 1,250 b¥
- Cradle Biolabs® Kickstarter 3,000 b¥
- Dornier Orbital® Mood Modulator 450 b¥
- Genexus® Neuro-bridge 350 b¥
- Takematsu-Hegenaur® Augmented Reality Module 200 b¥
- Cradle Biolabs® Toxin Scrubbers 350 b¥
- Clavel® REM-inducer 200 b¥
- Komatsu Systems® Wampyrs 350 b¥
- Hideyoki® Monowhip Digit 300 b¥
- Ishiteki® Jacked Reflexes 1,000 b¥
- Kanawa-Mendez® Cybershell 150,000 b¥
- Clavel® Mind-Drive 2,000 b¥
- Ishiteki® Scratchers 400 b¥
- Dornier Orbital® Voice Modulator 200 b¥
- Ishiteki® Mirrorshades 500 b¥
- Orchard Technologies® Machine Link 120 b¥
- Clavel® Surveillance Array 500 b¥
Shardware (for use with the Savvy Jack)
- Kung Fu Shard 300 b¥
- Nice Guy Eddie Shard 250 b¥
- Photo Memory Shard 250 b¥
- Shiver Shard 500 b¥
- Tank Suit Shard 150 b¥
- Language Shard 200 b¥
- Style & Etiquette Shard 150 b¥
- Felony Register Shard 250 b¥
- Vehicle Zen Shard 200 b¥
- Tech Spec Shard 300 b¥
- EMT Shard 350 b¥
Firearms
- Haldane & Kluvis® HAK G55 10mm SMG 1,500 b¥
- PKD-45 Police Special Revolver 500 b¥
- Hideyoki® Shard Gun Flechette Pistol 800 b¥
- Echo International® KR-16 5.56 Assault Rifle 2,000 b¥
- Sony-Diahatsu® Type-6 PLP Pulse Laser Pistol 5,000 b¥
- Haunt® M10 Anti-material Sniper Rifle System 7,500 b¥
- AK-91R 7.62 Assault Rifle 1,200 b¥
- Echo International® Nemesis 10mm Semiautomatic 500 b¥
- Armcor® Diamondback 10mm Machinepistol 750 b¥
- Sentry® P226 9mm Semiautomatic 450 b¥
- KRYSS® Venom 11mm Modular SMG 900 b¥
Ammunition Options (box of 50)
- Standard 50 b¥
- Hellfires 100 b¥
- Shredders 150 b¥
- LN2s 500 b¥
- Splinters 200 b¥
- High Explosive 300 b¥
- Moisture-responsive HE 450 b¥
- Depleted Uranium 800 b¥
- Jelly Rounds 300 b¥
- Gas 375 b¥
- Acid 250 b¥
- Hollowpoint 80 b¥
Weapon Modifications
- Targeting scope 250 b¥
- Custom grips 150 b¥
- Gyro-stabilisation 400 b¥
- Bio-lock 350 b¥
- IFF chipping 500 b¥
- Teleoperation link 800 b¥
- Folding bipod 100 b¥
- Silencer/suppressor 85 b¥
- Electronic trigger 120 b¥
- Extended magazine/drum mag 65 b¥
- Smart targeting 750 b¥
Heavy Weapons
- Sentry® M-88 RPG 4,000 b¥
- Haunt® Light Anti-Tank Weapon 2,500 b¥
- Echo International® KS-49 5.56 SAW 2,250 b¥
- Armcor® Accelerator AP 18mm Railgun 6,500 b¥
- Sentry® Shredder Portable Minigun 2,000 b¥
- Hideyoki® L5 Heavy Chemical Laser Weapon 3,750 b¥
- HAK® G40 Rhino 40mm Grenade Launcher 1,200 b¥
- Echo International® K-60A .50cal Machinegun 1,350 b¥
- Barrett® AT3 .50cal Anti-Tank/-Borg Rifle 4,500 b¥
- Haunt® EMP-1 Electro Magnetic Pulse Rifle 2,750 b¥
- QBZ® Leong Incinerator Unit 950 b¥
Melee Weapons
- Hideyoki® Monomolecular Knife 55 b¥
- Carbon steel Katana 200 b¥
- Nunchaku/Tonfa 40 b¥
- Sentry® Electronux™ Knuckleduster 65 b¥
- Shuriken 15 b¥
- Switchblade 10 b¥
- Mono-dao (monomolecular sword) 350 b¥
- Sledgehammer 10 b¥
- Telescoping Baton 45 b¥
- Chain 5 b¥
- Club 2 b¥ / FREE
Armour
- Motorcycle Leathers 80 b¥
- Arachnoweave Sleeve 250 b¥
- Carbon Fibre Flak 150 b¥
- Laser-ablative Fabric 300 b¥
- Impact Gel Inserts 95 b¥
- Ceramic Plate 120 b¥
- Heavy Kevlar Jacket 200 b¥
- Exo-frame 3,000 b¥
- Coil Suit 1,750 b¥
- Flame Retardant Sleeve 220 b¥
- Heavy Leather Coat 110 b¥
Narcotics (estimated street value per dose)
- Hyperdex 20 b¥
- Fauxcaine 30 b¥
- Stim 15 b¥
- Slaught 45 b¥
- Syndorphine 50 b¥
- Iniquity 25 b¥
- Xeno 30 b¥
- Tetrameth 40 b¥
- Red Rapture 25 b¥
- Meta 30 b¥
- HD 20 b¥
Illicit Software (blackmarket prices)
- NeuroShield 100 b¥
- ReBoot 300 b¥
- Tunnel Rat 550 b¥
- God Mode 800 b¥
- Hunter 250 b¥
- Khali Grade 7 5,500 b¥
- Cloak 450 b¥
- Spoof 200 b¥
- Quiver 150 b¥
- Mr Sparky 2.0 300 b¥
- Peripheral 220 b¥
Cyberspace Consoles
- Orchard Technologies® nPod 475 b¥
- Genexus® Gestalt Bio-modem 3,900 b¥
