Kalos Mechanism 4e EN:Equipment: Difference between revisions

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! class="alignleft"|Name
! class="alignleft"|Name
! class="aligncenter"|Level
! class="aligncenter"|Level
! class="aligncenter"|DR Bonus
! class="aligncenter"|DV Bonus
! class="alignright"|Cost
|-
|-
| class="alignleft"|Safety Shield
| class="alignleft"|Light Shield
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|40
|-
|-
| class="alignleft"|Light Tactical Shield
| class="alignleft"|Medium Shield
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|80
|-
| class="alignleft"|Heavy Tactical Shield
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|160
|-
|-
| class="alignleft"|Light Assault Shield
| class="alignleft"|Heavy Shield
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|200
|-
| class="alignleft"|Heavy Assault Shield
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|400
|-
| class="alignleft"|Blast Shield
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|800
|}
|}
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->


==Hand-to-hand Weapons==
==Hand-to-hand Weapons==

Revision as of 11:32, 11 January 2024

Arrow up 16x16.png Contents

(NOTE: This is a work in progress.)

Characters use equipment to make their efforts more successful. Equipment is rated by its effectiveness and complexity, from Equipment Level 1 to Equipment Level 3. When the character attempts a task, the character may add their Equipment Level to their Action Value.

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.

The effective Power Level of a piece of equipment is its Equipment Level.

Most of these items are generic. Rename them and adjust the details as you and the GM see fit.

Armor

The Damage Resistance (DR) provided by armor is equal to its Equipment Level. For example, Equipment Level 2 armor grants 2 points of Damage Resistance. If the character has more than one source of Damage Resistance, only the highest value applies.

Armor does not normally provide Alteration Resistance or Mental Resistance.


Table: Armor
Name Level DR Notes
Industrial PPE 1 4 Encrypted Radio
Light Tactical Armor 1 4 Encrypted Radio, Night Vision
Heavy Tactical Armor 2 5 Encrypted Radio, Night Vision
Light Assault Armor 3 6 Encrypted Radio, Night Vision
Heavy Assault Armor 4 7 Encrypted Radio, Night Vision
Blast Armor 5 8 Encrypted Radio, Night Vision


Shields

The character receives a Defense Value (DV) bonus equal to the Equipment Level of their shield. If the character has more than one Defense Value bonus, only the highest DV bonus applies. Shields do not normally provide Alteration Resistance or Mental Resistance.


Table: Shields
Name Level DV Bonus
Light Shield 1 1
Medium Shield 2 2
Heavy Shield 3 3

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 7 + 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.

In general, hand-to-hand weapons are moderately difficult to find with a search (DV 12), but this can vary a great deal, depending on the style of game and the design of the weapon.

Table: Hand-to-hand weapons
Name Level Damage Cost
Simple Weapon 1 1d6+1 --
Light Tactical Blade/Club 2 1d6+2 40
Heavy Tactical Blade/Club 3 1d6+3 120
Light Assault Blade/Club 4 1d6+4 400
Heavy Assault Blade/Club 5 1d6+5 1200


There are a bewildering number of weapon enhancements; a few are listed below. The effective Power Level of a weapon is its Equipment Level.


Table: Hand-to-hand weapon enhancements
Name Cost Notes
ATP Suppressor 2400 Brawn Drain
Impact Flash 1200 Dazzle
Monomolecular Edge 4800 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.


Table: Psiblades
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.


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.

Ranged Weapons

Making a ranged attack requires a successful Agility + Ranged Combat roll against 7 + 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


Table: Ranged weapons
Name Level Damage Range Cost
Utility Sidearm 1 1d6+1 Short 200
Utility Carbine 1 1d6+1 Medium 300
Utility Long Arm 1 1d6+1 Long 400
Light Tactical Sidearm 2 1d6+2 Short 400
Light Tactical Carbine 2 1d6+2 Medium 600
Light Tactical Long Arm 2 1d6+2 Long 800
Heavy Tactical Sidearm 3 1d6+3 Short 1200
Heavy Tactical Carbine 3 1d6+3 Medium 1600
Heavy Tactical Long Arm 3 1d6+3 Long 2000
Light Assault Sidearm 4 1d6+4 Short 4000
Light Assault Carbine 4 1d6+4 Medium 6000
Light Assault Long Arm 4 1d6+4 Long 8000
Heavy Assault Sidearm 5 1d6+5 Short 12000
Heavy Assault Carbine 5 1d6+5 Medium 16000
Heavy Assault Long Arm 5 1d6+5 Long 20000


There are a bewildering number of weapon enhancements; a few are listed below. The effective Power Level of a weapon is its Equipment Level.


Table: Ranged weapon enhancements
Name Cost Notes
Bio Safety Lock 600 The person who sets the lock has Personal Immunity
Freeze Gun 1200 A successful attack inflicts Hold in addition to stunning damage
Quantum Collimator 4800 Weapon beam/projectile is a Piercing Attack; illegal
Silencer 300 Weapon beam/projectile requires a Reason + Investigation roll to hear; regulated
Spectrum Shifter 2400 Weapon beam/projectile is Invisibile to standard sensors; illegal
Subharmonic Paralyzer 1200 A successful attack inflicts Hold in addition to normal damage


Explosives And Grenades

Explosives are generally frowned upon in all but very specific circumstances, most of which involve open warfare or destroying buildings. On the off chance you have a character involved in such endeavors, here are some typical explosive devices.

The ranges below are typical for that explosive type, but could vary greatly depending on whether the device is placed, thrown, or launched. Unless otherwise noted, explosives are easy to find with a search: anyone with Investigation will find the item with a routine search. The approximate blast radius of each explosive is given in the Notes column. All explosives are single-use.

Short range explosives

  • are most useful up to a distance of 10 meters

Medium range explosives

  • are most useful up to a distance of 30 meters

Long range explosives

  • are most useful up to a distance of 100 meters
Table: Explosives and grenades
Name Level Damage Range Cost Notes
Low Yield Construction Explosive 1 1d6+1 Short 20 Area (10 m)
High Yield Construction Explosive 2 1d6+2 Short 40 Area (30 m)
Stun Grenade 3 1d6+3 Medium 40 Area (5 m), Stunning
Flashbang Grenade 3 1d6+3 Medium 60 Area (5 m), Blinding, Stunning
Rocket Grenade 3 1d6+3 Long 120 Area (5 m)
Antiarmor Rocket Grenade 3 1d6+3 Long 180 Area (5 m), Piercing
Gas Grenade 4 1d6+4 Medium 60 Area (10 m), Stunning
Entangle/Riot Grenade 4 1d6+4 Medium 600 Area (10 m), Stunning, Hold
Concussion/Frag Grenade 5 1d6+5 Medium 120 Area (10 m)
Anti-personnel Incendiary Grenade 5 1d6+5 Medium 600 Area (15 m), Seeking x6, Terrifying
Anti-materiel Incendiary Grenade 5 1d6+5 Medium 600 Area (0.5 m), Piercing, Seeking x6, Terrifying

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.


Table: Field kits
Name Level Cost
Field Kit 1 300
Field Kit 2 600
Field Kit 3 1200
Field Kit 4 2400
Field Kit 5 4800


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.