Difference between revisions of "Aberrant 2.0 Trinity Gear"

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Unformatted Bioware is Tolerance 0. This means that a few Bioware applications now have Formatted Tolerance 1.
 
Unformatted Bioware is Tolerance 0. This means that a few Bioware applications now have Formatted Tolerance 1.
  
=Weapons=
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=[[Aberrant 2.0 Trinity Weapons]]=
==Melee==
 
*Spider Harness: Damage 8L, Accuracy (Wits + Psi), Mass 5
 
: A Spider Harness when Formatted is semi-autonomous and attacks independently of the user, making up to (Wits/2, round up) attacks with its eight articulated "legs". A Spider may never make more than 3 attacks in one combat round.
 
*Sonic Knife: Damage 1-10 (Bashing/Lethal as desired)
 
: Sonic Knives cannot damage hard objects such as metal, industrial plastic, some types of body armor, and some particularly hardy Novas.
 
*Vibroknife: Damage Str + 3L, AP(4)
 
: Vibroknives do slightly more damage than low-tech knives but their primary advantage is the ease at which they slice through hardened materials, such as personal armor. On the other hand... don't botch.
 
*Vibrosword: Damage Str + 6L, AP(2)
 
: Due to limitations on vibration hardening, vibroswords have lower vibrational frequencies and reduced armor piercing effectiveness, relative to vibroknives.
 
  
==Ranged==
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=[[Aberrant 2.0 Trinity Armor]]=
Note that by default, attuning to a weapon increases its accuracy dice pool by +1.
 
  
===Pistols===
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=[[Aberrant 2.0 Trinity Vehicles]]=
*Autopistol (Banji Cyclone): Acc +0, Dmg 5L, Range 50, RoF 9, Magazine 15, Conceal P, Select-Fire
 
*Autopistol (L-K Defender): Acc +1, Dmg 4L, Range 50, RoF 9, Magazine 20, Conceal J, AP (3)
 
*Heavy Autopistol (L-K Avenger): Acc +0, Dmg 6L, Range 50, RoF 6, Magazine 10, Conceal J
 
*Heavy Autopistol (Stavros Auto): Acc +0, Dmg 7L, Range 50, RoF 5, Magazine 9, Conceal J
 
*Plasma Pistol (Voss 22P): Acc +1, Dmg 10L [5], Range 10, RoF 1/2, Magazine 5, AP (2)
 
  
===Psi-Amps===
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=[[Aberrant 2.0 Starships]]=
Psi-Amps must be formatted to the user to work.
 
*EK Gauntlet (Orgotek Iris-L): +2 accuracy and +2d to all Psi rolls to use Electrokinesis and Psychokinesis effects for offense.
 
*Electrolaser Gauntlet (Orgotek EL-12): Acc + 1, Dmg 10 [8]E (10S against living targets), Range 100, RoF 2, Magazine 30, Tolerance 3
 
*Force Gauntlet (Orgotek 212-F): Brawl attacks do +1 damage and can reach up to 30 meters, Tolerance 2.
 
*Sureshot Gauntlet (Orgotek SL-3): Acc + 4, Dmg 10L, Range 100, RoF 2, Magazine 30, Tolerance 3
 
  
===Rifles===
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=[[Aberrant 2.0 Miscellaneous Equipment]]=
*Automatic Carbine (Banji Tornado): Acc + 1, Dmg 7L, Range 100, RoF 40, Magazine 40, Conceal O, AP(1)
 
*Automatic Carbine (L-K MAC-803): Acc + 0, Dmg 8L, Range 100, RoF 45, Magazine 50, Conceal O
 
*Coil Rifle (Banji 02 Hornet): Acc + 1, Dmg 10L, Range 200, RoF 60, Magazine 60, AP(1)
 
  
===Shotguns===
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[[Category: Aberrant 2.0]]
*Shotgun (Banji Thunder): Accuracy +0, Dmg 9L, Rng 30, Rate 2, Magazine 10
 
*Shotgun (Stavros .00): Accuracy +1, Dmg 8L, Rng 40, Rate 2, Magazine 12
 
*Semi-Auto Shotgun (L-K Protector Auto): Accuracy +0, Dmg 8L, Rng 30, Rate 10, Magazine 10
 
 
 
===Lasers===
 
*Gauntlet (Orgotek Minipulse-L): Accuracy +2, Dmg 6L, Rng 80, Rate 2, Magazine 12, Bio, Tolerance 1
 
