Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
system:armory:devices [2016/12/10 14:32]
schrodinger [Devices]
system:armory:devices [2016/12/13 14:58] (current)
schrodinger [Devices]
Line 4: Line 4:
 Devices are pieces of equipment used by Characters. Unlike Augs, which offer super-human capabilities,​ or Gear which focuses on attack and defense, Devices fill a more utilitarian role. Devices are pieces of equipment used by Characters. Unlike Augs, which offer super-human capabilities,​ or Gear which focuses on attack and defense, Devices fill a more utilitarian role.
  
-**__Detectors__** +**__Device Index:__** 
-  * Detectors are highly sensitive ​devices ​which read local emissionsthen screen out background interference ​to produce clear information on the user's surroundingsLimited by high degree ​of specialization and directional usagethey are often superior ​to the Character'​s own senses nonetheless.+ 
 +[[system:​armory:​devices#alkhimov oscillator|Alkhimov Oscillator]] 
 + 
 +[[system:​armory:​devices#​detector|Detector]] 
 + 
 +[[system:​armory:​devices#​fabricated autonomous kaleidoscopic environment|Fabricated Autonomous Kaleidoscopic Environment]] 
 + 
 +[[system:​armory:​devices#​grapple line|Grapple Line]] 
 + 
 +[[system:​armory:​devices#​mobile cover unit|Mobile Cover Unit]] 
 + 
 +[[system:​armory:​devices#​particulate imaging relay|Particulate Imaging Relay]] 
 + 
 +[[system:​armory:​devices#​suppression field|Suppression Field]] 
 + 
 +[[system:​armory:​devices#​target marker|Target Marker]] 
 + 
 +\\ 
 + 
 +=== Alkhimov Oscillator === 
 +[[system:​armory:​devices|Back to Top]] 
 + 
 +//The Alkhimov Oscillatordeveloped by Ukrainian combat systems engineer and physicist Samuel Alkhimov is a Device widely feared for its ability ​to completely disable groups of enemies in a large areaSometimes referred to as "​K.O.",​ or "​knock-out"​ over its formal initials ​of A.O.the device functions by emitting extreme levels of sound and light in a randomized strobe pattern. This disorients targets within range by overloading their sensory perception in a similar way to the archaic, "​flash-bang",​ but over a larger area and for a much greater duration.//
  
 <hidden **Rules**>​ <hidden **Rules**>​
 +
 +  * When an Oscillator is activated, any Characters, NPCs or animals in the area will be stripped of a large amount of AP.
 +  * To avoid this, the user and their allies must have Oscillator counteractive equipment, consisting of special goggles with built-in ear covers. This equipment must then be synced to the exact oscillator(s) which will be active.
 +  * Syncing can be performed remotely via counteractive gear, but this requires either hacking the oscillator, or knowing the pass-key for the unit.
 +  * The maximum sync range is the same as the Oscillator'​s effect range.
 +  * With complete counteractive gear in place, there is no negative effect on the user, but this must also be true for any allies to be spared the debilitating effects.
 +  * Breaking line of sight on the oscillator immediately halves its effect. This __does not__ refund AP lost due to the Oscillator'​s effect.
 +  * Visual or aural Perception test made to locate an active Oscillator receive bonuses. The bonus AP is equal to the potency of its effect. This means, if the Oscillator causes -15AP to targets within range, then a visual or aural Perception test to locate it would receive +15AP. This includes targets both within and outside its range.
 +  * AP damage from an Oscillator may be resisted as normal using the Resiliance Skill. See the [[system:​skills:​skill_list#​vigor skills|Vigor Skills]] section for details.
 +
 +</​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
 +
 +\\
 +
 +  * **Limited Alkhimov Oscillator** //- Requires Acuity 4 + Carry 2 ----- Costs: variable//
 +    * Effect radius: 1m per 500 cost. Max 25m.
 +    * Effect intensity: -5AP per 1k cost. Max -25AP.
 +    * Effect duration: 1 round per loaded charge.
 +    * Loading requires 10AP per charge at melee range. Max 1 loaded charges. Charges cost 1k.
 +    * Counteractive gear costs 2k per set and has a mass of 1Kg.
 +    * Unit has a mass of 10Kg
 +    * Requires 30AP or 2 minutes to deploy.
 +    * Once deployed can be activated remotely for 5AP or in 5s.
 +    * Syncing requires 15AP or 30s.
 +
 +
 +  * **Standard Alkhimov Oscillator** //- Requires Acuity 7 + Carry 3 ----- Costs: variable//
 +    * Effect radius: 1m per 500 cost. Max 50m.
 +    * Effect intensity: -5AP per 1k cost. Max -50AP.
 +    * Effect duration: 1 round per loaded charge.
 +    * Loading requires 10AP per charge at melee range. Max 3 loaded charges. Charges cost 1k.
 +    * Counteractive gear costs 3k per set and has a mass of 1Kg.
 +    * Unit has a mass of 15Kg
 +    * Requires 45AP or 3 minutes to deploy.
 +    * Once deployed can be activated remotely for 5AP or in 5s.
 +    * Syncing requires 30AP or 1 Minute.
 +
 +
 +  * **Advanced Alkhimov Oscillator** //- Requires Acuity 10 + Carry 4 ----- Costs: variable//
 +    * Effect radius: 1m per 500 cost. Max 100m.
 +    * Effect intensity: -5AP per 1k cost. Max -100AP.
 +    * Effect duration: 1 round per loaded charge.
 +    * Loading requires 10AP per charge at melee range. Max 5 loaded charges. Charges cost 1k.
 +    * Counteractive gear costs 5k per set and has a mass of 2Kg.
 +    * Unit has a mass of 20Kg
 +    * Requires 60AP or 5 minutes to deploy
 +    * Once deployed can be activated remotely for 5AP or in 5s.
 +    * Syncing requires 45AP or 2 Minutes.
 +
 +</​hidden>​
 +
 +\\
 +\\
 +\\
 +
 +=== Detector ===
 +[[system:​armory:​devices|Back to Top]]
 +
 +//Detectors are highly sensitive devices which read local emissions, then screen out background interference to produce clear information on the user's surroundings. Though limited by a high degree of specialization and directional usage, they are often superior to the Character'​s own senses nonetheless.//​
 +
 +<hidden **Rules**>​
 +
 +\\
 +
   * Detectors operate in a 120-degree cone, centered on the direction the Detector is pointing. This means the Detector can pick up any emissions within 60 degrees to either side, upwards or downwards of the specific direction it points.   * Detectors operate in a 120-degree cone, centered on the direction the Detector is pointing. This means the Detector can pick up any emissions within 60 degrees to either side, upwards or downwards of the specific direction it points.
   * Outside the detection angle, it offers no benefit.   * Outside the detection angle, it offers no benefit.
-  * Detection options include: sound + vibration, heat + cold, light + ultra-violet,​ odor, nuclear radiation, electricity + transmissions (does not allow transmissions to be interacted with in any way, only detects their source direction) +  * Detection options include: ​(sound + vibration)(heat + cold)(light + ultra-violet)(odor)(nuclear radiation)(electricity + radio transmissions(does not allow transmissions to be interacted with in any way, only detects their source direction) 
-  * A Detector requires 1 hand to operate. +  * A Detector requires 1 hand to operate ​at all times
-  * Performing a full sweep with a Detector to check the entirety of a Character'​s surroundings requires 10AP. Checking only the forward facing hemisphere from the Character'​s position requires 5AP.+  * Performing a sweep with a Detector to check the entirety of a Character'​s surroundings requires 10AP. Checking only the forward facing hemisphere from the Character'​s position requires 5AP. 
 </​hidden>​ </​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
 +
 +\\
  
