ZeroSpace 3e EN:Equipment
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 |
Melee 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 two-handed vibroaxe (damage rating 4) would be twisted into scrap metal after being wielded a few times by a character with Brawn 8.
Type | Damage Rating |
Cost | Notes |
---|---|---|---|
Club | DR 1 | ||
Knife | DR 1 | ||
Spear | DR 1 | ||
Staff | DR 1 | Two-handed, +1 on block rolls | |
Whip | DR 1 | ||
Hatchet | DR 2 | ||
Sword | DR 2 | ||
Crowbar | DR 2 | Two-handed | |
Stun Baton | DR 2 | Stunning | |
Axe | DR 3 | ||
Great Sword | DR 3 | Two-handed | |
Vibrosword | DR 3 | ||
Electrostaff | DR 3 | Two-handed, +1 on block rolls | |
Great Axe | DR 4 | Two-handed | |
Great Vibrosword | DR 4 | Two-handed | |
Vibroaxe | DR 4 | ||
Great Vibroaxe | DR 5 | Two-handed |
Psiblades
Psiblades 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 6 wielded by a character with rank 8 Brawn would still have a damage rating of 6. Psiblades are often used two-handed, but it is not required and has no effect on task rolls one way or another.
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.
Type | Damage Rating |
Cost | Notes |
---|---|---|---|
Psiblade | DR 5, penetrating | -- | +1 on Reflection rolls |
Psistaff | DR 5, penetrating | -- | Two-handed, +1 on block rolls |
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. |
Ranged Weapons
XXXWorking
Type | Damage Rating |
Cost | Notes |
---|---|---|---|
Pistols
- Light Pistol: Blast 2
- Target Pistol: Blast 2, +1 Accuracy
- Pistol: Blast 3
- Heavy Pistol: Blast 3
- Stunner:
Rifles
- Submachine Gun: Blast 3, +1 Accuracy (fires multiple rounds at target)
- Assault Rifle: Blast 3, +1 Accuracy (fires multiple rounds at target)
- Shotgun: Blast 3, +1 Accuracy
- 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)
- Heat Rifle: Blast 4, Stunning (uses microwaves to cause pain to target)
- Heavy Machine Gun: Blast 5, +1 Accuracy (fires multiple rounds at target)
Wrist Rockets
XXX
Other
- Pepper Spray: Blast 1 + Blindness 2 (poison)
- Taser: Blast 2, Stunning
- M14 Incendiary Grenade: Blast 4, Exploding, Penetrating (incendiary)
- M67 Fragmentation Grenade: Blast 5, Exploding
- M7A2 CS Gas Grenade: Blast 5 + Blindness 5, Exploding (poison)
- Mk 141 Stun Grenade: Blast 5, Exploding, Stunning
- Knockout Gas Grenade: Blast 8, Exploding, Stunning (poison)
- M18 Smoke Grenade: Blindness 2, Exploding (lasts 10 rounds)
- M84 "Flash-Bang" Grenade: Blindness 4 + Blindness (vs. hearing) 4, Exploding
- Flamethrower: Blast 6, Exploding
- M72 LAW Rocket Launcher: Blast 8 (single shot)
- Light Artillery: Blast 8
- Heavy Artillery: Blast 10, Exploding
- Heat Cannon: Blast 4, Stunning, Exploding (uses microwaves to cause pain to target)
- Pacification Cannon: Willpower Drain 3, Ranged, Exploding (uses electromagnetic radiation to affect a target's central nervous system)
Tools
- Breather
- Commlink
- Covert Tracking Device
- Fire Extinguisher
- Flashlight
- GPS
- Handcuffs: PR 3
- Holocam
- Laptop
- Macrobinoculars
- Mini-flashlight
- Multi-tool
- Nightvision Goggles
- Parabolic Microphone
- Surveillance Microdrone
- Tablet