HAKUBI CUSTOMS
Vehicle Modifications, Weapons Modification and Selling.
-Central Offices: Harbor Area, Asgard.
-Regional Offices: Combat Zone, Asgard; T-2; Denver, Colorado; San Francisco, CA.
-Majority Stockholder: Washu Hakubi, Asgard, owning all the company’s stock.
-Information: Hakubi Customs was created by an Alternate version of Washu Hakubi to not get bored to death and to gain some money on the side (so she says).
From her automated warehouse on the Harbor, the most high-tech modifications are available to her, and if they’re not… well, she likes a challenge. It is not a secret in the streets that she also creates all sorts of ‘crazy’ weapon modifications and fully functional replicas of famous Fiction weapons and sells them to the highest bidder or neediest vigilante.
What IS a secret, however, is that she has put almost all of her effort to provide for the Offices’ agents, especially the ones of the Rival Relief Office (the ‘Underdogs’ Office’), and, thus, has kept her gun designs on the street almost down to a trickle, so creating the illusion that most of them are one-of-a-kind, when in truth she’s mass-producing them in the Bunker.
‘The Bunker’, her weapons storage right under the Hakubi Customs warehouse, is also the hangar of a number of fully-functional replicas of Fiction vehicles and a fully-modified Stargate. Her ‘transport service’ is only available to Office agents.
(
GM’S NOTE: Her ‘secret agenda’ is to provide the Offices (and any somewhat-good faction) with the means to destroy (or at least give hell) to some of her enemies, one of which took her daughter away. As for the RRO, it is because she 1: was convinced to do this by one of its agents, and 2: she sees potential in the Office that is put to waste by the other two.)
(
SECOND GM’S NOTE: A number of her ‘street-sale’ weapons have been adapted with the Booby Trapped/Genetic Tag Gadgets for ease of tracking; and they won’t fire (or will self-destruct) if she enters a command on the Bunker mainframe. She sells said weapons as if the Gadget didn’t existed (no DC modified)-taking a loss but keeping really dangerous weapons under control-apparently.)
Vehicle Customizations
Hakubi Customs, or PCs with appropriate Craft (mechanical) skills, will be happy to implement any of the following custom modifications on vehicles. All custom jobs cost 5 + the craft DC of the job in question. The custom jobs take 1d6 days to be completed as a standard, but they can be ‘rushed’ by paying an extra 50% of the cost.
If self-crafted the character must make a Wealth check DC for the half the cost of the custom job for the raw materials and must pass a Craft (mechanical) check at the listed DC. These checks require a full day’s worth of work, If the Check is failed, another attempt might be made another day at no penalty.
Options can be added to different types of vehicles to enhance performance or give them additional capabilities. Unless otherwise noted, each accessory can only be taken once.
Note that Engine Rebuild, Turbocharger, and Big Engine have approximately the same effect in game terms. A superfast vehicle may have all three options assigned, however.
Airfoils
An aerodynamic feature (airdams, spoilers, etc.) that improves traction by increasing the downward force on a wheeled or sea vehicles. Gives a +1 bonus to any Drive Skill check at speeds over 100 mph.
Craft DC: 15
Armor
The vehicle is retro-fitted with armored panels, Kevlar inserts, and bullet proof glass on the windows. Each time the armor is assigned, the extra weight reduces top speed by 50 (5) but increases the vehicle’s Hardness by 3.
Craft DC: 17
Big Engine
An upgraded engine, such as a big V8 in a passenger car, or a V12 in a sports car. The engine often differentiates an ordinary passenger car from a luxury model, or a basic sports car from a racer. A big engine adds 50(5) to the top speed of any vehicle.
Craft DC: 19
Body Kit
Almost every vehicle out on the streets has a range of optional body kit upgrades available to it, either from the original manufacturer or a wide range of specialist machine shops. The body kit allows the buyer to truly customize the appearance of his vehicle by adding skirting, shark fins, bat wings, cosmetic spoilers and a paint scheme unique to the owner.
