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Confrontation

A cyber-gothic role-playing game for mature players.

These pages are in no way intended to challange Games Workshop copyright.

Tech Gangs

Tech gangs are various groups which mainly control and own the factories. These gangs have a close working relationship and genetic familirity.

Tech children are frequently born with deformed arms and legs due to pollution, congenital disorders and warp-influence. Many have these stunted and twisted limbs amputated. The Ministorum is not aware of the inherent deformity in these groups, any tech without a limb is assumed to be in the ritually preparatory stage prior to bionic implant.

The Techs consider bionics to be a cure or mutation. In some instances they are correct. Badly maleformed Techs are usually killed quickly and dumped in the Re-Cyc.

Some Techs specialise in brain implants. Factory workers receive such implants to aid production. One group is working with the Immortals in an attempt to tap and harness psychic potential via brain implantation. Other tech groups use brain implants to indoctrinate their workers, control them or reward/punish them for good/bad work.

Some Brain Implants

-Machine interactuion and automation plugs: to speed worker production.

-Ab-negs: short for Abstraction-Negation. These chips destroy hight brain functions. When implanted they reduce WP by half. Implantees loose the ability to think abstractly. Most do not dream

-Reac-Chip: These speed up reaction times (+2 I) to help deal with advanced, quick and dangerous machinary. Side effects mean an increased metabolism and the need for twice as much food and water. (T test weekly. Fail=severe fatigue and exhaustion for 1d6 days + amount T teast was failed by).

-Chem-Tube: a direct opening through the skull into the brain into which drugs can be directly and effectively administered.

-BOP: stands for "BurnOut inPlant". These are planted into workers to make them work until they drop. It speeds up the brain functions and makes it more effective. (+2S, +1T, +1W, +1I, +1Cl). THe effects last for 1d6xT days. After this a T test is taken. If it is failed 1T is permanently lost. If passed effects last for 1d6xT days more. After this a 2nd test is taken. If failed 2T permanently lost. And so on... until a test is failed - which may negate T value and kill the recipient.

Voltar

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