*Gauntlet (Orgotek Pulse-L): Accuracy +3, Dmg 10L, Rng 200, Rate 2, Magazine 35, Bio, Tolerance 1
 
*Pistol (Alchemy 2117-A): Accuracy +2, Dmg 8L, Rng 200, Rate 2, Magazine 25, Bio, Tolerance 1
 
*Pistol (L-K Personal Protector): Accuracy +2, Dmg 8L, Rng 250, Rate 2, Magazine 25
 
*Carbine (Alchemy 2118-D): Accuracy +2, Dmg 12L, Rng 300, Rate 15, Magazine 40, AP (1), Bio, Tolerance 2
 
*Carbine (L-K Vindicator II): Accuracy +2, Dmg 13L, Rng 300, Rate 15, Magazine 45, AP (1)
 
*Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Dmg 12L, Rng 350, Rate 20, Magazine 60, Bio, Tolerance 2
 
 
 
===Flechette Guns===
 
All flechette weapons have three damage ratings. Each damage rating uses a certain number of shots, listed with the weapon.
 
*Pistol (Alchemy Bulldog): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1
 
*Pistol (Aris Suresting): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots
 
*SMG (Orgotek Stinger): Accuracy +1, Dmg 4/7/9L, Rng 30, Rate 36, Magazine 36, uses 3/6/12 shots, Bio, Tolerance 1
 
*Carbine (Orgotek Scorpion): Accuracy +1, Dmg 8/10/12L, Rng 30, Rate 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2
 
 
 
===Heavy Weapons===
 
Heavy weapons obviously use the Heavy Weapons skill to fire.
 
*Missile Launcher (L-K Killjoy): Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided
 
*Light Coilgun (ClinTech M-60): Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2)
 
*Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 80, Burst (8), AP (2)
 
*Plasma Cannon (Voss 88T): Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
 
*Lightning Gun (TechnoDyne Zeus): Accuracy +1, Dmg 12L [8] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP (2), Bio, Tolerance 3, Mass 34
 
*Pulse Cannon (ClinTech M-90): Accuracy +2, Damage 23L [16], Rate 1/2, Magazine (inf), AP (5), Mass 74
 
*Orgotek SAWS: Accuracy +4, Dmg (See Below), Range (As Mode), Rate (As Mode), Magazine (As Mode), Mass 14, Bio, Tolerance 1
 
**Electrokinetic Beam: Damage 10L, Range 500, Rate 1, Magazine 50 (recharges)
 
**30mm Slugs: Damage 7L[5], Range 300, Rate 2, Magazine 8, AP(1)
 
**Fragmentation Shells: Damage 8L [5], Exp(3)
 
**Incendiary: Damage 12L, burning (targets catch fire for 6L/turn)
 
**HEAP: Damage 10L[6], AP (2)
 
**Chemical: Varies by chemical type.
 
: The SAWS cannot be used unformatted and consists of the laser and an organic accelerator cannon. The cannon has 8 shots in a drum which can be loaded with any combination of projectiles.
 
 
 
=Armor=
 
Note that certain types of armor require the user to be formatted to it and therefore cannot be used by Novas or baseline humans.
 
 
 
==Hardtech==
 
*Combat Armor: Soak 6B/7L, Penalty -1, Mass 20
 
: Standard full body unpowered combat armor, used by the vast majority of frontline combat troops.
 
*Field Suit: Soak 3B/5L, Penalty -0, Mass 9
 
: A field suit is lightweight soft body armor designed for special forces and other personnel who needed protection from weapons without a reduction in mobility and endurance. Field suits may be soft armor but are obviously armor and extremely difficult (and uncomfortable) to hide under clothing.
 
*Reinforced Clothing: Soak 1B/2L, Penalty -0, Mass 3
 
: Reinforced with anti-ballistic and anti-stab fibers, reinforced clothing provides protection from low-powered pistols, knife blows, and some protection against fists and clubs while remaining nearly impossible to spot.
 
*Vacuum Suit: Soak 2B/4L, Penalty -1, Mass 15
 
: A Vacuum suit provides medium-duration protection against vacuum via integrated oxygen recycling. Vacuum suits are generally good for 12 hours of use without further accessories.
 
 
 
==Biotech==
 
*Armor Carapace: Soak 6B/6L, Penalty -1, Mass 15, Tolerance 1
 
: The biotech equivalent of combat armor is slightly lighter and grown from pseudochitin woven on a suit of spidersilk. If formatted to the user, the chitin plates become more flexible when not actively protecting against harm, reducing the penalty to -0.
 
