Difference between revisions of "ZeroSpace 3e EN:Equipment"

From OGC
Jump to: navigation, search
(Burst Fire)
 
Line 519: Line 519:
 
==Other Equipment==
 
==Other Equipment==
  
When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such a general-purpose handheld computer or a pocket multitool, generally have a PL of 1. Ordinary equipment, such as a reasonably complete box of tools or a handheld computer with programs for specified tasks, would have a PL of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a PL of 3.
+
When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such as a general-purpose handheld computer, generally has a PL of 1. Ordinary equipment, such as a handheld computer with programs for specified tasks, would have a PL of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a PL of 3.
  
  

Latest revision as of 07:32, 9 July 2019

Arrow up 16x16.png Contents

Characters use equipment to make their efforts more successful. Equipment makes it easier to pick a lock, repair a vehicle, hack a computer, hurt someone, or resist being hurt. Unless otherwise noted, equipment has a power level (PL) rating of 1, adding 1 to the character's roll when attempting a skill roll.

Nothing physically prevents a character in ZeroSpace from carrying weapons and driving vehicles: there is no character point cost associated with ordinary weaponry 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. If a tool or weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Special Attack Types

Burst Fire

A weapon which fires multiple times per round, such as a repeating blaster, grants a bonus die. However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.

Exploding

Exploding attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), typically. The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Penetrating

If an attack is penetrating, any of the defender's dice that show a "5" or "6" are re-rolled until the die rolls lower than 5.

Sensory

A successful sensory attack renders the target unable to see and unable to hear. A defender who can't perceive an attacker incurs a penalty die on their defense roll.

To recover from a sensory attack, the target must use a standard action to make a moderately difficult (DV 3) Perception (Reason) roll.

If the character has not recovered from the sensory attack by the end of the scene, then they recover their senses shortly thereafter.

Stunning

Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Terrifying

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing character is granted a bonus die to their defense rolls.

To recover from a terrifying attack, the target must make a moderately difficult (DV 3) Survival (Presence) roll.

If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.

Armor

Armor provides protection against most forms of normal damage. The defense roll of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the power level (PL) rating of the armor. Conventional armor does not stack with energy shields.

Armor ranges from thin and light fabrics, virtually indistinguishable from ordinary clothing, to heavy self-contained suits which can't be mistaken for anything other than what they are. Assault armor often has additional features aside from its defensive properties, such as life support, communication gear, and so on.

Heavier armor restricts a wearer's movements. The effective Agility of a character wearing armor may be limited.


Table: Armor
Type PL Cost Notes
Light Tactical Attire 1 400 Cr maximum Agility 8
Medium Tactical Attire 2 800 Cr maximum Agility 7
Heavy Tactical Attire 3 1,600 Cr maximum Agility 6
Light Assault Armor 4 2,000 Cr maximum Agility 5
Medium Assault Armor 5 4,000 Cr maximum Agility 4
Heavy Assault Armor 6 8,000 Cr maximum Agility 3

Energy Shields

Energy shields provide protection against most forms of tangible (not mental) damage. The defense roll of a character with an energy shield is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the power level (PL) rating of the energy shield. Energy shields do not stack with conventional armor.

Energy shields can be incorporated in a variety of devices, from a belt to a pair of bracelets to a harness.

Heavier shields restrict a wearer's movements. The effective Agility of a character using an energy shield may be limited.


Table: Energy shields
Type PL Cost Notes
Ludax Safety Shield 1 1,600 Cr maximum Agility 8
Vizilian Lucent Shield 2 3,200 Cr maximum Agility 7
Zniss Personal Protection Screen 3 6,400 Cr maximum Agility 6
Zniss Professional Protection Screen 4 8,000 Cr maximum Agility 5
Koltsov Interference Generator 5 16,000 Cr maximum Agility 4
Shadefan Exo Force Field 6 32,000 Cr maximum Agility 3

Close Combat Weapons

Close combat weapons are typically useful up to a distance of one meter. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Close Combat (Brawn) roll, the character may add the power level (PL) rating of the weapon to their roll.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Close Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Close combat weapons
Type PL Cost Notes
Club 1 15 Cr
Knife 1 25 Cr
Spear 1 60 Cr
Staff 1 15 Cr two-handed, no sweep attack penalty1
Whip 1 20 Cr
Hatchet 2 35 Cr
Large Knife 2 40 Cr
Machete 2 40 Cr
Sword 2 50 Cr
Crowbar 2 25 Cr two-handed
Stun Baton 2 150 Cr stunning
Axe 3 70 Cr
Great Sword 3 75 Cr two-handed, no sweep attack penalty1
Vibroknife 3 250 Cr
Siobhan Battlestaff 3 750 Cr two-handed, no sweep attack penalty1
Teelau Spinning Blades 3 3250 Cr two-handed (one in each hand)
Great Axe 4 105 Cr two-handed
Monoblade Sword 4 1750 Cr variable length
Vibrosword 4 375 Cr
Vibroaxe 4 500 Cr
Zahatar Double Vibroaxe 5 1750 Cr two-handed, no sweep attack penalty1
Kroy War Sword 5 2250 Cr two-handed, no sweep attack penalty1
  1. Sweep Attack


Psiblades

Psiblades (also known as laser swords, star blades, sun swords, and so on) are close combat weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, the weapon appears as a cylinder 25 to 30 cm long. Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or simple unadorned tools.