   * **Limited Detector** //- Requires Acuity 2 ----- Costs: 500//   * **Limited Detector** //- Requires Acuity 2 ----- Costs: 500//
Line 30: Line 127:
     * Perception test bonus is +30AP     * Perception test bonus is +30AP
  
 +</​hidden>​
 +
 +\\
 +\\
 \\ \\
  
-**__Grapple Line__** +=== Fabricated Autonomous Kaleidoscopic Environment === 
-  * The Grapple Line is hand-held tool which fires a bonding device on the end of a long cableKnown as a "​Campbel'​s ​Urchin", the device is covered in tiny electro-tensile fiberswhich allow it to bind itself ​to almost ​any surface near-instantlyNotable exceptions include glass.+[[system:​armory:​devices|Back to Top]] 
 + 
 +//The Fabricated Autonomous Kaleidoscopic Environment (FAKE) uses complex imaging and sound replication to create convincing entities or surroundings with no actual substance. These are extensively used in the entertainment industry and have produced several adaptations suited to espionage and tactical warfare.//​ 
 + 
 +\\ 
 + 
 +<​hidden ​**FAKE Types**
 + 
 +\\ 
 + 
 +  * **Projector** 
 +    * These generate sound and light to form convincing three-demensional image with believable resolution and audio fidelity. Physical interaction with the projection visibly distorts and disrupts the image, scaling with the degree ​of interferenceSome dust blowing through the projection is likely to go entirely unnoticed, while a large, solid object such as a person moving inside the projection area is likely to cause substantial image interference. Most stationary or near-stationary objects can rapidly be compensated for, only moving objects or those large enough to significantly interrupt line of sight between projector and image cause major problems. The projector may reside within its own hologram. when in doubt, refer to the Director'​s ​discretion. 
 +  * **Particle Cloud** 
 +    * Releasing a cloud of nano-particles which individually generate tiny amounts of sound and light to create a "mosaic"​ effect which render sound and imagery completely immersiveeven from within ​the cloud. The particles maintain cohesion through the use of gentle, short range electro-magnetic fields, allowing them to maintain a high enough density for quality projection, while flowing effortlessly around any solid object moving through the area. The primary weakness of this FAKE type is its susceptability to forceful weather conditions when used in open areas. In this event, it may be completely impossible ​to deploy a projection of any kind. The cloud generator may reside within its own cloud. When in doubt, refer to the Director'​s discretion. 
 +  * **Stimulus Override** 
 +    * A Stimulus Override directly triggers electrical signals in the target'​s various nerve centers, allowing it to create a "​real"​ environment which can be interacted with in any way, but is entirely limited to the viewer'​s subjective experienceDue to the method used, this is the most immersive projection type for those within range and does not suffer the drawbacks of other FAKE types, but offers nothing to convince anyone further away than its maximum range, making it most useful when it can be ensured that no person will be able to see the projection zone from outside its reach. 
 + 
 +</​hidden>​
  