*Bioweave Armor: Soak 4B/5L, Penalty -0, Mass 5, Tolerance 3
 
: Bioweave Armor is built out of spidersilk, carbon nanotubing, and synthetic tissue, and when attuned covers the Psion as a protective second skin, providing extremely potent protection from just about any threat. Bioweave Armor provides limited NBC filtering, adding 1 success to all resistance rolls against toxins, and is nearly undetectable without a medical examination.
 
*BioVAS: Soak 10B/8L/0A, [hardened 8B/7L] +4 -0 HLs, Strength + 3/Dexterity + 1/Stamina + 1/Perception + 2, Mass 45, Tolerance 3
 
: A BioVAS (Biological Vacuum Assault Suit) is a highly advanced biotech suit of body armor that must be custom-formatted to its user. Enhancing strength, endurance, and agility via powerful artificial muscles and providing protection against all but the heaviest weapons with heavy pseudochitin plates, a BioVAS plugs into the user's cardiovascular system and provides life support for a week in a hostile environment if formatted. A formatted BioVAS provides the increased attributes stated above, and has its own health levels which must take damage before the user does. if the BioVAS loses all health levels, every attack after that which does damage to its user has a chance of disabling it: Roll the user's (Stamina + Resistance) or (Psi), whichever is higher to see if the BioVAS still functions at that point. Failure disables the BioVAS, disabling all features save life support (consider a disabled BioVAS to have a -3 penalty) until it heals, while Botching may kill the BioVAS itself. A dead BioVAS only provides soak.
 
 
 
=Mecha=
 
Mecha use their pilot's Dexterity + Piloting + Handling to determine dodge pools and replace the pilot's strength with their own. Similarly, they have their own health levels.
 
 
 
==Qin Biosuits==
 
Technically, by dint of being piloted rather than worn, biosuits are mecha. They are, however, very unusual mecha. They can, of course, only be used by Qin, or Novas with particular skill in shapeshifting and telepathy.
 
 
 
===Noncombat===
 
Diplomatic: Strength 2, Handling +1, Soak 4B/3L, Health Levels -0 x 1/-1 x 2/-2 x 2/-4 x 2/Incapacitated/Gutted
 
: Designed to look like an attractive, androgynous human being, a Qin Diplomatic Biosuit is essentially what it says-a shell for Qin diplomats to present a humanoid face. Qin Diplomatic Biosuits have an effective Appearance rating of 4 towards humans.
 
 
 
===Combat===
 
Bodyguard: Strength 6 [1], Handling +2, Soak 10B/8L, Health Levels -0 x 4/-1 x 4/-3 x 2/Incapacitated/Gutted
 
: Bodyguard Biosuits are used as a diplomatic protective detail for Qin diplomats, and possess integrated weapons. The default Biosuit possesses a Flechette Carbine and a Laser Carbine, one in each arm, as well as a pair of retractable vibroknives.
 
 
 
Warrior: Strength 8 [2], Handling +3, Soak 12B/10L, Health Levels -0 x 5/-1 x 5/-2 x 3/Incapacitated/Gutted
 
: When shit gets real, so do the Qin. Warrior suits make no attempt to pretend to be human, having four arms (treat as multiple arms, -1 multiple action penalty), extreme speed and agility, and incredible toughness. Warrior suits have integrated weapons, with one Lightning Gun and a Missile Launcher in their two larger arms, and two Coil Carbines in their smaller arms. A Warrior suit has a powerful biocomputer which improves targeting and tracking, adding +1 to accuracy-and all weapons count as formatted for accuracy bonuses.
 
 
 
=Cybernetics=
 
Building a better Psion, one metal plate at a time. Although the experiences of the Aberrant War and the return of the Aberrants have left a sour taste in humankind's mouth in regards to transhumanism, cybernetic and biotechnological augmentation is still often the only viable method of creating a baseline human capable of competing with a combat-specced sub-Aberrant. Cybernetics, therefore, have become something of a crutch, a tool to allow humanity to compete with its posthuman spawn.
 
 
 
==Attribute Enhancement==
 
A Psion may enhance any of their attributes up to (+3) above their baseline via cybernetics or up to (+2) above their baseline bioengineering. This may only take attributes up to a max of 9 (cybernetics) or 8 (biotech)-technology is simply not advanced enough to support anything further. Extremely powerful biokinetics or telepaths may be able to far exceed these limitations via their own powers. A few other enhancements are listed below, which enhance a few things like health levels and soak.
 
