ZeroSpace 3e EN:Equipment: Difference between revisions
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As with other hand-to-hand weapons, using a psistaff with one hand incurs a +3 difficulty modifier on the attack roll, while using a psiblade with two hands provides a +1 accuracy bonus on the attack roll. | As with other hand-to-hand weapons, using a psistaff with one hand incurs a +3 difficulty modifier on the attack roll, while using a psiblade with two hands provides a +1 accuracy bonus on the attack roll. | ||
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. | |||
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| class="alignleft"|Two-handed, +1 with sweep attacks | | class="alignleft"|Two-handed, +1 with sweep attacks | ||
|- class="oddrow" | |||
| class="alignleft"|Psilance | |||
| class="aligncenter"|DR 5, [[ZeroSpace:Actions#Penetrating|penetrating]] | |||
| class="alignright"|-- | |||
| class="alignleft"|Two-handed | |||
|} | |} | ||
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|} | |} | ||
== | ==Short Range Weapons== | ||
XXXWorking | XXXWorking | ||
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|+Table: | |+Table: Short range weapons | ||
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*Heavy Pistol: Blast 3 | *Heavy Pistol: Blast 3 | ||
*Stunner: | *Stunner: | ||
*Pacification Foam: Blast 1 + Blindness 2 (poison) | |||
*Incendiary Grenade: Blast 4, Exploding, Penetrating (incendiary) | |||
*Fragmentation Grenade: Blast 5, Exploding | |||
*Gas Grenade: Blast 5 + Blindness 5, Exploding (poison) | |||
*Stun Grenade: Blast 8, Exploding, Stunning | |||
*Smoke Grenade: Blindness 4, Exploding (lasts 10 rounds) | |||
*Flash Grenade: Blindness 4 + Blindness (vs. hearing) 4, Exploding | |||
*Flamethrower: Blast 6, Exploding, Terrifying | |||
== | ==Medium Range Weapons== | ||
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*Submachine Gun: Blast 3, +1 Accuracy (fires multiple rounds at target) | *Submachine Gun: Blast 3, +1 Accuracy (fires multiple rounds at target) | ||
*Shotgun: Blast 3, +1 Accuracy | *Shotgun: Blast 3, +1 Accuracy | ||
*Heat Rifle: Blast 4, Stunning (uses microwaves to cause pain to target) | *Heat Rifle: Blast 4, Stunning (uses microwaves to cause pain to target) | ||
* | *Wrist Rocket: Blast 8 (single shot) | ||
*Pacification Cannon: Willpower Drain 3, Ranged, Exploding | |||
== | ==Long Range Weapons== | ||
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XXX | XXX | ||
*Assault Rifle: Blast 3, +1 Accuracy (fires multiple rounds at target) | |||
*Military Rifle: Blast 4 | |||
*Hunting Rifle: Blast 4, +1 Accuracy (with properly calibrated scope) | |||
*Machine Gun: Blast 4, +1 Accuracy (fires multiple rounds at target) | |||
*Sniper Rifle: Blast 4, +1 Accuracy, Penetrating (single shot) | |||
*Heavy Machine Gun: Blast 5, +1 Accuracy (fires multiple rounds at target) | |||
* | |||
* | |||
* | |||
* | |||
* | |||
* | |||
*Light Artillery: Blast 8 | *Light Artillery: Blast 8 | ||
*Heavy Artillery: Blast 10, Exploding | *Heavy Artillery: Blast 10, Exploding | ||
*Heat Cannon: Blast 4, Stunning, Exploding (uses microwaves to cause pain to target) | *Heat Cannon: Blast 4, Stunning, Exploding (uses microwaves to cause pain to target) | ||
==Tools== | ==Tools== |
Revision as of 16:28, 14 September 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.
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.
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.
Using extraordinary amounts of Brawn with an ordinary melee weapon may damage the weapon. If the character's Brawn is greater than the damage rating of the weapon + 3, it's likely that the weapon will be destroyed when it is used. For example, a character with Brawn 4 can use a wooden chair (damage rating 1) as a melee weapon, but the chair would be smashed to pieces after the first such attack. Similarly, the blade of a vibroaxe (damage rating 4) would be twisted into scrap metal after being wielded a few times by a character with Brawn 8.