The effects are purely cosmetic and have no practical value but will grant the buyer the ability to choose exactly how the vehicle will look.
Craft DC: 15.
Body Spikes
A series of large metal spikes are welded to the body frame of the vehicle, making any ramming and attempts to get on the vehicle (or, in some extreme cases, eat it) damaging as well.
Whenever anything collides with the vehicle, they receive an additional 1d8 dice of damage, aside from any damages taken from the collision. This damage does not stack with the damage given with a Spiked Ram Plate.
Craft DC: 10.
Burglar Alarm
If a door, trunk, or window is opened without the proper key, an alarm will sound to alert (and annoy) everyone in the vicinity. Defeating the alarm requires an appropriate Skill check against a DC equal to the Craft (electronic) check used to make the alarm. Marginal failure (failed by 5 or less) means the thief realizes he or she cannot disarm it while a worse failure means will trigger the alarm.
Craft DC (electronic): 10 (minimum)
Citizen’s Band (CB) Radio
With a range of a few miles, truckers favor CBs for exchanging information on road conditions, speed traps, and general gossip. Unlike a personal cell phone, a CB broadcasts to everyone in the area — it is not useful for private communication, but is great for distress calls. A similar option can be taken for taxi dispatcher radios. A CB radio can be installed in any vehicle.
Craft DC (electronic): 10
Consumer Electronics
These electronic gadgets include small TV sets, a vehicular computer, fax machines, etc. A cassette or CD player in a car can be considered a fairly mundane item. Electronics can be added to any vehicle, provided the size seems reasonable.
Craft DC (electronic): 10
Convertible Top
The vehicle with this option has a removable or retractable plastic, fibreglass, or fabric top. Removing the top gives a better view and nice breeze, but also means that the driver and passengers are now “partially exposed,” and are at the mercy of the weather. Exposed occupants are also completely unprotected from overhead attacks and can be attacked (bypassing vehicle Armour/Hit Points) more easily from the side or rear (-4 attack check penalty to ignore the car’s Armor). On the plus side, those occupants can also fire out of the vehicle without any difficulty, and jump in or out more easily. This feature is available for automobiles; recreational speed boats and most offshore racers automatically possess this option.
Craft DC: 10
Door Mount
This option is a post and bracket for mounting a light or heavy machine gun out a van’s or chopper’s open side door.
Craft DC: 10
Ejector Seat
Developed from the same systems as those used in fighter jets, the ejector seat available for civilian drivers is actually used for security, rather than safety. The owner of the vehicle fitted with an ejector seat, which is usually fitted on the diver’s position, can pre-select the speed at which it will operate. Upon recognizing an unauthorized entry to the vehicle, the ejector seat will fire as soon as the vehicle reaches its selected speed, throwing any would-be thief 60 ft. into the air. No parachute is provided for the fall to the ground.
Early models of the ejector seat were notorious for misfiring, often throwing their owners out into the street, though modern versions are almost 100% reliable. Fitting an ejector seat also requires a Craft (electronics) check at the same DC.
Check DC: 15.
Electronic Countermeasures
This advanced defense system enables the vehicle to avoid detection by radar and other sensors. Any attempt to mechanically detect the vehicle (except through the basic senses such as sight or hearing) incurs a -6 penalty.
Craft DC (electronic): 15
Engine Rebuild
A rebuild is major custom upgrade to the engine, rather than just simply increasing its size. In a car, this may involve removing and completely cleaning the existing system (including “hot tanking” the engine block in a chemical bath to remove grime), then adding various modifications (known as “blueprinting”). Other engine “buzz-words” include forged dome pistons, tuneable fuel injection, strengthened rods and bearings, adjustable or hot cam socket, tubular headers, custom intake manifolds, big valves, and a bored-out throttle body. This option adds 50 (5) to the top speed of any vehicle.