 
 
===Medical Enhancement===
 
:Enhanced Antibodies: Healing time reduced by 1 level of severity.
 
:Toxin Binders: +1 automatic success to resist poison.
 
:Nanosurgeons: Healing time reduced by 2 levels of severity, does not stack with Enhanced Antibodies.
 
:Livesaver Skinweave: User is automatically stabilized unless subjected to further rough treatment after incapacitation.
 
:Anti-Plague Nano: +1 automatic success to resist disease.
 
 
 
===Body Reinforcement===
 
:Bone Reinforcement: 1 x -0 Health Level, required to mount heavy duty cyberware.
 
:Adrenal Booster: +1 Strength and Dexterity for 5 rounds.
 
:Subdermal Armor: +4B/2L soak
 
:Decentralized Heart: Grants 1 x -4 + 1 x Incapacitated Health Level.
 
 
 
===Performance Boosters===
 
:Sport Heart: +1 Strength, +1 Stamina, -2B/1L soak (min soak 0B/0L).
 
:Overdrive Heart: +2 Strength, +2 Stamina, -4B/2L soak (min soak 0B/0L).
 
:Movement Augmentation: +2 Dexterity for movement, +2 Strength for leaping.
 
 
 
===Environment Adaptation===
 
:Cyberliver: +2 to Resistance
 
:Gyrostabilizer: +2 to Microgravity Ops
 
 
 
===Exoskeletons===
 
Implanted Exoskeletons replace the user's base strength/Might ratings. Cyberware enhances the exoskeleton's strength normally.
 
:Sigma Linear Frame: Strength 7, Might 7
 
:Beta Linear Frame: Strength 8, Might 8
 
:Omega Linear Frame: Strength 10, Might 10
 
 
 
==Neural Boosts==
 
:Kerenzikov (lv 1/2): -2 Multiple Action Penalty/Level, +1 Initiative/level.
 
:Speedware: -1 Multiple Action Penalty, 1 additional action, +3 Initiative, can only be sustained for 5 combat rounds.
 
:Pain Editor: No wound penalties (still incapacitated as normal).
 
:Vehicle Link: -1 difficulty and +1d to drive rolls (with compatible vehicle).
 
:Weapon Link: -1 difficulty and +1d to attack rolls (with linked weapon).
 
:Machine Link: -1 difficulty and +1d to actions (with linked machine).
 
 
 
==Implanted Gear==
 
:Implant Radio: Can act as radio (10km range) or cell phone. Advanced version has 25km range and can broadcast radio/TV/etc signals.
 
:Implanted Gills: Can stay underwater indefinitely
 
:Implanted Rebreather: 90 minute internal oxygen supply, requires 1 hour to recharge every 15 minutes of oxygen used.
 
:Locator Implant: Implanted GPS
 
:Body Alteration: Can increase appearance by 1 (max. 5) or decrease, disguise as someone with Style roll at +1 difficulty, can change gender (cosmetic only though)
 
:Protective Nanoskin: +2B/3L soak, can seal pores for vacuum/hazmat operations.
 
:Computer Implant: Computer can hold 30 points of abilities (max rating: 4), -1 difficulty to hacking, -1 difficulty to missile weapons use, may initiate preprogrammed actions if rendered unconscious from drugs, psionics, or bashing damage.
 
 
 
==Weapons Implants==
 
:Electric Touch: Deals Str+6B damage (up to 2xStamina times/hour), or Str+6L damage (suffers 2 unsoakable bashing levels after) + 6d EMP, immunity to tasers, +2L soak vs. electrical damage.
 
:Implant Laser: Accuracy +1, Damage 6L, Range 100m, Multiple Shots/Sprays, RoF 2, Magazine 30, recharges 10 shots every 30 minutes
 
:Retractable Blades: unarmed attacks now deal Str+2-4 Lethal damage.
 
:Raptor Vibroblades: Str + 4L damage (AP 5), counts as an unarmed attack, ''don't botch''.
 
  
==Sensory Implants==
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[[Category: Aberrant: Exile]]
:Enhanced Vision: IR/UV vision, no penalties from darkness, +1d to Awareness rolls based on sight.
 
:Tactile Boost: +1d to Awareness rolls based on touch, stacks with Acute Sense.
 
:Olfactory Boost: +1d to Awareness rolls based on smell, stacks with Acute Sense.
 
:Pain Editor: No wound penalties (still incapacitated as normal).
 
 
 
[[Category: Aberrant 2.0]]
 

Latest revision as of 23:26, 14 September 2011