 \\ \\
  
 <hidden **Rules**>​ <hidden **Rules**>​
 +
 +\\
 +
 +  * Before a Character may test to detect a FAKE, they must first have reasonable cause to doubt its realism. ​
 +    * For example, a cardboard box sitting on the floor of a room is generally not noteworthy in any way, and therefore would not normally allow a detection test. This is because a box is a common object and it is not out of place on the floor of a room, making it a totally believeable sight.
 +    * Passing through an aparrently solid object, seeing some kind of interference in the projection, or seeing something clearly out of place, such as a box hovering in the air, or a perfectly dry box surrounded by rain-soaked ground allows a straightforward Perception test (Instinct dice pool) to detect the presence of a FAKE.
 +    * In cases where the Character must deduce from evidence that a FAKE is in play, the Character should roll a Tech Lore test (Focus dice pool) to detect signs of their being correct. The Character is free to act in a cautious way, even if this test fails, as their suspicions may not have been satisfied; absence of evidence is not neccessarily evidence of absence.
 +    * If the __Character__ has no reason to suspect the presence of a FAKE, __even if the Player has deduced this likelihood out of game__, the Character should be roleplayed in a sensible manner according to their knowledge. //Players and Directors should do their utmost to show respect for each others'​ enjoyment of the game in these interactions.//​
 +  * When detecting a FAKE, the Character rolls either __Perception or Tech Lore__ as an Opposed test against the FAKE user's __Obscure or Interface__ test. Obscure is used to demonstrate shrewd placement and choice of content selected for the FAKE, while Interface represents the sheer quality and immersiveness of the illusion. One often compensates for the other, assuming a little common sense.
 +  * Depending on circumstance,​ a Character or NPC may have to make an act of sheer will to ignore illusory danger or abandon a beckoning paradise. The Character makes a Sustained Action Vigor test (no Skill used), rolling once immediately and again for every 4 hours of in-game time. Once the AP result exceeds the Obscure or Interface test used to set the FAKE, the Character has mustered the will to escape. If the FAKE has been detected, +10AP may be added to each roll. Other Characters and NPCs may also improve the test by making an opposed, non-Scrutinize,​ Social test. If the assisting actor achieves a positive result, the difference in AP is added to each Sustained Action roll for the Character or NPC still trying to escape the illusion.
 +
 +</​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
 +
 +\\
 +
 +  * The potency of a FAKE is measured in several categories. To simplify this selection, each property has been assigned a point value, which is then costed depending on the type of unit.
 +
 +  * **Limited FAKE (Projector)** - //Requires Acuity 4 ----- Cost: variable//
 +    * Maximum projection radius: 2m per 100 cost
 +    * Maximum Quality: 500 for static projections only (stained walls, a statue) - 1k for static or active projections (Burning fire, running water.) - 2k for static, active and reactive images (caged animals that snarl when approached, grass that moves in the wind.)
 +    * Deployment time: 15AP or 30s.
 +    * Suitable sound effects are included at no additional cost.
 +
 +  * **Standard FAKE (Particle Cloud)** - //Requires Acuity 7 ----- Cost: variable//
 +    * Maximum cloud radius: 2m per 500 cost
 +    * Maximum quality: 5k for static illusons only (dark rooms, shining jewels) - 10k for static and active illusions (creeping insects in the walls, a murmering marketplace.) - 20k for reactive illusions (mists that swirl and billow around the Character, a friendly passerby who recommends the best merchants.)
 +    * Deployment time: 30AP or 1 minute.
 +
 +  * **Advanced FAKE (Stimulus Override)** - //Requires Acuity 10 ----- Cost: variable//
 +    * Maximum influence radius: 2m per 1k cost
 +    * Maximum quality: 10k for static immersions only (jagged glass in a window frame, delicate silken cloth) - 20k for static and active immersions (shrieking winds whipping at the Character'​s skin and clothes, the scent of wild grasses on a warm evening breeze) - 50k for static, active and reactive immersions (frantically resisting the death grip of a howling feral, smoothly sinking into the hotspring as a lover smiles coyly)
 +    * Deployment time: 60AP or 2 minutes.
 +
 +</​hidden>​
 +
 +\\
 +\\
 +\\
 +
 +=== Grapple Line ===
 +[[system:​armory:​devices|Back to Top]]
 +
 +//The Grapple Line is a hand-held tool which fires a bonding device on the end of a long cable. Known as a "​Campbel'​s Urchin",​ the device is covered in tiny electro-tensile fibers, which allow it to bind itself to almost any surface near-instantly. Notable exceptions include glass.//
 +
 +
 +\\
 +
 +<hidden **Rules**>​
 +
 +\\
 +
   * If attatched to the human body, the device causes excruciating pain in a localized area, as the fibers burrow through skin and nerves.   * If attatched to the human body, the device causes excruciating pain in a localized area, as the fibers burrow through skin and nerves.
   * As long as it is released before being removed, it causes no lasting damage.   * As long as it is released before being removed, it causes no lasting damage.
   * If the device must be removed by force, it will take a sizable chunk of the victim'​s body with it.   * If the device must be removed by force, it will take a sizable chunk of the victim'​s body with it.
-  * Firing ​makes use of elastic mechanisms and is considered ​almost noiseless. Detection by sound suffers -1AP per meter of distance from the firing point.+  * The launcher ​makes use of elastic mechanisms ​to fire and is considered ​Near-Silent. Detection by sound suffers -5AP per meter of distance from the firing point. 
 </​hidden>​ </​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
  