Weapons which are described as being "two-handed" are more difficult to use with one hand. Using a two-handed weapon with one hand incurs a +3 difficulty modifier on the attack roll.
Weapons which are not described as being "two-handed" are easier to control with two hands. Using a one-handed weapon with two hands provides a +1 accuracy bonus on the attack roll.
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 attacks |
Whip | DR 1 | 20 Cr | |
Hatchet | DR 2 | 35 Cr | |
Sword | DR 2 | 50 Cr | +1 with blocking |
Crowbar | DR 2 | 25 Cr | Two-handed |
Stun Baton | DR 2 | 150 Cr | Stunning |
Axe | DR 3 | 70 Cr | |
Great Sword | DR 3 | 75 Cr | Two-handed, +1 with sweep attacks |
Vibroknife | DR 3 | 250 Cr | |
Electrostaff | DR 3 | 750 Cr | Two-handed, +1 with sweep attacks |
Great Axe | DR 4 | 105 Cr | Two-handed |
Vibrosword | DR 4 | 375 Cr | +1 with blocking |
Vibroaxe | DR 4 | 500 Cr | |
Great Vibroaxe | DR 5 | 750 Cr | Two-handed, +1 with sweep attacks |
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 6.
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. 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.
As with other hand-to-hand weapons, using a psistaff with one hand incurs a +3 difficulty modifier on the attack roll, while using a psiblade with two hands provides a +1 accuracy bonus on the attack roll.
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.
Type | Damage | Cost | Notes |
---|---|---|---|
Psiblade | DR 5, penetrating | -- | +1 with blocking |
Psistaff | DR 5, penetrating | -- | Two-handed, +1 with sweep attacks |
Psilance | DR 5, penetrating | -- | Two-handed |
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, anxiety, or nervousness. |
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
Type | Damage | Cost | Notes |
---|---|---|---|
- Light Pistol: Blast 2
- Target Pistol: Blast 2, +1 Accuracy
- Pistol: Blast 3
- Heavy Pistol: Blast 3
- Stunner:
- Pacification Foam: Blast 1 + Blindness 2 (poison)
- Incendiary Grenade: Blast 4, Exploding, Penetrating (incendiary)
- Fragmentation Grenade: Blast 5, Exploding
- Gas Grenade: Blast 5 + Blindness 5, Exploding (poison)
- Stun Grenade: Blast 8, Exploding, Stunning
- Smoke Grenade: Blindness 4, Exploding (lasts 10 rounds)
- Flash Grenade: Blindness 4 + Blindness (vs. hearing) 4, Exploding
- Flamethrower: Blast 6, Exploding, Terrifying
Medium Range Weapons
Type | Damage | Cost | Notes |
---|---|---|---|
- Submachine Gun: Blast 3, +1 Accuracy (fires multiple rounds at target)
- Shotgun: Blast 3, +1 Accuracy
- Heat Rifle: Blast 4, Stunning (uses microwaves to cause pain to target)
- Wrist Rocket: Blast 8 (single shot)
- Pacification Cannon: Willpower Drain 3, Ranged, Exploding
Long Range Weapons
Type | Damage | Cost | Notes |
---|---|---|---|
XXX
- Assault Rifle: Blast 3, +1 Accuracy (fires multiple rounds at target)
- Military Rifle: Blast 4
- Hunting Rifle: Blast 4, +1 Accuracy (with properly calibrated scope)
- Machine Gun: Blast 4, +1 Accuracy (fires multiple rounds at target)
- Sniper Rifle: Blast 4, +1 Accuracy, Penetrating (single shot)
- Heavy Machine Gun: Blast 5, +1 Accuracy (fires multiple rounds at target)
- Light Artillery: Blast 8
- Heavy Artillery: Blast 10, Exploding
- Heat Cannon: Blast 4, Stunning, Exploding (uses microwaves to cause pain to target)
Tools
- Breather
- Commlink
- Datapad
- Dronelight
- Covert Tracking Device
- Fire Extinguisher
- GPS
- Handcuffs: PR 3
- Holocam
- Macrobinoculars
- Multi-tool
- Nightvision Goggles
- Parabolic Microphone
- Surveillance Microdrone