Craft DC: 19
Furnishings
Furnishings include a mini-bar, mini-fridge, kitchenette, chemical toilet, bunk bed, etc. For larger furnishings (kitchenette, bunks, etc.) each one added also requires replacing one or two seats, depending on the size. Furnishings can be added to any vehicle that has a 4 or more passenger capacity.
Craft DC: 10
Global Positioning System (GPS)
This option uses satellite systems to provide precise navigational co-ordinators, which prevents the driver from becoming lost. Naturally, it is still possible to miss a turn through human error. A GPS can be added to any vehicle. A GPS can be locked in with a computer in the corresponding GPS frequency (Computer Use roll, DC 20).
Craft DC (electronic): 10
Hidden Cargo Space
This space is often used in vehicles that are designed to smuggle goods across borders or past highway patrols. Up to 10% of the vehicle’s cargo capacity can be considered “hidden” under fake panels and bogus fixtures. Hidden space can be added to any vehicle with cargo capacity.
Craft DC: 12
Improved Brakes
This option includes high quality brakes, drag chutes, or forward facing jets that allow the vehicle to stop faster than normal. Those breaks provide a +2 bonus to Drive Skill checks on any maneuver where sudden, sharp deceleration is important. Improved breaks can be added to any ground-based vehicle.
Craft DC: 13
Improved Shocks
Some wheeled vehicles have high quality or adjustable shock absorbers or springs, which provide an extra +1 bonus to Drive Skill checks in any circumstance where the suspension would be important (such as crossing over obstacles).
Craft DC: 10
Jump Jets
By fitting powerful, short-burn rockets to the underside of a vehicle, a driver can greatly increase the distance the vehicle will clear when it jumps. Used as part of a jump maneuver, a vehicle fitted with jump jets will clear twice the normal distance. In addition, a jump maneuver may be performed at any time without the benefit of a ramp, usually to clear obstacles. A vehicle jumping without a ramp will clear the normal distance in feet equal to twice its current speed in miles per hour, achieving a maximum height of 3d10 ft.
Craft DC: 21.
Fire Response Security System
A black-market ‘upgrade’ from the Burglar Alarm, it is usually picked up by wealthy people who want to be more… ‘proactive’ in their car protection.
Several nozzles are fitted all around the underside of the vehicle, linked to a gas canister containing volatile chemicals that ignite powerfully in contact with air. Simply by hitting a panic button on the dashboard, the driver can cause a hot sheet of flame to erupt around his vehicle, driving back any potential attackers. Any object within 5 ft. of the vehicle will sustain 2d6 points of fire damage. The flames will continue to surround the vehicle for 1d6 rounds. The vehicle itself will be unharmed from these flames, although the paintwork is often singed. The Lethal Response Security System contains enough gas for just one use, after which it must be refilled (Wealth DC 15). Vehicles of Medium size or smaller and bikes may not be fitted with the system.
Craft DC: 18 (Illegal).
Electric Response Security System
Another upgrade from the Burglar Alarm, it is also picked by people who want a ‘proactive’ response. This modification is legal, unlike the other Security System, because it can be set to be non-lethal.
A computer-controlled set of cables and converters are added to the frame, making possible to electrify the vehicle’s frame with the touch of a switch.
Any object touching the vehicle will take 2d6 points of electricity damage (user’s choice: subdual or lethal-can change settings once per use). The charge will keep going for 1d6 rounds. The vehicle itself and anybody inside it will be unharmed from the electric discharge, but the effect can disrupt communications.
The Electric Response Security System is equipped with a high-capacity battery that powers the system for 2 uses, this battery must be either recharged (Wealth DC 5) or replaced (Wealth DC 15). Vehicles of Medium size or smaller and bikes may not be fitted with the system.
Craft DC (electronic): 18.
Gas Response Security System
Another option to the Security System, the Gas Response Security System is a set of chemical canisters and nozzles set under the vehicle’s underside, that can be activated thru a panic button. Once activated, the immediate area around the vehicle (10 feet) is filled with gas. Those who are in the immediate area must then roll as per exposure rules to whatever gas was inside the canisters (the amount in the canisters corresponds to a grenade’s worth).
