Kalos Mechanism 4e EN:Equipment: Difference between revisions

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A ranged weapon's '''damage is equal to 1d6 + its Equipment Level'''. Ranged weapons are typically useful up to a distance based on the weapon's Equipment Level, and they affect a single target. Attacking a target '''beyond a weapon's short range''' incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''.
A ranged weapon's '''damage is equal to 1d6 + its Equipment Level'''. Ranged weapons are typically useful up to a distance based on the weapon's Equipment Level, and they affect a single target. Attacking a target '''beyond a weapon's short range''' incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''.


Making a ranged attack requires a successful '''Ranged Combat roll against {{KM4_DV_BASE}} + Ranged Combat''' of the target. (With the GM's permission, '''the target may base their hand-to-hand Defense Value on their Athletics''', instead.) The character receives an '''Attack Value (AV) bonus equal to the Equipment Level''' of their weapon. If the character has more than one Attack Value bonus, '''only the highest AV bonus applies'''.
Making a ranged attack requires a successful '''Ranged Combat roll against {{KM4_DV_BASE}} + Ranged Combat''' of the target. (With the GM's permission, '''the target may base their hand-to-hand Defense Value on their Athletics''', instead.) The attacker receives an '''Attack Value (AV) bonus equal to the Equipment Level''' of their weapon. If the attacker has more than one Attack Value bonus, '''only the highest AV bonus applies'''.


If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). A successful attack '''reduces the target's current Health'''. The target's Damage Resistance is deducted from the points of damage.
If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). A successful attack '''reduces the target's current Health'''. The target's Damage Resistance is deducted from the points of damage.

Revision as of 17:02, 3 April 2024

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(NOTE: This is a work in progress.)

Characters use equipment to make their efforts more successful. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 5. The effective Power Level of a piece of equipment is its Equipment Level.

There is no character point cost associated with ordinary equipment and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, but this usually happens when it is convenient for the character.

Most of these items are generic. Rename them and adjust the details as you and the GM see fit.

Armor

The Damage Resistance (DR) provided by armor is equal to its Equipment Level. For example, Equipment Level 2 armor grants 2 points of Damage Resistance. If the character has more than one source of Damage Resistance, only the highest value applies.

Armor does not normally provide Alteration Resistance or Mental Resistance.

Shields

The character receives a Defense Value (DV) bonus equal to the Equipment Level of their shield. If the character has more than one Defense Value bonus, only the highest DV bonus applies. Shields do not normally provide a Defense Value (DV) bonus to mental attacks.

Hand-to-hand Weapons

A hand-to-hand weapon's damage is equal to 1d6 + its Equipment Level. Hand-to-hand weapons are typically useful up to a distance of one meter, and they affect a single target.

Making a hand-to-hand attack requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) The attacker receives an Attack Value (AV) bonus equal to the Equipment Level of their weapon. If the attacker has more than one Attack Value bonus, only the highest AV bonus applies.

If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon (1d6 + Equipment Level). A successful attack reduces the target's current Health. The target's Damage Resistance is deducted from the points of damage.

In general, concealed hand-to-hand weapons can be found with a moderately difficult (DV 9) Investigation roll. However, this can vary a great deal, depending on the style of game and the design of the weapon.

Ranged Weapons

A ranged weapon's damage is equal to 1d6 + its Equipment Level. Ranged weapons are typically useful up to a distance based on the weapon's Equipment Level, and they affect a single target. Attacking a target beyond a weapon's short range incurs a standard penalty (-3 AV, -3 DV).

Making a ranged attack requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. (With the GM's permission, the target may base their hand-to-hand Defense Value on their Athletics, instead.) The attacker receives an Attack Value (AV) bonus equal to the Equipment Level of their weapon. If the attacker has more than one Attack Value bonus, only the highest AV bonus applies.

If the attacker's roll succeeds, the player rolls for damage based on the Equipment Level of the weapon (1d6 + Equipment Level). A successful attack reduces the target's current Health. The target's Damage Resistance is deducted from the points of damage.

In general, ranged weapons can't be effectively concealed on a typical person or within a typical personal vehicle: anyone who looks will find the item. However, this can vary a great deal, depending on the style of game and the design of the weapon.

Energy weapons usually have a "stun" setting. It is safe to assume that an energy weapon has such a setting, even if the user ignores it.

Explosives And Grenades

Explosives are generally frowned upon in all but very specific circumstances, most of which involve open warfare or destroying buildings. On the off chance you have a character involved in such endeavors, here are some typical explosive devices.

Unless otherwise noted, explosives are easy to find with a search: anyone will find the item with a routine search. The approximate blast radius of each explosive is given in the Notes column. All explosives are single-use.

Field Kits

A field kit is a tool set which provides an AV bonus to a character using that a specific skill. In fantasy and modern settings, a field kit typically takes the form of a few gadgets worn on the belt, shoulder, or thigh, along with a larger bag or gadget, typically worn on a strap. However, each field kit is tailored to the character's specialty (medical, tactical, scientific, etc.) and personal preferences. Some typical field kits are:

  • Computing
  • Engineering
  • Investigation
  • Medical
  • Piloting
  • Science
  • Warfare

In futuristic settings, field kits are less bulky. They typically take the form of a narrow "mobile" attached to the character's forearm or equivalent appendage. In use, the kit projects a holographic display around the character's head, above the character's hand, or what have you.

Vehicles

A character with special vehicles should usually buy them with the Vehicles gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with equipment, ordinary vehicles require periodic maintenance, but this usually happens when it is convenient for the character.

Vehicles In Combat

If a vehicle is under the direct control of a character, then the vehicle moves when that character does.

Vehicle weapons are useful up to a distance of 1 kilometer or more. A vehicle attacking a target beyond a weapon's standard range incurs a -3 AV penalty on the attack.

Vehicles vs. Characters

Vehicle weapons are designed to fire at other vehicles, not at characters. If a vehicle weapon is brought to bear against an individual, the attacker incurs a -6 AV penalty on the attack. Conversely, if a personal weapon is brought to bear against a vehicle, the attacker receives a +6 AV bonus.

Vehicle weapons are more powerful than the weapons carried by characters. If a vehicle weapon is brought to bear against an individual, the damage is increased by 6. Conversely, if a personal weapon is brought to bear against a vehicle, the vehicle's Damage Resistance is increased by 6.