ZeroSpace 3e EN:Equipment: Difference between revisions

From OGC
Jump to navigation Jump to search
No edit summary
No edit summary
Line 337: Line 337:
|}
|}
#[[ZeroSpace:Actions#Opposed_Tasks|Attack Bonus]]
#[[ZeroSpace:Actions#Opposed_Tasks|Attack Bonus]]
#[[ZeroSpace:Actions#Stunning|Exploding]]
#[[ZeroSpace:Actions#Exploding|Exploding]]
#[[ZeroSpace:Actions#Isolating|Isolating]]
#[[ZeroSpace:Actions#Penetrating|Penetrating]]
#[[ZeroSpace:Actions#Penetrating|Penetrating]]
#[[ZeroSpace:Actions#Stunning|Stunning]]
#[[ZeroSpace:Actions#Stunning|Stunning]]
#[[ZeroSpace:Actions#Stupefying|Stupefying]]
#[[ZeroSpace:Actions#Terrifying|Terrifying]]
#[[ZeroSpace:Actions#Terrifying|Terrifying]]


*Pacification Grenade: DR 1, Exploding, Stupefying
*Pacification Grenade: DR 1, Exploding, Isolating
*Pocket Blaster Pistol: DR 2
*Pocket Blaster Pistol: DR 2
*Target Blaster Pistol: DR 2, +1 Accuracy
*Target Blaster Pistol: DR 2, +1 Accuracy
Line 352: Line 352:
*Incendiary Grenade: DR 4, Exploding, Penetrating
*Incendiary Grenade: DR 4, Exploding, Penetrating
*Fragmentation Grenade: DR 5, Exploding
*Fragmentation Grenade: DR 5, Exploding
*Gas Grenade: DR 5, Exploding, Stupefying
*Gas Grenade: DR 5, Exploding, Isolating
*Stun Grenade: DR 8, Exploding, Stunning
*Stun Grenade: DR 8, Exploding, Stunning
*Flamethrower: DR 6, Exploding, Terrifying, two-handed
*Flamethrower: DR 6, Exploding, Terrifying, two-handed
Line 393: Line 393:
|}
|}
#[[ZeroSpace:Actions#Opposed_Tasks|Attack Bonus]]
#[[ZeroSpace:Actions#Opposed_Tasks|Attack Bonus]]
#[[ZeroSpace:Actions#Stunning|Exploding]]
#[[ZeroSpace:Actions#Exploding|Exploding]]
#[[ZeroSpace:Actions#Isolating|Isolating]]
#[[ZeroSpace:Actions#Penetrating|Penetrating]]
#[[ZeroSpace:Actions#Penetrating|Penetrating]]
#[[ZeroSpace:Actions#Stunning|Stunning]]
#[[ZeroSpace:Actions#Stunning|Stunning]]
#[[ZeroSpace:Actions#Stupefying|Stupefying]]
#[[ZeroSpace:Actions#Terrifying|Terrifying]]
#[[ZeroSpace:Actions#Terrifying|Terrifying]]




*Pacification Cannon: DR 2, Exploding, Stupefying, two-handed
*Pacification Cannon: DR 2, Exploding, Isolating, two-handed
*Scatterblaster: DR 3, +1 Accuracy (fires multiple rounds at target), two-handed
*Scatterblaster: DR 3, +1 Accuracy (fires multiple rounds at target), two-handed
*Pain Rifle: DR 4, Stunning, two-handed
*Pain Rifle: DR 4, Stunning, two-handed
Line 442: Line 442:
|}
|}
#[[ZeroSpace:Actions#Opposed_Tasks|Attack Bonus]]
#[[ZeroSpace:Actions#Opposed_Tasks|Attack Bonus]]
#[[ZeroSpace:Actions#Stunning|Exploding]]
#[[ZeroSpace:Actions#Exploding|Exploding]]
#[[ZeroSpace:Actions#Isolating|Isolating]]
#[[ZeroSpace:Actions#Penetrating|Penetrating]]
#[[ZeroSpace:Actions#Penetrating|Penetrating]]
#[[ZeroSpace:Actions#Stunning|Stunning]]
#[[ZeroSpace:Actions#Stunning|Stunning]]
#[[ZeroSpace:Actions#Stupefying|Stupefying]]
#[[ZeroSpace:Actions#Terrifying|Terrifying]]
#[[ZeroSpace:Actions#Terrifying|Terrifying]]



Revision as of 07:54, 13 November 2015

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. Weapons are unreliable and require periodic maintenance, but this usually happens when it is convenient for the character. If a weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Armor

Armor provides protection against most forms of direct damage: anything which inflicts endurance damage. A character with armor adds the protection rating (PR) of the armor to their Brawn when making a protection roll. As always, this protection does not stack with energy shields or other forms of protection -- only the highest protection rating applies.

