Kalos Mechanism 4e EN:Equipment: Difference between revisions
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When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level. A weapon's '''damage is equal to 1d6 + its Equipment Level'''. | When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level. A weapon's '''damage is equal to 1d6 + its Equipment Level'''. | ||
Someone attacking a target '''beyond a weapon's intended range''' incurs a '''-{{KM4_SKILL_BONUS}} AV | Someone attacking a target '''beyond a weapon's intended range''' incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''. | ||
'''Short range weapons''', like pistols and other '''sidearms''', | '''Short range weapons''', like pistols and other '''sidearms''', | ||
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A character with special vehicles should usually buy them with the [[Kalos_Mechanism_4e_EN:Gifts#Vehicles|Vehicles]] gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are unreliable and require periodic maintenance. | A character with special vehicles should usually buy them with the [[Kalos_Mechanism_4e_EN:Gifts#Vehicles|Vehicles]] gift. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are unreliable and require periodic maintenance. | ||
Vehicle weaponry is more powerful than the weapons carried by individuals. If a vehicle weapon is brought to bear '''against an individual''', the damage roll is '''increased by 6'''. Vehicle weapons are useful up to a distance of 1 kilometer or more. Someone attacking a target '''beyond a weapon's standard range''' incurs a '''-{{KM4_SKILL_BONUS}} AV | Vehicle weaponry is more powerful than the weapons carried by individuals. If a vehicle weapon is brought to bear '''against an individual''', the damage roll is '''increased by 6'''. Vehicle weapons are useful up to a distance of 1 kilometer or more. Someone attacking a target '''beyond a weapon's standard range''' incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''. | ||
Revision as of 16:19, 17 January 2023
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. Simple or multipurpose equipment, such as a Swiss army knife, generally has an Equipment Level of 1. Ordinary equipment, such as a reasonably complete box of tools, has an Equipment Level of 3. Special-purpose or very high quality equipment, such as a complete surgical theatre, has an Equipment Level of 5. When the character attempts a task, the character may add their Equipment Level to their Action Value, but only up to their skill 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.
Armor
The Damage Resistance (DR) provided by armor is equal to its Equipment Level +Template:KM4 SKILL BONUS. For example, Equipment Level 2 armor grants 5 points of Damage Resistance (2 + Template:KM4 SKILL BONUS = 5). If the character has more than one source of Damage Resistance, only the highest value applies.
Name | Level | DR | Cost | Notes |
---|---|---|---|---|
Industrial PPE | 1 | 4 | -- | Encrypted Radio |
Light Tactical Armor | 1 | 4 | 1,600 Cr | Encrypted Radio, Night Vision |
Heavy Tactical Armor | 2 | 5 | 2,000 Cr | Encrypted Radio, Night Vision |
Light Assault Armor | 3 | 6 | 4,000 Cr | Encrypted Radio, Night Vision |
Heavy Assault Armor | 4 | 7 | 8,000 Cr | Encrypted Radio, Night Vision |
Blast Armor | 5 | 8 | 16,000 Cr | Encrypted Radio, Night Vision |
Armor does not normally provide Alteration Resistance or Mental Resistance. However, it is common for armor to integrate one or more field kits (see below), communications gear, environmental adaptation, and so on. The effective Power Level of a piece of equipment is its Equipment Level.
Name | Cost | Notes |
---|---|---|
Environmental | 300 Cr | Environmental Immunity |
Extreme Cold Environmental | 600 Cr | Environmental Immunity, Cold Immunity |
Extreme Heat Environmental | 600 Cr | Environmental Immunity, Heat Immunity |
Field Kit | Varies | see Field Kits, below |
Grav Boots | 300 Cr | Clinging |
Sentry Suite | 300 Cr | Ambient Awareness |
Strength Augmentation | 1,200 Cr | Strike, Super Lifting |
Thrusters | 600 Cr | Flight |
Toxic Environmental | 1,500 Cr | Environmental Immunity, Alteration Resistance |
Shields
The character receives a Damage Resistance (DR) bonus equal to the Equipment Level of their shield. If the character has more than one Damage Resistance bonus, only the highest value applies. Shields do not normally provide Alteration Resistance or Mental Resistance.
