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system:armory:devices [2016/12/13 14:58] (current) schrodinger [Devices] |
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[[system:armory:devices#mobile cover unit|Mobile Cover Unit]] | [[system:armory:devices#mobile cover unit|Mobile Cover Unit]] | ||
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+ | [[system:armory:devices#particulate imaging relay|Particulate Imaging Relay]] | ||
[[system:armory:devices#suppression field|Suppression Field]] | [[system:armory:devices#suppression field|Suppression Field]] | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
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* When an Oscillator is activated, any Characters, NPCs or animals in the area will be stripped of a large amount of AP. | * 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. | * 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. | ||
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* 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. | * 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. | * Breaking line of sight on the oscillator immediately halves its effect. This __does not__ refund AP lost due to the Oscillator's 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. | + | * 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. | * 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> | ||
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+ | \\ | ||
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+ | <hidden **Devices**> | ||
\\ | \\ | ||
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* Once deployed can be activated remotely for 5AP or in 5s. | * Once deployed can be activated remotely for 5AP or in 5s. | ||
* Syncing requires 45AP or 2 Minutes. | * Syncing requires 45AP or 2 Minutes. | ||
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+ | </hidden> | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
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* 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. | ||
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* A Detector requires 1 hand to operate at all times. | * A Detector requires 1 hand to operate at all times. | ||
* 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. | * 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. | ||
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</hidden> | </hidden> | ||
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+ | \\ | ||
+ | |||
+ | <hidden **Devices**> | ||
\\ | \\ | ||
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* Range is 500m | * Range is 500m | ||
* Perception test bonus is +30AP | * Perception test bonus is +30AP | ||
+ | |||
+ | </hidden> | ||
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<hidden **FAKE Types**> | <hidden **FAKE Types**> | ||
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* **Projector** | * **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 image, scaling with the degree of interference. Some 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. | * 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 image, scaling with the degree of interference. Some 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. | ||
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* **Stimulus Override** | * **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 experience. Due 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. | * 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 experience. Due 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. | ||
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</hidden> | </hidden> | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
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+ | \\ | ||
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* Before a Character may test to detect a FAKE, they must first have reasonable cause to doubt its realism. | * 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. | * 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. | ||
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* 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. | * 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. | * 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. | ||
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</hidden> | </hidden> | ||
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+ | \\ | ||
+ | |||
+ | <hidden **Devices**> | ||
\\ | \\ | ||
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* 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) | * 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. | * Deployment time: 60AP or 2 minutes. | ||
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+ | </hidden> | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
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+ | \\ | ||
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* 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> | ||
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+ | \\ | ||
+ | |||
+ | <hidden **Devices**> | ||
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* 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> | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
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+ | \\ | ||
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* 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. | ||
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* 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. | ||
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</hidden> | </hidden> | ||
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<hidden **Functions**> | <hidden **Functions**> | ||
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+ | \\ | ||
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* 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. | ||
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* **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. | ||
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</hidden> | </hidden> | ||
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<hidden **Shield Types:**> | <hidden **Shield Types:**> | ||
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* 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. | ||
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* Costs 2k | * Costs 2k | ||
* Mass of 20Kg when carried manually | * Mass of 20Kg when carried manually | ||
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</hidden> | </hidden> | ||
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+ | \\ | ||
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+ | <hidden **Devices**> | ||
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* Offers a maximum of 10 functions. | * Offers a maximum of 10 functions. | ||
* Mass of 20Kg. | * Mass of 20Kg. | ||
+ | |||
+ | </hidden> | ||
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+ | \\ | ||
+ | \\ | ||
+ | \\ | ||
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+ | === Particulate Imaging Relay === | ||
+ | |||
+ | [[system:armory:devices|Back to Top]] | ||
+ | |||
+ | //A soft, projectile is fired or thrown to a target point, where it attaches and disperses nano-particles into the surrounding atmosphere. These particles adhere to anything they contact and continuously report their position back to the projectile, creating a real-time three-dimensional map of a small area. This is relayed back to the user remotely through a visor, allowing them to monitor the space without detection.// | ||
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+ | \\ | ||
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+ | <hidden **Rules**> | ||
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+ | \\ | ||
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+ | * The PIR is treated as a Ranged weapon when fired, or a Thrown weapon when thrown. Standard Shooting or Throwing tests are rolled, applying 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. | ||
+ | * 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. | ||
+ | * 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. | ||
+ | * Enemies marked by the particle cloud remain so until either the duration of the effect ends, or they exceed the maximum signal range. | ||
+ | * The launcher makes use of elastic mechanisms to fire and is considered Near-Silent. Perception 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-Silent. Perception tests to detect the sound of impact suffer -5AP per meter of distance from the impact point. | ||
+ | |||
+ | </hidden> | ||
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+ | \\ | ||
+ | |||
+ | <hidden **Devices**> | ||
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+ | \\ | ||
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+ | * **Limited PIR** //- Requires Acuity 3 + Carry 1 ----- Costs 1k// | ||
+ | * Projectile range: 20m | ||
+ | * Dispersal radius: 1m per 1AP on Shooting / Throwing test | ||
+ | * Duration: 2 rounds or 1 minute | ||
+ | * Signal radius: 30m | ||
+ | * Projectiles cost: 200 each. | ||
+ | |||
+ | * **Standard PIR** //- Requires Acuity 6 + Carry 2 ----- Costs 5k// | ||
+ | * Projectile range: 50m | ||
+ | * Dispersal radius: 2m per 1AP on Shooting / Throwing test | ||
+ | * Duration: 3 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> | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
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+ | \\ | ||
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* 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. | ||
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* 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> | ||
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+ | \\ | ||
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+ | <hidden **Devices**> | ||
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* 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. | ||
+ | |||
+ | </hidden> | ||
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<hidden **Rules**> | <hidden **Rules**> | ||
- | * 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. | + | \\ |
+ | |||
+ | * The device is touch activated and requires 1 hand to operate. | ||
* 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**> | ||
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* 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> |