Difference between revisions of "ZeroSpace 3e EN:Equipment"

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Nothing physically prevents a character in ''Bulletproof Blues'' 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. Additionally, ordinary equipment requires all of the same maintenance and care that such equipment requires in the real world, unlike equipment purchased with character points.
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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.
  
For example, a character whose Blast 3 is a pistol, and who has paid character points for that power, is rarely inconvenienced by trivial matters such as a failure to feed or a stovepipe jam, and the player would probably earn a plot point if such a failure occurred. For a character whose pistol was purchased at a local gun shop (and not purchased with character points), such equipment failures are relatively common and do not grant the player a plot point.
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==Armor==
  
==Armor==
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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.
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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.
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Heavier armor restricts a wearer's movements. The effective Agility of a character wearing armor may be limited.
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{| cellpadding="4" cellspacing="1"
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|+Table: Armor
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|- class="h1row"
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! class="alignleft"|Type
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! class="aligncenter"|Protection<br />Rating
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! class="alignleft"|Cost
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! class="alignleft"|Notes
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|- class="oddrow"
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| class="alignleft"|Light Tactical Attire
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| class="aligncenter"|PR 1
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| class="alignright"|400 Cr
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| class="alignleft"|Maximum Agility rank 8
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|- class="evenrow"
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| class="alignleft"|Medium Tactical Attire
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| class="aligncenter"|PR 2
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| class="alignright"|800 Cr
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| class="alignleft"|Maximum Agility rank 7
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|- class="oddrow"
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| class="alignleft"|Heavy Tactical Attire
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| class="aligncenter"|PR 3
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| class="alignright"|1,600 Cr
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| class="alignleft"|Maximum Agility rank 6
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|- class="evenrow"
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| class="alignleft"|Light Assault Armor
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| class="aligncenter"|PR 4
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| class="alignright"|2,000 Cr
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| class="alignleft"|Maximum Agility rank 5
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|- class="oddrow"
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| class="alignleft"|Medium Assault Armor
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| class="aligncenter"|PR 5
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| class="alignright"|4,000 Cr
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| class="alignleft"|Maximum Agility rank 4
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|- class="evenrow"
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| class="alignleft"|Heavy Assault Armor
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| class="aligncenter"|PR 6
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| class="alignright"|8,000 Cr
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| class="alignleft"|Maximum Agility rank 3
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|}
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==Energy Shields==
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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.
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Energy shields can be incorporated in a variety of devices, from a belt to a pair of bracelets to a harness.
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XXX
  
*Light Tactical Vest: Invulnerability 1
 
*Tactical Vest Armor: Invulnerability 2
 
*Heavy Tactical Vest: Invulnerability 3
 
  
 
==Melee Weapons==
 
==Melee Weapons==
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[[Category:Equipment]]
 
[[Category:Equipment]]
[[Category:Bulletproof Blues]]
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[[Category:ZeroSpace]]

Revision as of 18:21, 2 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.

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: 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.

XXX


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 a weapon allows a character with Brawn of 3 or less to inflict normal damage rather than stunning damage.

Using extraordinary amounts of Brawn with an ordinary melee weapon may damage the weapon. If the character's Brawn is greater than the rank 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 (Strike rank 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 great axe (Strike rank 4) would be twisted into scrap metal after being wielded a few times by a character with Brawn 8.

  • Club: Strike 1
  • Knife: Strike 1
  • Spear: Strike 1
  • Staff: Strike 1
  • Whip: Strike 1
  • Hatchet: Strike 2
  • Sword: Strike 2
  • Crowbar: Strike 2 (two handed)
  • Stun Baton: Strike 2, Stunning
  • Axe: Strike 3
  • Great Sword: Strike 3 (two handed)
  • Chainsaw: Strike 4 (two handed)
  • Great Axe: Strike 4 (two handed)

Ranged Weapons

Bows

  • Longbow: Blast 2
  • Crossbow: Blast 3
  • Hunting Bow: Blast 3

Pistols

  • Light Pistol: Blast 2
  • Target Pistol: Blast 2, +1 Accuracy
  • Pistol: Blast 3
  • Heavy Pistol: Blast 3
  • Submachine Gun: Blast 3, +1 Accuracy (fires multiple rounds at target)
  • Nausea-inducing Pistol: Agility Drain 2, Ranged (uses radio frequencies to affect a target's hearing and equilibrium)
  • Speech-suppression Pistol: Blindness (vs. speech) 2 (uses a time-delayed echo to interrupt target's ability to form coherent sentences)