Damage from a psiblade is penetrating: any of the defender's dice that show a "5" or "6" are re-rolled until the die rolls lower than 5.

Psiblades usually have a "stun" setting. It is safe to assume that a given psiblade has such a setting, even if the user never enables it.

Psiblades are dangerous to those without the power of Premonition. The blade of a psiblade has no mass, which makes it difficult for the wielder to know where the blade is when she is not looking directly at it. If a character without Premonition fails an attack roll with a psiblade by more than three, they strike themselves with the blade and lose one Endurance.

Psistaves are essentially two psiblades attached at their bases. When deactivated, a psistaff appears as a cylinder 30 to 60 cm long (shorter psistaves typically extend in length to 50-60 cm when activated). A psistaff with both blades activated is even more dangerous to the wielder than a normal psiblade. If a character without Premonition fails an attack roll with a fully activated psistaff, even by one, they strike themselves with one of the blades and lose one Endurance.

A psilance is essentially a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are much safer to wield. A character without Premonition who fails an attack roll with a psilance suffers no ill effects.

As with other two-handed weapons, someone making a Close Combat roll while holding a psistaff or psilance with one hand incurs a penalty die on their attack.


Table: Psiblades
Type PL Cost Notes
Psiblade 5 5000 Cr1 penetrating
Psistaff 5 10,000 Cr1 two-handed, no sweep attack penalty, penetrating
Psilance 5 5500 Cr1 two-handed, penetrating
  1. Not normally for sale


The energy blade of a psiblade is white when the weapon is first constructed, but gradually takes on a color based on the temperament of the user. Once this color is established, after a week or so of use, it does not change thereafter, even if the user does.


Table: Psiblade colors
Color Temperament
Red In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
Orange In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
Yellow Indicates optimism, and easy-going nature, inspiration, and intelligence.
Green Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
Turquoise Indicates a sensitive, compassionate nature, that of a healer or a counselor.
Blue Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
Indigo Indicates a wielder of deep feeling, someone of profound intuition and sensitivity.
Violet Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
Lavender Indicates a wielder of great vision and imagination.


Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.

Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Short range weapons
Type PL Cost Notes
Pocket Blaster Pistol 2 300 Cr
Target Blaster Pistol 2 450 Cr bonus die1 if attacker does not move
Blaster Pistol 3 500 Cr
Repeating Blaster Pistol 3 2000 Cr burst fire
Stunner 3 350 Cr stunning
Blaster Carbine 4 900 Cr two-handed
Flamethrower 6 350 Cr two-handed, bonus die1 (wide spray), terrifying
Pacification Grenade 8 250 Cr exploding, sensory, stunning, single use
Fragmentation Grenade 12 200 Cr exploding, single use
Shock Grenade 12 250 Cr exploding, sensory, single use
Incendiary Grenade 12 250 Cr exploding, terrifying, single use
Stun Grenade 14 250 Cr exploding, stunning, single use
  1. Bonuses And Penalties

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.

Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Medium range weapons
Type PL Cost Notes
Light Repeating Blaster Rifle 3 2000 Cr two-handed, burst fire
Pain Rifle 4 450 Cr two-handed, stunning
Sporting Blaster Rifle 4 800 Cr two-handed, bonus die1 if attacker does not move
Repeating Blaster Rifle 4 4000 Cr two-handed, burst fire
Heavy Blaster Rifle 5 1000 Cr two-handed
Heavy Repeating Blaster Rifle 5 6000 Cr two-handed, burst fire
Wrist Rocket 8 350 Cr single use
Pacification Cannon 8 800 Cr two-handed, exploding, sensory, stunning
  1. Bonuses And Penalties

Long Range Weapons

Long range weapons are typically useful up to a distance of 1,000 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.

Blasters usually have a "stun" setting. It is safe to assume that a given blaster has such a setting, even if the user never enables it.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Long range weapons
Type PL Cost Notes
Sniper Blaster Rifle 5 9000 Cr two-handed, bonus die1 if attacker does not move, penetrating
Light Blaster Cannon 6 3000 Cr two-handed, fires every other round
Heavy Blaster Cannon 11 4500 Cr two-handed, exploding, fires every other round
  1. Bonuses And Penalties


Other Equipment

When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such as a general-purpose handheld computer, generally has a PL of 1. Ordinary equipment, such as a handheld computer with programs for specified tasks, would have a PL of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a PL of 3.


Table: Tools
Type PL Cost
Breather 1 250 Cr
Commlink 1 200 Cr
Datapad 1 1000 Cr
Dronelight 1 10 Cr
Covert Tracking Device 2 1000 Cr
Fire Suppressor 1 25 Cr
Handcuffs 8 15 Cr
Holocam 1 3000 Cr
Macrobinoculars 1 600 Cr
Multi-tool 1 250 Cr
Navcomp 2 500 Cr
Nightvision Goggles 2 1000 Cr
Surveillance Microdrone 2 5000 Cr