Expert Tip: If the first attack penetrates your shield, run away.
Shields lose effectiveness as they withstand attacks. The shield grants its full Damage Resistance (DR) bonus against the first successful attack in a scene. The second attack in a scene, the shield grants one less than its full DR bonus. This continues until the DR bonus granted by the shield is reduced to zero. The shield will be restored to full effectiveness after the fight is over, whether from being repaired, recharged, or what have you.
Name | Level | DR Bonus | Cost |
---|---|---|---|
Safety Shield | 1 | 1 | 400 Cr |
Light Tactical Shield | 1 | 1 | 800 Cr |
Heavy Tactical Shield | 2 | 2 | 1,600 Cr |
Light Assault Shield | 3 | 3 | 2,000 Cr |
Heavy Assault Shield | 4 | 4 | 4,000 Cr |
Blast Shield | 5 | 5 | 8,000 Cr |
It is uncommon for shields to have further enhancements, but it is possible. The effective Power Level of a piece of equipment is its Equipment Level.
Name | Cost | Notes |
---|---|---|
Environmental | 600 Cr | Environmental Immunity |
Riot Charge | 1,200 Cr | Damaging Aura |
Spikes | 300 Cr | Damaging Aura |
Hand-to-hand Weapons
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 Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level.
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 resistance Damage Resistance is deducted from the points of damage.
Name | Level | Damage | Cost |
---|---|---|---|
Simple Weapon | 1 | 1d6 + 1 | -- |
Light Tactical Blade/Club | 2 | 1d6 + 2 | 40 Cr |
Heavy Tactical Blade/Club | 3 | 1d6 + 3 | 120 Cr |
Light Assault Blade/Club | 4 | 1d6 + 4 | 400 Cr |
Heavy Assault Blade/Club | 5 | 1d6 + 5 | 1,200 Cr |
There are a bewildering number of weapon enhancements; a few are listed below. The effective Power Level of a weapon is its Equipment Level.
Name | Cost | Notes |
---|---|---|
ATP Suppressor | 2,400 Cr | Brawn Drain |
Impact Flash | 1,200 Cr | Dazzle |
Monomolecular Edge | 4,800 Cr | Weapon is a Piercing Attack; illegal |
The above system is intended to make it easy to gear up your character. However, the GM can make up custom weapons, if they want to. Here is an example of how one might do that: psiblades.
Psiblades
Psiblades (also known as laser swords, star blades, sun swords, and so on) are hand-to-hand weapons which project a beam of energy approximately 9mm in diameter and from 50 cm to 150 cm long. When deactivated, a psiblade appears as a cylinder 25 to 30 cm long. A psistaff is 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). Because psiblades are usually handcrafted by the wielder, no two are alike. They may be ornate works of art or unadorned tools.
Psiblades are dangerous to those without the power of Danger Sense. If a character without Danger Sense fails an attack roll with a psiblade or psistaff, they strike themselves with the blade, and must roll damage as usual.
A psilance is a psiblade on a long spear-like handle. Psilances are less maneuverable than psiblades and psistaves, and much less concealable, but are safer to wield. A character without Danger Sense who fails an attack roll with a psilance does not hit themselves with it.
The energy blade of a psiblade is a piercing attack.
Name | Level | Damage | Notes |
---|---|---|---|
Psiblade | 5 | 1d6 + 5 | Weapon is a Piercing Attack; legality varies |
Psistaff | 5 | 1d6 + 5 | Weapon is a Piercing Attack; legality varies |
Psilance | 5 | 1d6 + 5 | Weapon is a Piercing Attack; legality varies |
The energy blade of a psiblade is white when the weapon is first constructed, but it gradually changes hue based on the temperament of the user. Once this color is established, after a hundred hours or so of use, it does not change thereafter, even if the user or their temperament 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. |
Ranged Weapons
Making a ranged attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. A successful attack reduces the target's current Health. Damage Resistance is effective against a ranged weapon. The target takes the points of damage which exceed their Damage Resistance.