The gas also gives complete concealment inside the area. The people inside the car could also be exposed, unless the car was modified with an NBC seal.
The canisters are full with enough chemical for one use, after which they must be refilled (Wealth DC 12+, depending on the legality of the chemical) or replaced (Wealth DC 12+, as well).
Craft DC: 18.
Lights and Siren
Any vehicle can be fitted with a noisy siren and flashing lights. This option can also provide a powerful spot search light. Has the effect of canceling the effects of darkness for 400ft.
Craft DC: 13
Luxury Interior
Leather upholstery, lots of chrome, extra head room, or other items on a vehicle are a sure way to impress someone special. A plethora of luxury options are available for most vehicles.
Craft DC: 9
Manual Transmission
There are two types of transmissions: manual and automatic. An automatic transmission is assumed to be standard issue for cars and hovercars (but not other vehicles), and means that the gear mechanism changes by itself. In a manual transmission, the driver must shift the gears on his or her own, usually with a stick and the clutch pedal. In the case of automobiles, a manual transmission gives an additional -1 penalty to characters who are trying to do something else while they drive, such as shoot a gun. If, however, a vehicle with an automatic transmission and one with a manual transmission are competing in a race, the GM should give any driver who has both the Drive Skill and a manual transmission an extra +1 bonus to reflect the greater speed control the manual transmission provides. Cars and Hovercars can be bought with both transmission types. Converting a car to use another kind of transmission is a DC 15 Repair check.
Craft DC: 15.
NBC Seal
The car is outfitted with a Nuclear-Biological-Chemical Seal, that seals off the interior of the cabin. Also, the car’s air conditioning system is outfitted with special scrubbers to prevent damaging elements from entering. While the system prevents the entry of water, it is useless in a vacuum, and if the vehicle is reduced to 25% or less of its normal Hit Points, the seal is damaged.
Craft DC: 20.
Nitrous Oxide Tank
This option adds a nitrous oxide tank and push-button injection system. Nitrous oxide (“laughing gas”) can be injected into the engine, which releases more free oxygen and improves cylinder pressures and engine temperature. This action allows extra fuel to be burned in a more controlled fashion, resulting in a quick power boost for a short sprint. A single injection adds 100(10) to speed and +2 to Initiative on any round it is used. A tank can be used for up to five rounds before depleting the nitrous oxide bottle. This performance enhancer is available for any vehicle.
Craft DC (chemical): 21
Off-Road Suspension
A raised suspension and special tires allow the vehicle to drive cross-country at two-thirds of the on-road top speed. The extra suspension weight also means -5 mph to road speed. For airplanes, this option corresponds to Rough-Field Landing Gear that lets the aircraft land without a proper runway. Off-road suspension is available for any ground vehicle or light aircraft.
Craft DC: 10
Oxygen Tank
A small oxygen tank is affixed inside a hidden compartment inside the cabin. The oxygen tank is good enough for 30 minutes (with full passenger complement).
Craft DC: 10.
Police-Band Radio
This radio allows the driver to listen to, and communicate on, police and emergency frequencies. If the cops find one of these in a vehicle, they may be a little suspicious, however. This radio is available for any vehicle.
Craft DC (electronic): 12
Pontoons
Pontoons allow a hover vehicle to land in, or take off from, water. The extra air drag reduces the vehicle's top speed by 50 (5). Pontoons are available for any hover vehicle.
Craft DC: 13
Radar Detector
A detector can warn the driver if a police radar trap is within a few miles. Recent models also detect police laser scanners.
Craft DC (electronic): 15
Ram Plate
Though not strictly illegal, the fitting of a ram plate is likely to raise eyebrows for it can sensibly only be used for one thing-protecting a vehicle whenever it is involved in a collision and dealing back as much damage as possible.
A vehicle fitted with a Ram Plate obtains an additional Hardness 15 against collisions from the front. This hardness applies only to collision damage and does not apply to collision damage from directions other then the front. If the vehicle’s hardness is already 15 or greater, the Ram Plate has no effect.