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 protection rating, 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: Typical armor
Type Protection
Rating
Cost Notes
Light Tactical Attire PR 1 400 Cr Maximum Agility rank 8
Medium Tactical Attire PR 2 800 Cr Maximum Agility rank 7
Heavy Tactical Attire PR 3 1,600 Cr Maximum Agility rank 6
Light Assault Armor PR 4 2,000 Cr Maximum Agility rank 5
Medium Assault Armor PR 5 4,000 Cr Maximum Agility rank 4
Heavy Assault Armor PR 6 8,000 Cr Maximum Agility rank 3

Energy Shields

Energy shields provide protection against most forms of direct damage: anything which inflicts endurance damage. A character with an energy shield adds the protection rating (PR) of the energy shield to their Brawn or Agility (whichever is better for the character at the time) when making a protection roll. As always, this protection does not stack with armor or other forms of protection -- only the highest protection rating applies.

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

Shields which are stronger are less transparent. The effective Perception of a character using an energy shield may be limited.

Table: Typical energy shields
Type Protection
Rating
Cost Notes
Ludax Safety Shield PR 1 1,600 Cr Maximum Perception rank 8
Vizilian Lucent Shield PR 2 3,200 Cr Maximum Perception rank 7
Zniss Personal Protection Screen PR 3 6,400 Cr Maximum Perception rank 6
Zniss Professional Protection Screen PR 4 8,000 Cr Maximum Perception rank 5
Koltsov Interference Generator PR 5 16,000 Cr Maximum Perception rank 4
Shadefan Exo Force Field PR 6 32,000 Cr Maximum Perception rank 3

Hand-To-Hand Weapons

Hand-to-hand weapons such as clubs and knives have a damage rating equal to the rank of the weapon or the character's Brawn rank + 1, whichever is greater. A knife with damage rating 1 wielded by a character with rank 2 Brawn would have an effective damage rating of 3.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed hand-to-hand weapon with one hand incurs a -3 Prowess penalty while they are doing so.

Weapons which are not described as being "two-handed" are easier to control with two hands. Someone using a one-handed hand-to-hand weapon with two hands gains a +1 Prowess bonus while they are doing so.

Table: Typical hand-to-hand weapons
Type Damage Cost Notes
Club DR 1 15 Cr
Knife DR 1 25 Cr
Spear DR 1 60 Cr
Staff DR 1 15 Cr Two-handed, +1 with sweep attacks1
Whip DR 1 20 Cr
Hatchet DR 2 35 Cr
Sword DR 2 50 Cr +1 with blocking1
Crowbar DR 2 25 Cr Two-handed
Stun Baton DR 2 150 Cr Stunning2
Axe DR 3 70 Cr
Great Sword DR 3 75 Cr Two-handed, +1 with sweep attacks1
Vibroknife DR 3 250 Cr
Siobhan Battlestaff DR 3 750 Cr Two-handed, +1 with sweep attacks1
Teelau Spinning Blades DR 3 3250 Cr Two-handed (one in each hand), +1 Prowess
Great Axe DR 4 105 Cr Two-handed
Monoblade Sword DR 4 1750 Cr Variable length
Vibrosword DR 4 375 Cr +1 with blocking1
Vibroaxe DR 4 500 Cr
Zahatar Vibroaxe DR 5 1750 Cr Two-handed, +1 with sweep attacks1
Kroy War Sword DR 5 2250 Cr Two-handed, +1 with sweep attacks1
  1. Attack Bonus
  2. Stunning

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, 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.

Psiblades are unlike other hand-to-hand weapons: their damage rating is fixed, and not dependent on the Brawn of the wielder. A psiblade with damage rating 5 wielded by a character with rank 8 Brawn would still have a damage rating of 5.

Damage from a psiblade is penetrating. When making a protection roll against a psiblade, the defender reduces the protection rating (PR) of any equipment or power by one-half (round in defender's favor).

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 must make a protection roll against their own attack.