 \\ \\
Line 75: Line 253:
     * Comes with 1 cable at purchase.     * Comes with 1 cable at purchase.
     * Deals 80 damage on forcing a rip-out. This requires double the max winch weight to be applied on a suitable surface, or a 50AP Unarmed test on living flesh.     * Deals 80 damage on forcing a rip-out. This requires double the max winch weight to be applied on a suitable surface, or a 50AP Unarmed test on living flesh.
 +
 +</​hidden>​
  
 \\ \\
Line 80: Line 260:
 \\ \\
  
-**__Mobile ​Cover Unit__** +=== Mobile ​Cover Unit === 
-  ​* ​At its heart, Mobile Cover employs heavy armor far too dense to wear as a directional shield. Several advanced systems have been applied to the concept, creating a device that can move on its own, actively tracking damage sources to keep the user safe, or alternatively,​ it can anchor itself in a nearby surface to create cover where before there had been none, along with other options.+[[system:​armory:​devices|Back to Top]] 
 + 
 +//At its heart, Mobile Cover employs heavy armor far too dense to wear as a directional shield. Several advanced systems have been applied to the concept, creating a device that can move on its own, actively tracking damage sources to keep the user safe, or alternatively,​ it can anchor itself in a nearby surface to create cover where before there had been none, along with other options.//
  
 <hidden **Rules**>​ <hidden **Rules**>​
 +
 +\\
 +
   * Any Mobile Cover system is programmed by default to hover just off the user's back when out of use, protecting the direction most vulnerable to surprise. This is considered to protect the user's body and head from rearward attacks in a rearward-centered 90-degree arc.   * Any Mobile Cover system is programmed by default to hover just off the user's back when out of use, protecting the direction most vulnerable to surprise. This is considered to protect the user's body and head from rearward attacks in a rearward-centered 90-degree arc.
   * When deployed, shields hover approximately 1m away from the Character, giving them room to wield their weapons effectively. This means shields must be repositioned before passing through any normal sized doorway when deployed.   * When deployed, shields hover approximately 1m away from the Character, giving them room to wield their weapons effectively. This means shields must be repositioned before passing through any normal sized doorway when deployed.
Line 95: Line 280:
   * When Mobile Cover is employed against melee attackers, the defender has two options: they may pull the shield in for emergency defense, retaining its full armor benefit but losing the ability to attack until the shield is removed or destroyed, -OR- they may use the shield as a hinderance for their enemy, losing any armor benefits, but imposing a -10AP penalty on their attacker and retaining the ability to fight at melee range. Throwing a melee weapon does not trigger this option, it is considered a ranged attack.   * When Mobile Cover is employed against melee attackers, the defender has two options: they may pull the shield in for emergency defense, retaining its full armor benefit but losing the ability to attack until the shield is removed or destroyed, -OR- they may use the shield as a hinderance for their enemy, losing any armor benefits, but imposing a -10AP penalty on their attacker and retaining the ability to fight at melee range. Throwing a melee weapon does not trigger this option, it is considered a ranged attack.
     * The Mobile Cover system may be crashed as a Quick Action, instantly freeing the Character of the shield, but this leaves the shield wherever it drops and requires 15AP to reboot the system. The Shield must be within 2m of the Character to be recovered by the Anti-gravity binder.     * The Mobile Cover system may be crashed as a Quick Action, instantly freeing the Character of the shield, but this leaves the shield wherever it drops and requires 15AP to reboot the system. The Shield must be within 2m of the Character to be recovered by the Anti-gravity binder.
 +
 </​hidden>​ </​hidden>​
  
Line 100: Line 286:
  