Energy weapons usually have a "stun" setting. It is safe to assume that an energy weapon has such a setting, even if the user never enables it.
When making a weapon attack roll, the character may add their Equipment Level to their Action Value, but only up to their skill level. A weapon's damage is equal to 1d6 + its Equipment Level.
Someone attacking a target beyond a weapon's intended range incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV).
Short range weapons, like pistols and other sidearms,
- are most useful up to a distance of 10 meters
- are moderately difficult to find with a search (DV 12)
Medium range weapons, like shotguns and carbines
- are most useful up to a distance of 30 meters
- are easy to find with a search: anyone with Investigation will find the item with a routine search
Long range weapons, like rifles and heavier long arms
- are most useful up to a distance of 100 meters
- can't be effectively concealed on a typical person or within a typical personal vehicle: anyone who looks will find the item
Name | Level | Damage | Range | Cost |
---|---|---|---|---|
Utility Sidearm | 1 | 1d6 + 1 | Short | 200 Cr |
Utility Carbine | 1 | 1d6 + 1 | Medium | 300 Cr |
Utility Long Arm | 1 | 1d6 + 1 | Long | 400 Cr |
Light Tactical Sidearm | 2 | 1d6 + 2 | Short | 400 Cr |
Light Tactical Carbine | 2 | 1d6 + 2 | Medium | 600 Cr |
Light Tactical Long Arm | 2 | 1d6 + 2 | Long | 800 Cr |
Heavy Tactical Sidearm | 3 | 1d6 + 3 | Short | 1,200 Cr |
Heavy Tactical Carbine | 3 | 1d6 + 3 | Medium | 1,600 Cr |
Heavy Tactical Long Arm | 3 | 1d6 + 3 | Long | 2,000 Cr |
Light Assault Sidearm | 4 | 1d6 + 4 | Short | 4,000 Cr |
Light Assault Carbine | 4 | 1d6 + 4 | Medium | 6,000 Cr |
Light Assault Long Arm | 4 | 1d6 + 4 | Long | 8,000 Cr |
Heavy Assault Sidearm | 5 | 1d6 + 5 | Short | 12,000 Cr |
Heavy Assault Carbine | 5 | 1d6 + 5 | Medium | 16,000 Cr |
Heavy Assault Long Arm | 5 | 1d6 + 5 | Long | 20,000 Cr |
There are a bewildering number of weapon enhancements; a few are listed below. The effective Power Level of a weapon is its Equipment Level.
Name | Cost | Notes |
---|---|---|
Bio Safety Lock | 600 Cr | The person who sets the lock has Personal Immunity |
Freeze Gun | 1,200 Cr | A successful attack inflicts Hold in addition to stunning damage |
Quantum Collimator | 4,800 Cr | Weapon beam/projectile is a Piercing Attack; illegal |
Silencer | 300 Cr | Weapon beam/projectile requires a Reason + Investigation roll to hear; regulated |
Spectrum Shifter | 2,400 Cr | Weapon beam/projectile is Invisibile to standard sensors; illegal |
Subharmonic Paralyzer | 1,200 Cr | A successful attack inflicts Hold in addition to normal damage |
Field Kits
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 (always cross-body, for security). 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
When the character attempts a task, the character may add their Equipment Level to their Action Value, but only up to their skill level.
Name | Level | Cost |
---|---|---|
Field Kit, Level 1 | 1 | 300 Cr |
Field Kit, Level 2 | 2 | 600 Cr |
Field Kit, Level 3 | 3 | 1,200 Cr |
Field Kit, Level 4 | 4 | 2,400 Cr |
Field Kit, Level 5 | 5 | 4,800 Cr |
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 weapons, ordinary vehicles are unreliable and require periodic maintenance.
Vehicle weaponry is more powerful than the weapons carried by individuals. If a vehicle weapon is brought to bear against an individual, the damage roll is increased by 6. Vehicle weapons are useful up to a distance of 1 kilometer or more. Someone attacking a target beyond a weapon's standard range incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV).