Kalos Mechanism 4e EN:Equipment
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.
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 +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 | 400 | Encrypted Radio |
Light Tactical Armor | 1 | 4 | 1600 | Encrypted Radio, Night Vision |
Heavy Tactical Armor | 2 | 5 | 2000 | Encrypted Radio, Night Vision |
Light Assault Armor | 3 | 6 | 4000 | Encrypted Radio, Night Vision |
Heavy Assault Armor | 4 | 7 | 8000 | Encrypted Radio, Night Vision |
Blast Armor | 5 | 8 | 16000 | 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 | Environmental Immunity |
Extreme Cold Adapted | 600 | Environmental Immunity, Cold Immunity |
Extreme Heat Adapted | 600 | Environmental Immunity, Heat Immunity |
Field Kit | Varies | see Field Kits, below |
Hazmat | 1500 | Environmental Immunity, Alteration Resistance |
Magnetic Boots | 300 | Clinging |
Scout Package | 300 | Ambient Awareness |
Strength Assist | 1200 | Strike, Super Lifting |
Thrusters | 600 | Flight |
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 | 40 |
Light Tactical Shield | 1 | 1 | 80 |
Heavy Tactical Shield | 2 | 2 | 160 |
Light Assault Shield | 3 | 3 | 200 |
Heavy Assault Shield | 4 | 4 | 400 |
Blast Shield | 5 | 5 | 800 |
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 | Environmental Immunity |
Riot Charge | 1200 | Damaging Aura |
Spikes | 120 | 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 |
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.
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.
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 |
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.
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 grenade type, but could vary greatly depending on whether the device is placed, thrown, or launched. The approximate blast radius of each explosive is given in the Notes column. All explosives are single-use, and are easy to find with a search: anyone with Investigation will find the item with a routine search.
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
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.
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.