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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.
Grapple Line
- 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.
- Limited Grapple Line - Requires: Carry 2 — Costs: 1k
- 30m cable
- In-built 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 Grapple Line - Requires: Carry 3 — Tool costs: 1.5k, Cables cost: 300 each
- 45m cable
- In-built 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 Grapple Line - Requires: Carry 4 — Tool costs: 2k, Cables cost: 500 each
- 60m cable
- In-built 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.
- 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:
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
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.
- Limited Target Marker - Requires Acuity 2 —– Costs: 500
- Marking a target or location requires 10AP 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 10AP per mark.
- Maximum range is 150m
- 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 10AP per mark.
- Maximum range is 500m
- 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.