Rifles

  • 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)
  • Pacification Rifle: Willpower Drain 3, Ranged (uses electromagnetic radiation to affect a target's central nervous system)

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

  • Binoculars
  • Camcorder
  • Cell Phone
  • Commlink
  • Computer
  • Covert Surveillance Device
  • Covert Tracking Device
  • Digital Camera
  • Digital Recorder
  • Fire Extinguisher
  • Flashlight
  • Gas Mask
  • GPS
  • Handcuffs: Invulnerability 3, Endurance 1
  • Laptop
  • Lockpick Gun
  • Mini-flashlight
  • Multi-tool
  • Nightvision Goggles
  • Parabolic Microphone
  • Radio
  • Smartphone
  • Tablet
  • Zip Ties: Invulnerability 1, Endurance 1

Vehicles

Wisp Starfighter

A character with a special vehicle should usually buy it using a power, such as Flight. 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.

Air

  • Corporate Jet: Invulnerability 2, Endurance 1, top speed 500 mph
  • Private Plane: Invulnerability 2, Endurance 1, top speed 260 mph
  • Military Jet: Invulnerability 2, Endurance 2, top speed 1,000 mph
  • Passenger Jet: Invulnerability 2, Endurance 2, top speed 500 mph
  • Dirigible: Invulnerability 0, Endurance 1, top speed 80 mph
  • Civilian Helicopter: Invulnerability 1, Endurance 1, top speed 160 mph
  • Military Helicopter: Invulnerability 4, Endurance 2, top speed 300 mph

Street

  • Mini: Invulnerability 1, Endurance 1, top speed 100 mph
  • Sports Car: Invulnerability 1, Endurance 1, top speed 160 mph
  • Bus: Invulnerability 2, Endurance 2, top speed 75 mph
  • Police Car: Invulnerability 2, Endurance 2, top speed 140 mph
  • Recreational Vehicle: Invulnerability 2, Endurance 2, top speed 80 mph
  • Sedan: Invulnerability 1, Endurance 3, top speed 130 mph
  • Surveillance Van: Invulnerability 2, Endurance 2, top speed 110 mph
  • Fire Truck: Invulnerability 2, Endurance 3, top speed 80 mph
  • Minivan: Invulnerability 3, Endurance 3, top speed 120 mph
  • Truck Tractor: Invulnerability 3, Endurance 4, top speed 100 mph
  • SWAT Van: Invulnerability 4, Endurance 5, top speed 110 mph
  • Armored Car: Invulnerability 5, Endurance 5, top speed 65 mph
  • Security Limo: Invulnerability 5, Endurance 5, top speed 110 mph

Off-road

  • Motorcycle: Invulnerability 1, Endurance 1, top speed 160 mph
  • Pickup Truck: Invulnerability 2, Endurance 3, top speed 110 mph
  • Bulldozer: Invulnerability 2, Endurance 4, top speed 7 mph
  • Heavy Truck: Invulnerability 3, Endurance 4, top speed 100 mph
  • Snow Cat: Invulnerability 5, Endurance 2, top speed 25 mph
  • Snowmobile: Invulnerability 5, Endurance 2, top speed 100 mph
  • Main Battle Tank: Invulnerability 5, Endurance 6, top speed 45 mph

Water

  • Jet Ski: Invulnerability 1, Endurance 3, top speed 30 mph
  • Fishing Boat: Invulnerability 1, Endurance 2, top speed 25 mph
  • Patrol Boat: Invulnerability 2, Endurance 4, top speed 45 mph
  • Go-fast Boat: Invulnerability 1, Endurance 2, top speed 95 mph
  • Battleship: Invulnerability 4, Endurance 5, top speed 40 mph
  • Destroyer: Invulnerability 4, Endurance 5, top speed 50 mph
  • Aircraft Carrier: Invulnerability 4, Endurance 4, top speed 40 mph