A vehicle cannot have a Ram Plate and a Reinforced or Spiked Ram Plate at the same time.
Craft DC: 15.
Reinforced Ram Plate
The Reinforced Ram Plate is designed fully for battle purposes, and it shows by being even thicker, bigger and meaner than the normal Ram Plate. Vehicles modified with a Reinforced Ram Plate that aren’t police or military-issued are definitely illegal.
A vehicle fitted with a Reinforced Ram Plate obtains an additional Hardness 20 against collisions from the front. The hardness applies only to collision damage and does not apply to collision damage from directions other than the front. If the vehicle’s hardness is already 20 or greater, the Reinforced Ram Plate has no effect. Also, the vehicle is considered to be one size bigger for effects of rolling the damage it deals.
A vehicle cannot have a Reinforced Ram Plate and a Ram Plate or Spiked Ram Plate at the same time. The weight of the Reinforced Ram Plate reduces the total speed of the vehicle by 5 MPH. The Reinforced Ram Plate cannot be fit to vehicles of Medium size or smaller.
Craft DC: 18.
Spiked Ram Plate
The spiked Ram Plate is a normal Ram Plate with large spikes welded to it. The modification is trivially simple, making most users with a normal Ram Plate to make the ‘upgrade’ if required. The Spiked Ram Plate is illegal by street and highway laws, but it is widely used in the Outback by Road Warriors.
A vehicle fitted with a Spiked Ram Plate obtains an additional Hardness 15 against collisions from the front. The hardness applies only to collision damage from the front. As well, when the collision occurs, the dice dealt by the vehicle is increased by 2 dice. This additional damage is Piercing.
A vehicle cannot have a Spiked Ram Plate and a Ram Plate or Reinforced Ram Plate at the same time. A normal Ram Plate can be ‘upgraded’ to a Spiked Ram Plate with a Craft check, DC 5. (The Craft DC given is to make the modification from scratch).
Craft DC: 15.
Retro Jets
By fitting a series of short-burn rockets to the front of the vehicle, the driver can guarantee stopping almost instantly, regardless of the speed he was traveling at. When performing a Hard Brake maneuver (D20M, pg. 159), the Retro Jets allow the vehicle to slow down by three categories instead of just two with a single drive action. After the Retro Jets have been used once, they completely burn out and must be replaced (Wealth DC 18).
Craft DC: 21
Rocket Engine
Favored by speed junkies and the absolutely insane. The vehicle is outfitted with a rocket engine. The engine drastically increases the speed of the vehicle by an additional 100 (10) but the expensive modification incurs a -2 penalty on all Drive Skill checks while the rocket booster is activated.
Craft DC: 21
Rotating License Plate
With a flick of a switch, the license plate can flip to reveal an alternative identity for a vehicle. This illegal modification is available for any automobile or oversized ground vehicle.
Craft DC: 15 (Illegal)
Rotating License Plate, Multiple License.
This ‘enhanced’ version of the Rotating License Plate modification can hold up to three alternate licenses, plus the ‘original’ one.
Craft DC: 20 (Illegal).
Sidecar
Sidecars are attached to motorcycles, allowing an extra person to ride. This option reduces the top speed by 100 (10) on a conventional vehicle or 200 (20) on a hover vehicle. A sidecar requires three rounds to attach or detach.
Craft DC: 15
Slick Tires
A wheeled vehicle may be outfitted with flat racing tires (no grooves) for better traction. Slicks give a +1 bonus to any Drive checks on smooth, dry tracks, but unfortunately have a poor grip on wet roads: an additional -2 penalty is assigned to any penalties suffered by a vehicle for the weather conditions. Slicks are available for any ground vehicle.
