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UNDER CONSTRUCTION

Devices

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.

Winch Line

  • The Winch 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. If attatched to the human body, the device causes excruciating pain in a localized area, as the fibers burrow through skin and nerves, but 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. Firing makes use of elastic mechanisms and is considered almost noiseless. Detection by sound suffers -1AP per meter of distance from the firing point.
  • Limited Winch Line - Requires: Carry 2 — Costs: 1k
    • 30m cable
    • Winch can lift and lower a maximum weight of (The Character) + (50Kg of equipment).
    • Lifts and lowers by 1m per AP spent.
    • Firing requires 10AP, rewinding requires 20AP.
    • must be rewound after each shot.
    • Only has one cable for its working life, if damaged, the unit needs to be replaced or repaired via a 60AP test.
    • Deals 30 damage on forcing a rip-out (requires double the max winch weight to be applied on a suitable surface, or a 30AP Unarmed test on living flesh.
  • Standard Winch Line - Requires: Carry 3 — Tool costs: 1.5k, Cables cost: 300 each
    • 45m cable
    • Winch can lift and lower a maximum weight of (The Character) + (80Kg of equipment).
    • Lifts and lowers by 2m per AP spent.
    • Firing requires 10AP, rewinding requires 15AP.
    • Can ditch the cable spool at any time and reload with a new one. Ejecting the existing cable is instant, reloading a new one requires 10AP.
    • Must still be rewound after each shot when retaining the cable.
    • Comes with 1 cable at purchase.
    • Deals 50 damage on forcing a rip-out. This requires double the max winch weight to be applied on a suitable surface, or a 40AP Unarmed test on living flesh.
  • Advanced Winch Line - Requires: Carry 4 — Tool costs: 2k, Cables cost: 500 each
    • 60m cable
    • Winch can lift and lower a maximum weight of (The Character) + (120Kg of equipment).
    • Lifts and lowers by 3m per AP spent.
    • Firing requires 10AP, rewinding requires 10AP.
    • Can ditch the cable spool at any time and reload with a new one. Ejecting the existing cable is instant, reloading a new one requires 10AP.
    • Must still be rewound after each shot when retaining the cable.
    • Both ends of the cable may be fired independently, linking two objects together. This can be used as a zip-line, trip wire, securing line etc. When both ends are away, the cable is considered ditched and can only be removed by force or by performing a manual release with the device at melee range. After releasing at least one end of the cable, that end can be reloaded into the device, allowing the other end to be released remotely and retracted as normal.
    • 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.


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.
    • 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.
    • Weapons do not suffer penalties for being obstructed when shields are deployed, unless the shield has been anchored and is therefore in a fixed position. In this case, penalties are applied as normal, at the Director's discretion.
    • Repositioning the shield requires 5AP, including deployment from the passive position and returning it to the passive position.
    • Refreshing the armor of the shield costs 10 Stamina and requires the Character to be within 1m.
    • To use the Shield as full cover, the Character must crouch, limiting them to walking speed. Otherwise, they must choose to leave either the top or bottom half of their body exposed. The exposed part, being only half-body sized, still forces a Small Target penalty of -5AP on any attacker.
    • When in full cover behind a shield, it effectively counts as extra armor.
    • Vision is offered through small camera clusters on the outer side of the shield which feed a display on the inner side, resulting in no loss of visibility. Enemies cannot see the Character through the shield in this way.
    • Shooting at a Character or NPC crouched behind a shield imposes a Blind Fire penalty of -20AP if they have not attacked or otherwise revealed themselves in the previous round, just as with any other form of full cover.
    • 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.
  • MCU Functions
  • 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.
    • Micro-Generator - Once per round, the Character may refresh the armor of one shield per Micro-Generator, without Stamina or AP cost to themselves. This is considered a Quick Action, meaning that if the Character is fully disabled due to AP loss or other factors, this cannot be activated, even though it requires no AP in itself.
    • Auxiliary Shield Controller - For each Aux-Controller, the device may operate one additional shield at the same time. When passive, these stack behind the Character, increasing the armor but not enhancing the protected angle. This is a 90-degree arc, centered directly behind the Character. When active, the shields may be operated side-by-side, widening the standard 90-degree protective angle, as a stack, increasing armor in one direction, or fully separated, offering protection from widely separated directions.
    • Tracking System - A tracking system allows one shield at a time to automatically lock onto any target tagged by a HUD or marked with a Target Marker. This shield will continuously adjust its position to protect against attacks from that target. This requires 5AP to lock on after the target has been tagged or marked, but until another order is issued, its position tracks without further instructions or AP costs. If line of sight on the target is lost, the shield will remain oriented towards the target's last known location and will notify the Character that contact has been lost.
    • 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.
  • 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.
    • Recovering the shield must be performed by hand and requires 5AP from the user to pick up as normal.
    • Shields can be repaired with the Tinker Skill. The armor repaired is equal to the AP score of the test. Limited to one test per day. Sustained Actions are recommended.
      • Light Shield
        • Grants 100 Armor
        • Costs 500
        • Mass of 10Kg when carried manually
      • Medium Shield
        • Grants 150 armor
        • Costs 1k
        • Mass of 15Kg when carried manually
      • Heavy Shield
        • Grants 200 armor
        • Costs 2k
        • Mass of 20Kg when carried manually
  • Limited Mobile Cover Unit - Requires Carry 3 + Acuity 2 —– Costs: 2k
    • Limited to light or medium shields.
    • Offers a maximum of 2 functions.
    • Mass of 10Kg
  • Standard Mobile Cover Unit - Requires Carry 6 + Acuity 3 —– Costs: 4.5k
    • May use any weight of shield.
    • Offers a maximum of 5 functions.
    • Mass of 15Kg
  • Advanced Mobile Cover Unit - Requires Carry 9 + Acuity 4 —– Costs: 9k
    • May use any weight of shield.
    • Offers a maximum of 10 functions.
    • Mass of 20Kg.


Fabricated Autonomous Kaleidoscopic Environment

  • 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:
    • 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.
    • 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 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 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.
  • 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.
  • 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
    • 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 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.)
  • 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)

Suppression Field

Alkhimov Oscillator

Target Marker

  • 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.
    • 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.
    • Only Turn AP may be used to employ a Target Marker.
  • Limited Target Marker - Requires Acuity 2 —– Costs: 500
    • Marking a target or location requires 5AP per mark.
    • Maximum range is 50m
    • Maximum number of marks: 1
    • Allies who can detect the mark via any Device or Aug gain +5AP per mark on the target when attacking marked targets or detecting marked targets who have subsequently hidden themselves.
  • Standard Target Marker - Requires Acuity 4 —– Costs: 1.5k
    • Marking a target or location requires 5AP per mark.
    • Maximum range is 100m
    • Maximum number of marks: 5
    • 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 +10AP.
  • Advanced Target Marker - Requires Acuity 6 —– Costs 2k
    • Marking a target or location requires 5AP per mark.
    • Maximum range is 200m
    • Maximum number of targets: 9
    • 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.