ZeroSpace 3e EN:Equipment: Difference between revisions
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==Medium Range Weapons== | ==Medium Range Weapons== |
Revision as of 05:38, 9 July 2019
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
Weapons which fire multiple times per round, such as repeating blasters, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (PL 4 instead of PL 3, for example). 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.
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.
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.
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 |
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.
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 |
- 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.
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.
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 |
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.
Type | PL | Cost | Notes |
---|---|---|---|
Light Repeating Blaster Rifle | 3 | 2000 Cr | two-handed, bonus die1 (fires multiple rounds at target) |
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, bonus die1 (fires multiple rounds at target) |
Heavy Blaster Rifle | 5 | 1000 Cr | two-handed |
Heavy Repeating Blaster Rifle | 5 | 6000 Cr | two-handed, bonus die1 (fires multiple rounds at target) |
Wrist Rocket | 8 | 350 Cr | single use |
Pacification Cannon | 8 | 800 Cr | two-handed, exploding, sensory, stunning |
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.
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 |
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.
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 |