 <hidden **Functions**>​ <hidden **Functions**>​
 +
 +\\
 +
   * All MCUs have various options in common, the more advanced the MCU, the more options it can realize in a single device.   * All MCUs have various options in common, the more advanced the MCU, the more options it can realize in a single device.
       * **Auto-Response System** - The unit gains its own supply of AP, independent from the user. This AP is always used first when directing shields. Each instance of Auto-Response grants the MCU a total of 10AP per round.       * **Auto-Response System** - The unit gains its own supply of AP, independent from the user. This AP is always used first when directing shields. Each instance of Auto-Response grants the MCU a total of 10AP per round.
Line 107: Line 296:
       * **Active Attack Mitigation** - One shield per Mitigator gains doubled armor. If a given shield is destroyed, the effect can be transferred to a new shield the next time the Character is able to act. This includes acting out of turn by using Grit.       * **Active Attack Mitigation** - One shield per Mitigator gains doubled armor. If a given shield is destroyed, the effect can be transferred to a new shield the next time the Character is able to act. This includes acting out of turn by using Grit.
       * **Anchor Frame** - Fitted with an Anchor Frame, a shield can be fixed onto any surface, forming static cover which can be used by the Character or their allies for protection or to impede enemy movement through doorways etc. One __Specific__ shield gains this function per Anchor Frame. Other functions, such as Micro-Generators function as normal, while any movement-based functions such as Auto-Response no longer affect the fixed shield. Any edge of the shield may be attached to a surface, provided the surface is large enough, solid enough and adequate space is available, at the Director'​s discretion.       * **Anchor Frame** - Fitted with an Anchor Frame, a shield can be fixed onto any surface, forming static cover which can be used by the Character or their allies for protection or to impede enemy movement through doorways etc. One __Specific__ shield gains this function per Anchor Frame. Other functions, such as Micro-Generators function as normal, while any movement-based functions such as Auto-Response no longer affect the fixed shield. Any edge of the shield may be attached to a surface, provided the surface is large enough, solid enough and adequate space is available, at the Director'​s discretion.
 +
 </​hidden>​ </​hidden>​
  
Line 112: Line 302:
  
 <hidden **Shield Types:​**>​ <hidden **Shield Types:​**>​
 +
 +\\
 +
     * Shields become inoperable if they receive more than double their armor in damage during a single round. When this occurs, the shield drops to the ground where it is and may offer no further protection.     * Shields become inoperable if they receive more than double their armor in damage during a single round. When this occurs, the shield drops to the ground where it is and may offer no further protection.
     * Recovering the shield must be performed by hand and requires 5AP from the user to pick up as normal.     * Recovering the shield must be performed by hand and requires 5AP from the user to pick up as normal.
Line 127: Line 320:
         * Costs 2k         * Costs 2k
         * Mass of 20Kg when carried manually         * Mass of 20Kg when carried manually
 +
 </​hidden>​ </​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
  
 \\ \\
Line 145: Line 343:
     * Offers a maximum of 10 functions.     * Offers a maximum of 10 functions.
     * Mass of 20Kg.     * Mass of 20Kg.
 +
 +</​hidden>​
  
 \\ \\
Line 150: Line 350:
 \\ \\
  
-**__Fabricated Autonomous Kaleidoscopic Environment__** +=== Particulate Imaging Relay ===
-  * The Fabricated Autonomous Kaleidoscopic Environment (FAKE) uses complex imaging and sound replication to create convincing entities or surroundings with no actual substance. These are extensively used in the entertainment industry and have produced several adaptations suited to espionage and tactical warfare. +
-  * FAKEs have three main types:+
  
-\\+[[system:​armory:​devices|Back to Top]]
  
-<hidden **Types**>​ +//A softprojectile ​is fired or thrown ​to a target pointwhere it attaches ​and disperses ​nano-particles ​into the surrounding atmosphereThese particles ​adhere to anything they contact and continuously report their position back to the projectilecreating a real-time three-dimensional map of small area. This is relayed back to the user remotely through ​visor, allowing ​them to monitor ​the space without detection.//
-  * **Projector** +
-    * These generate sound and light to form a convincing three-demensional image with believable resolution and audio fidelity. Physical interaction with the projection visibly distorts and disrupts the imagescaling with the degree of interference. Some dust blowing through the projection ​is likely ​to go entirely unnoticed, while largesolid object such as a person moving inside the projection area is likely to cause substantial image interference. Most stationary or near-stationary objects can rapidly be compensated for, only moving objects or those large enough to significantly interrupt line of sight between projector ​and image cause major problems. The projector may reside within its own hologram. when in doubt, refer to the Director'​s discretion. +
-  * **Particle Cloud** +
-    * Releasing a cloud of nano-particles ​which individually generate tiny amounts of sound and light to create a "​mosaic"​ effect which render sound and imagery completely immersive, even from within ​the cloudThe particles ​maintain cohesion through ​the use of gentleshort range electro-magnetic fields, allowing them to maintain ​high enough density for quality projection, while flowing effortlessly around any solid object moving through the area. The primary weakness of this FAKE type is its susceptability ​to forceful weather conditions when used in open areas. In this event, it may be completely impossible to deploy ​projection of any kind. The cloud generator may reside within its own cloud. When in doubt, refer to the Director'​s discretion. +
-  * **Stimulus Override** +
-    * A Stimulus Override directly triggers electrical signals in the target'​s various nerve centers, allowing ​it to create a "​real"​ environment which can be interacted with in any way, but is entirely limited ​to the viewer'​s subjective experienceDue to the method used, this is the most immersive projection type for those within range and does not suffer the drawbacks of other FAKE types, but offers nothing to convince anyone further away than its maximum range, making it most useful when it can be ensured that no person will be able to see the projection zone from outside its reach. +
-</hidden>+
  