- Ono-Sendai® Shinobi-7 1,800 b¥
- Braun® Hyperion 3,700 b¥
- Hideyoki® Vision 512e 4,000 b¥
- Toshiba® Nimbus 2,600 b¥
- Sony-Diahatsu® YĆ«rei 5,250 b¥
- Komatsu Systems® Ubi-C 3,200 b¥
- Thompson® Eye-phones 990 b¥
- Ishiteki® KyĆka suru 1,100 b¥
- Numan-Lloyd® N-24A 800 b¥
Personal Drones
- Situational Awareness 300 b¥
- Targeting 325 b¥
- Buddy Bot® 250 b¥
- Holo Emitter 220 b¥
- Surveillance 300 b¥
- Defense 550 b¥
- Medi-drone 425 b¥
- Bomb 850 b¥
- Assassin 1,200 b¥
- Tracker 320 b¥
- Ortillery FO 5,575 b¥
Nice addition. I think it's nigh time for a printed, compiled edition of all of Sprawl Goons (and Augmented Reality?)
ReplyDeleteFunny you should say that…
DeleteCurrently working on a POD Sprawl Goons tree-murder edition, with a revised layout. ;)
Ooooh, great news!
DeleteBTW, do you have a release date in mind?
ReplyDeleteIt 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).
DeleteI was hoping to have it out by now.
Thanks for the update.
DeleteGot myself all three parts of Sprawl Goons today. Nifty.
ReplyDeleteWhat 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.
A few thoughts about what Mike said:
ReplyDelete- 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)
Sorry, I meant:"having all Stun damage heal at the end of combat"
DeleteI guess I'll be contacting Geist via a different channel with some ideas :)
ReplyDeleteStun 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.
I probably would track Stun and Lethal damage together, it seems easier.
DeleteOkay, here's a few quick answers.
ReplyDelete• 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!
Updating: vehicle rules are well in the works :)
DeleteGuys, I need a sounding board. I'm writing a vehicle showroom for the Sprawl Goons vehicle rules. How many vehicles should be there?
DeleteOn 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?
Oh, wow, that's a lot of stuff.
DeleteI think you have basically everything covered, and then some.
Maybe add something on drones and AI controlled vehicles? Hacking vehicles?
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.
DeleteIf 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.
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.
DeleteI'm sure they will, that's kinda the point :P
DeleteThank 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).
NPCs of note could also be easily created as if they're PCs - just use their Resilience (plus armour, etc.) as their DS.
ReplyDeleteI believe there should be guidelines for that, then.
DeleteStarting 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.
I was thinking that NPCs could have diversified DSs. Like
ReplyDeleteHum4n 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)
Oh, I do like that! What a great idea! Simple, yet flexible. May I steal that for the future?
DeleteSure!
DeleteThanks! :)
DeleteNice post! Do you guys have Twitter/fb/ig so I can follow up on your updates?
ReplyDeleteNope. Here is where it’s at. :)
DeleteAny updates on the Augmented reality second edition or the Sprawl Goons compendium?
DeleteNot 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.
DeleteI guess it it a good time to poke him about stuff :P
Augmented 2 is an early WIP, the Vehicle book for SG will come out first (almost there!), followed by the POD SG book.
ReplyDeleteAs 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! :)
I really need to update this blog too!
ReplyDeleteYou do indeed!
DeleteI m sort feel amazed I inspired that list.
ReplyDeleteAnd thank you for doing so!
DeleteAren´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.
ReplyDeleteI guess it comes down to personal preference.
Delete* 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...? ;)