Craft DC: 10
Smoke Screen/Oil Slick
This option releases smoke behind the vehicle, obscuring view in a cloud about 10 yards in diameter. The screen will last for 1-6 rounds depending on the wind. Alternatively, it could act as an oil slick, which creates a slippery area that hampers the control of any vehicle driving through it. A driver may avoid the oil slick if he or she spots it in time. At GM’s option, a character caught in a smoke screen/oil slick might be required to make a successful Driving Skill check to avoid an accident. A fully charged smoke screen/oil slick is good for three rounds of use, and is available for any automobile or oversized ground vehicle.
Craft DC: 13
Special Tires or Puncture-Resistant
Tires may be designed with various special abilities. These include solid puncture-resistant tires that run while flat (halve penalties for losing a tire) or special snow tires (reduce or negate any penalties that the GM may assign for maneuvering on snow or ice). Any ground-based vehicle can be equipped with special tires.
Craft DC: 10
Stretchers and Medical Equipment
This option differentiates ambulances from regular vehicles. Each stretcher replaces two seats for passenger capacity purposes. Medical equipment can be added to any van or utility helicopter.
Craft DC: 7 (for alterations to vehicle - medical equipment bought separately)
Stripped
These vehicles are carefully stripped down to improve their power to weight ratio. In a car, this might mean removing glass from side windows (replacing them with nets), taking out the headlights, stripping out the doors (the driver will now climb through the window), modifying the seats, and otherwise removing items that are required for regular driving but unnecessary or unsafe for a high-speed race. Stripping a vehicle will add 30(3) to top speed if the vehicle is still “street legal” or 50(5) if enough stuff is removed so that the vehicle no longer meets minimum safety standards. All vehicles, except an ultra-light, can be stripped.
Craft DC: 13
Sun Roof
A sun roof is an open hatch in the top of the vehicle, which can be added to any car or van. Characters who lean out the opening can be attacked, but receive a benefit for partial cover (-4 penalty to the attacker’s check). A sun roof is available for any automobile or oversized ground vehicle.
Craft DC: 11
Supercharger
A supercharger is designed to increase an engine’s power. The supercharger uses a belt-and-pulley mechanism linked to an engine’s crankshaft. It functions by forcing extra air and fuel into the engine’s combustion chambers. A supercharger adds 40(4) to top speed and the extra acceleration gives a +2 Initiative bonus.
Craft DC: 19
Tow Winch
A winch allows the vehicle to tow other vehicles of equal or smaller size (similar to pulling a trailer — see Trailer below). A winch is available for any pickup truck or oversized ground vehicle.
Craft DC: 5
Turbocharger
This device uses the engine’s exhaust stream to drive an air compressor, which increases the engine’s power output. This extra power adds 50(5) to top speed, but there is no extra initiative bonus, due to “turbo lag” — the delay it takes for the turbocharger to respond.
Craft DC: 19
Weapon Mount - Concealable
Because sometimes it is better to not call the attention of the authorities (but having guns on the vehicle is required), this mod fits the weapons behind concealed hatches and ports from which they spring up when needed. There are two varieties of Concealed Weapon Mount-Light and Heavy.
Noticing a Concealed Weapon Mount requites a Notice roll (DC 20). Concealed weapons may be made ready for firing as part of a drive action on the part of the driver, or a move-equivalent action on part of a crewman. Installing a Concealable Weapon Mount requires both a Craft (Mechanical) and Craft (Electrical) roll at the given DC (the price is only calculated as if one Craft roll was made, though).
The mount only takes one weapon, but can be taken multiple times.
Craft DC: 10 (Light Weapon Mount), 15 (Heavy Weapon Mount).
Weapon Mount - Light
A weapon mount is a bracket or pintle for mounting a light or heavy machine gun on the vehicle’s roof, deck, or the underside of a wing. The mount only takes one weapon, but can be taken multiple times.
Craft DC: 5
Weapon Mount - Heavy
This mount is used for mounting heavy weapons such as rockets. The mount only accepts one weapon, but can be taken multiple times.
Craft DC: 10
Winch
A heavy-duty (1-ton) winch.
Craft DC: 10.