 \\ \\
  
 <hidden **Rules**>​ <hidden **Rules**>​
-  * Before a Character may test to detect a FAKE, they must first have reasonable cause to doubt its realism. ​ + 
-    For example, a cardboard box sitting on the floor of a room is generally not noteworthy in any way, and therefore would not normally allow a detection test. This is because a box is a common object and it is not out of place on the floor of roommaking it totally believeable sight. +\\ 
-    * Passing through an aparrently solid object, seeing some kind of interference in the projection, ​or seeing something clearly out of placesuch as a box hovering in the air, or a perfectly dry box surrounded by rain-soaked ground allows a straightforward Perception test (Instinct dice pool) to detect ​the presence ​of a FAKE+ 
-    In cases where the Character must deduce ​from evidence that a FAKE is in play, the Character should roll a Tech Lore test (Focus dice pool) to detect signs of their being correct. The Character is free to act in a cautious way, even if this test fails, as their suspicions may not have been satisfied; absence of evidence is not neccessarily evidence of absence+  ​The PIR is treated as Ranged weapon when firedor Thrown weapon when thrownStandard Shooting ​or Throwing tests are rolledapplying Range and Small Target penalties ​as normal. The resulting AP are used to calculate ​the effective dispersal ​of the particle cloud. See the Devices section below for details
-    * If the __Character__ has no reason to suspect the presence ​of a FAKE, __even if the Player has deduced this likelihood out of game__, the Character ​should be roleplayed in a sensible manner according to their knowledge. //Players and Directors should do their utmost to show respect for each others' ​enjoyment ​of the game in these interactions.// +  The Shooting and Throwing actions are considered generic tests. This means they roll on the Physique Trait as normal, but never benefit ​from any Skill bonuses and also never suffer ​the Untrained penalty
-  * When detecting a FAKE, the Character rolls either ​__Perception or Tech Lore__ as an Opposed test against ​the FAKE user's __Obscure or Interface__ test. Obscure is used to demonstrate shrewd placement and choice ​of content selected for the FAKEwhile Interface represents ​the sheer quality and immersiveness of the illusion. One often compensates for the other, assuming a little common sense+  * If a Suppression Field with electrical suppression is active at the location ​of the particle cloud, the Character'​s Shooting or Throwing test suffers the full penalties ​of the Suppression Field. This means the AP used for effective dispersal will be greatly diminished, if not eliminated
-  * Depending on circumstance,​ a Character or NPC may have to make an act of sheer will to ignore illusory danger or abandon a beckoning paradise. The Character makes a Sustained Action Vigor test (no Skill used), rolling once immediately ​and again for every 4 hours of in-game timeOnce the AP result exceeds the Obscure or Interface test used to set the FAKE, the Character has mustered the will to escapeIf the FAKE has been detected, +10AP may be added to each roll. Other Characters ​and NPCs may also improve the test by making an opposed, non-Scrutinize, Social testIf the assisting actor achieves a positive result, the difference in AP is added to each Sustained Action roll for the Character or NPC still trying to escape ​the illusion.+  * Enemies marked by the particle cloud remain so until either the duration ​of the effect endsor they exceed ​the maximum signal range
 +  * The launcher makes use of elastic mechanisms ​to fire and is considered Near-SilentPerception tests to detect ​the sound of firing suffer -5AP per meter of distance from the firing point. 
 +  * Throwing ​the projectile is considered Fully-Silent and may not be detected by sound. 
 +  * The projectile is specially designed ​to land and attach quietly and its impact is considered Near-SilentPerception tests to detect ​the sound of impact suffer -5AP per meter of distance from the impact point. 
 </​hidden>​ </​hidden>​
  
 \\ \\
  
-  ​The potency of a FAKE is measured in several categories. To simplify this selection, each property has been assigned a point value, which is then costed depending on the type of unit.+<​hidden ​**Devices**>​
  
-  * **Limited FAKE (Projector)** - //Requires Acuity 4 ----- Cost: variable//​ +\\
-    * Maximum projection radius: 2m per 100 cost +
-    * Quality limit: 500 for static projections only (stained walls, a statue) - 1k for static or active projections (Burning fire, running water.) - 2k for static, active and reactive images (caged animals that snarl when approached, grass that moves in the wind.) +
-    * Suitable sound effects are included at no additional cost.+
  
-  * **Standard FAKE (Particle Cloud)** //Requires Acuity ​----- Cost: variable// +  * **Limited PIR** //Requires Acuity ​3 + Carry 1 ----- Costs 1k// 
-    * Maximum cloud radius: ​2m per 500 cost +    * Projectile range: 20m 
-    * Maximum quality5k for static illusons only (dark rooms, shining jewels) - 10k for static and active illusions (creeping insects in the walls, a murmering marketplace.) - 20k for reactive illusions (mists that swirl and billow around the Character, a friendly passerby who recommends the best merchants.)+    * Dispersal ​radius: ​1m per 1AP on Shooting / Throwing test 
 +    * Duration2 rounds or 1 minute 
 +    * Signal radius: 30m 
 +    * Projectiles cost: 200 each.
  