Psistaves are essentially two psiblades attached at their bases. When deactivated, a psistaff appears as a cylinder 30 to 60 cm long. 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 must make a protection roll against their own attack.

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 hand-to-hand weapons, someone using a psiblade with two hands gains a +1 Prowess bonus while they are doing so, while someone using a psistaff or psilance with one hand incurs a -3 Prowess penalty while they are doing so.

Table: Typical psiblades
Type Damage Cost Notes
Psiblade DR 5, penetrating -- +1 with blocking1
Psistaff DR 5, penetrating -- Two-handed, +1 with sweep attacks1
Psilance DR 5, penetrating -- Two-handed
  1. Attack Bonus


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: Typical 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

XXXWorking

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 using a two-handed ranged weapon with one hand incurs a -3 Accuracy penalty while they are doing so.

Weapons which are not described as being "two-handed" are easier to control with two hands. Someone using a one-handed ranged weapon with two hands gains a +1 Accuracy bonus while they are doing so.

Table: Short range weapons
Type Damage Cost Notes
  1. Attack Bonus
  2. Exploding
  3. Isolating
  4. Penetrating
  5. Stunning
  6. Terrifying
  • Pacification Grenade: DR 1, Exploding, Isolating
  • Pocket Blaster Pistol: DR 2
  • Target Blaster Pistol: DR 2, +1 Accuracy
  • Blaster Pistol: DR 3
  • Heavy Blaster Pistol: DR 3
  • Heavy Repeating Blaster Pistol: DR 3, +1 Accuracy (fires multiple rounds at target)
  • Stunner: DR 3, Stunning
  • Incendiary Grenade: DR 4, Exploding, Penetrating
  • Fragmentation Grenade: DR 5, Exploding
  • Gas Grenade: DR 5, Exploding, Isolating
  • Stun Grenade: DR 8, Exploding, Stunning
  • Flamethrower: DR 6, Exploding, Terrifying, two-handed

Medium Range Weapons

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 using a two-handed ranged weapon with one hand incurs a -3 Accuracy penalty while they are doing so.

Weapons which are not described as being "two-handed" are easier to control with two hands. Someone using a one-handed ranged weapon with two hands gains a +1 Accuracy bonus while they are doing so.

Table: Medium range weapons
Type Damage Cost Notes
  1. Attack Bonus
  2. Exploding
  3. Isolating
  4. Penetrating
  5. Stunning
  6. Terrifying


  • Pacification Cannon: DR 2, Exploding, Isolating, two-handed
  • Scatterblaster: DR 3, +1 Accuracy (fires multiple rounds at target), two-handed
  • Pain Rifle: DR 4, Stunning, two-handed
  • Wrist Rocket: DR 8 (single shot), two-handed

Long Range Weapons

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 using a two-handed ranged weapon with one hand incurs a -3 Accuracy penalty while they are doing so.

Weapons which are not described as being "two-handed" are easier to control with two hands. Someone using a one-handed ranged weapon with two hands gains a +1 Accuracy bonus while they are doing so.

Table: Long range weapons
Type Damage Cost Notes
  1. Attack Bonus
  2. Exploding
  3. Isolating
  4. Penetrating
  5. Stunning
  6. Terrifying


  • Light Repeating Blaster Rifle: DR 3, +1 Accuracy (fires multiple rounds at target), two-handed
  • Military Blaster Rifle: DR 4, two-handed
  • Hunting Blaster Rifle: DR 4, +1 Accuracy (with properly calibrated scope), two-handed
  • Repeating Blaster Rifle: DR 4, +1 Accuracy (fires multiple rounds at target), two-handed
  • Sniper Blaster Rifle: DR 4, +1 Accuracy, Penetrating (single shot), two-handed
  • Pain Cannon: DR 4, Exploding, Stunning, two-handed
  • Heavy Repeating Blaster Rifle: DR 5, +1 Accuracy (fires multiple rounds at target), two-handed
  • Light Blaster Cannon: DR 8, two-handed, fires every other round
  • Heavy Blaster Cannon: DR 10, Exploding, two-handed, fires every other round

Tools

  • Breather
  • Commlink
  • Datapad
  • Dronelight
  • Covert Tracking Device
  • Fire Suppressor
  • Handcuffs: PR 3
  • Holocam
  • Macrobinoculars
  • Multi-tool
  • Navcomp
  • Nightvision Goggles
  • Surveillance Microdrone