ZeroSpace 4e EN:Equipment
Lower tech equipment is generally rated lower than higher tech equipment. If a piece of equipment is technologically superior to New Commonwealth standard (such as gear from the Old Commonwealth), add +1 to its accuracy, damage rating, damage resistance, and defense rating. If a piece of equipment is technologically inferior to New Commonwealth standard (such as gear from the Dominion), subtract 1 from its accuracy, damage rating, damage resistance, and defense rating.
Armor provides Damage Resistance (DR) against normal damage, but it doesn't help against mental attacks or alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.
|Pilot's jacket||4||9||250 Cr||Not concealable|
|Light tactical armor||4||9||50 Cr||Concealable|
|Medium tactical armor||5||8||250 Cr||Concealable under outerwear|
|Heavy tactical armor||6||7||1,000 Cr||Not concealable|
|Light assault armor||7||6||2,000 Cr||Not concealable|
|Medium assault armor||8||5||6,000 Cr||Not concealable|
|Heavy assault armor||9||4||15,000 Cr||Not concealable|
Energy shields help characters to divert attacks. A character with an energy shield gains a skill bonus to their defense value.
Energy shields lose effectiveness as they withstand attacks. The first attack against a shield in a scene, it grants its full skill bonus to the character's defense value. The second attack against a shield in a scene, it grants one less than its full skill bonus to the character's defense value. This continues until the skill bonus granted by the shield is reduced to zero. The energy shield will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.
|Personal safety shield||+1||9||70 Cr||Not concealable|
|Light combat shield||+2||8||100 Cr||Not concealable|
|Medium combat shield||+3||7||250 Cr||Not concealable|
|Heavy combat shield||+4||6||2,500 Cr||Not concealable|
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 usually have a "stun" setting. It is safe to assume that a given psiblade has such a setting, even if the user never enables it.
Psiblades are dangerous to those without the power of Danger Sense. The blade of a psiblade has no mass, which makes it difficult for the wielder to know where the blade is when they are not looking directly at it. If a character without Premonition fails an attack roll with a psiblade by more than three, they strike themselves with the blade and lose one Health.
A psistaves 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). A psistaff with both blades activated is even more dangerous to the wielder than a normal psiblade. If a character without Danger Sense fails an attack roll with a fully activated psistaff, even by one, they strike themselves with one of the blades and lose one Health.
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 much safer to wield. A character without Danger Sense who fails an attack roll with a psilance suffers no ill effects.
As with other two-handed weapons, someone making a Hand-to-hand Combat roll while holding a psiblade with one hand incurs a -3 skill penalty on their attack.
- Not normally for sale
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.
|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.|
Equipment grants a skill bonus equal to its rating to the relevant rolls of the character using it. Simple or multipurpose equipment, such as a Swiss army knife, generally has a rating of +1. Ordinary equipment, such as a reasonably complete box of tools, would have a rating of +2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a rating of +3.
Lower tech equipment is generally rated lower than higher tech equipment. If a piece of equipment is technologically superior to New Commonwealth standard (such as gear from the Old Commonwealth), add +1 to its rating. If a piece of equipment is technologically inferior to New Commonwealth standard (such as gear from the Dominion), subtract 1 from its rating.