-  * **Advanced FAKE (Stimulus Override)** //Requires Acuity ​10 ----- Cost: variable// +  * **Standard PIR** //Requires Acuity ​6 + Carry 2 ----- Costs 5k// 
-    * Maximum influence ​radius: 2m per 1k cost +    * Projectile range: 50m 
-    * Maximum quality10k for static immersions only (jagged glass in a window frame, delicate silken cloth) ​20k for static and active immersions (shrieking winds whipping at the Character'​s skin and clothes, the scent of wild grasses on a warm evening breeze) ​50k for static, active and reactive immersions (frantically resisting the death grip of a howling feral, smoothly sinking into the hotspring as a lover smiles coyly)+    * Dispersal ​radius: 2m per 1AP on Shooting / Throwing test 
 +    * Duration3 rounds or 1 minute 30 seconds 
 +    * Signal radius: 50m 
 +    * Projectiles cost: 300 each. 
 + 
 +  * **Advanced PIR** //Requires Acuity 9 + Carry 3 ----- Costs 15k// 
 +    * Projectile range: 200m 
 +    * Dispersal radius: 3m per 1AP on Shooting / Throwing test 
 +    * Duration: 5 rounds or 2 minutes 30 seconds 
 +    * Signal range: 100m 
 +    * Projectiles cost: 500 each. 
 + 
 +</​hidden>​
  
 \\ \\
Line 198: Line 405:
 \\ \\
  
 +=== Suppression Field ===
 +[[system:​armory:​devices|Back to Top]]
  
-**__Suppression Field__** +//The Suppression Field Generator releases active particles held in cohesion by gentle electromagnetic fields. These particles emit carefully controlled energy into the surrounding environment,​ effectively masking various emissions that would normally give away locations of equipment and personnel. Due to the weak nature of the cohesion fields, solid objects may still pass without noticeable resistance into, out of and through the cloud, but this also makes the zone vulnerable to strong weather conditions an other factors, at the Director'​s discretion.//
-  * The Suppression Field Generator releases active particles held in cohesion by gentle electromagnetic fields. These particles emit carefully controlled energy into the surrounding environment,​ effectively masking various emissions that would normally give away locations of equipment and personnel. Due to the weak nature of the cohesion fields, solid objects may still pass without noticeable resistance into, out of and through the cloud, but this also makes the zone vulnerable to strong weather conditions an other factors, at the Director'​s discretion.+
  
 \\ \\
  
 <hidden **Rules**>​ <hidden **Rules**>​
 +
 +\\
 +
   * The Suppression Field masks emissions made within its range when detection is attempted from outside.   * The Suppression Field masks emissions made within its range when detection is attempted from outside.
   * Once a detector is within the range of a Suppression Field, the detection penalty provided by the field is halved.   * Once a detector is within the range of a Suppression Field, the detection penalty provided by the field is halved.
Line 211: Line 422:
   * Detecting the Suppression Field itself carries the same penalties as whatever it is currently masking, as long as it is active.   * Detecting the Suppression Field itself carries the same penalties as whatever it is currently masking, as long as it is active.
   * When inactive it is considered inanimate and does not emit noticeable radiation of any kind, like other inactive devices.   * When inactive it is considered inanimate and does not emit noticeable radiation of any kind, like other inactive devices.
 +
 </​hidden>​ </​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
  
 \\ \\
Line 241: Line 457:
     * Loading a charge requires 10AP, max 3 loaded charges.     * Loading a charge requires 10AP, max 3 loaded charges.
     * Deployment and retraction each requires 30AP or 2 minutes.     * Deployment and retraction each requires 30AP or 2 minutes.
- 
-\\ 
- 
-**__Alkhimov Oscillator__** 
-  * The Alkhimov Oscillator, developed by Ukrainian combat systems engineer and physicist Samuel Alkhimov is a Device widely feared for its ability to completely disable groups of enemies in a large area. Sometimes referred to as a "​K.O.",​ or "​knock-out"​ over its formal initials of A.O., the device functions by emitting extreme levels of sound and light in a randomized strobe pattern. This disorients targets within range by overloading their sensory perception in a similar way to the archaic, "​flash-bang",​ but over a larger area and for a much greater duration. 
- 
-<hidden **Rules**>​ 
-  * When an Oscillator is activated, any Characters, NPCs or animals in the area will be stripped of a large amount of AP. 
-  * To avoid this, the user and their allies must have Oscillator counteractive equipment, consisting of special goggles with built-in ear covers. This equipment must then be synced to the exact oscillator(s) which will be active. 
-  * Syncing can be performed remotely via counteractive gear, but this requires either hacking the oscillator, or knowing the pass-key for the unit. 
-  * The maximum sync range is the same as the Oscillator'​s effect range. 
-  * With complete counteractive gear in place, there is no negative effect on the user, but this must also be true for any allies to be spared the debilitating effects. 
-  * Breaking line of sight on the oscillator immediately halves its effect. 
-  * AOs grant bonuses to any visual or aural Perception test made to locate them while they are active. The bonus AP is equal to the potency of its effect. If it causes -15AP to targets within range, then a visual or aural Perception test would receive +15AP to locate it. This includes targets both within and outside its range. 
-  * AP damage from an Oscillator may be resisted as normal using the Resiliance Skill. See the [[system:​skills:​skill_list#​vigor skills|Vigor Skills]] section for details. 
  
 </​hidden>​ </​hidden>​
Line 261: Line 462:
 \\ \\
  
-  * **Limited Alkhimov Oscillator** //- Requires Acuity 4 + Carry 2 ----- Costs: variable// +=== Target Marker === 
-    * Effect radius1m per 500 cost. Max 25m. +[[system:armory:devices|Back ​to Top]]
-    * Effect intensity-5AP per 1k cost. Max -25AP. +
-    * Effect duration: 1 round per loaded charge. +
-    * Loading requires 10AP per charge at melee range. Max 1 loaded charges. Charges cost 1k. +
-    * Counteractive gear costs 2k per set and has a mass of 1Kg. +
-    * Unit has a mass of 10Kg +
-    * Requires 30AP or 2 minutes ​to deploy. +
-    * Once deployed can be activated remotely for 5AP or in 5s. +
-    * Syncing requires 15AP or 30s.+
  
- +//The Target Marker is compact device used to paint targets in ions, so they can be easily identified by allies using electro-sensitive gearThe Marker itself is equipped with such function, though in the interest ​of making it as unobtrusive as possible, it has been made so small that it is unable ​to detect anything other than ion marks.//
-  * **Standard Alkhimov Oscillator** ​//- Requires Acuity 7 + Carry 3 ----- Costs: variable//​ +
-    * Effect radius: 1m per 500 cost. Max 50m. +
-    * Effect intensity: -5AP per 1k cost. Max -50AP. +
-    * Effect duration: 1 round per loaded charge. +
-    * Loading requires 10AP per charge at melee range. Max 3 loaded charges. Charges cost 1k. +
-    * Counteractive gear costs 3k per set and has mass of 1Kg. +
-    * Unit has a mass of 15Kg +
-    * Requires 45AP or 3 minutes ​to deploy. +
-    * Once deployed ​can be activated remotely for 5AP or in 5s. +
-    * Syncing requires 30AP or 1 Minute. +
- +
- +
-  * **Advanced Alkhimov Oscillator** //Requires Acuity 10 + Carry 4 ----- Costs: variable//​ +
-    * Effect radius: 1m per 500 costMax 100m. +
-    * Effect intensity: -5AP per 1k cost. Max -100AP. +
-    * Effect duration: 1 round per loaded charge. +
-    * Loading requires 10AP per charge at melee range. Max 5 loaded charges. Charges cost 1k. +
-    * Counteractive gear costs 5k per set and has mass of 2Kg. +
-    * Unit has a mass of 20Kg +
-    * Requires 60AP or 5 minutes ​to deploy +
-    * Once deployed can be activated remotely for 5AP or in 5s. +
-    * Syncing requires 45AP or 2 Minutes.+
  
 \\ \\
  
-**__Target Marker__** +<​hidden ​**Rules**>
-  * The Target Marker is a compact device used to paint targets in ions, so they can be easily identified by allies using electro-sensitive gear. The Marker itself is equipped with such a function, though in the interest of making it as unobtrusive as possible, it has been made so small that it is unable to detect anything other than ion marks.+
  
 \\ \\
  
-<hidden **Rules**>​ +    ​* The device ​is touch activated ​and requires 1 hand to operate.
-    * It can easily be mounted or removed from a helmet, even one-handed, or be worn on a strap around the head.  +
-    ​* The device ​can be touch or voice activated.+
     * Marked targets or locations can be detected by several other Devices and Augs. Check their specific rules for details.     * Marked targets or locations can be detected by several other Devices and Augs. Check their specific rules for details.
     * A generic Shooting test (Physique dice with no Skill bonus) may be used to employ a Target Marker, in addition to Turn AP during combat. Out of combat, marking requires 10s.     * A generic Shooting test (Physique dice with no Skill bonus) may be used to employ a Target Marker, in addition to Turn AP during combat. Out of combat, marking requires 10s.
 +    * 
 </​hidden>​ </​hidden>​
 +
 +\\
 +
 +<hidden **Devices**>​
  
 \\ \\
Line 329: Line 502:
     * Maximum number of targets: 10     * Maximum number of targets: 10
     * Allies who can detect the mark via any Device or Aug gain +5AP when attacking marked targets or detecting marked targets who have subsequently hidden themselves. The maximum bonus is +15AP.     * Allies who can detect the mark via any Device or Aug gain +5AP when attacking marked targets or detecting marked targets who have subsequently hidden themselves. The maximum bonus is +15AP.
 +
 +</​hidden>​