Difference between revisions of "Mass: the Effecting/Elkoss Combine Catalogue"

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=The Elkoss Combine Catalogue=
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Angel, these pictures of Erin and Chris are just beiftauul. I didn't think you'd ever have Erin looking so at easeAs you probably know, she doesn't like getting her picture taken.  Spectacular work   looking forward to the wedding. Sincerely,Mary Ann Plasters (Erin's mom)
 
 
 
 
In Mass: The Effecting, characters can make use of a veritable bounty of high-tech devices, armaments and protections available. With many competing corporations, designers and fabrication facilities all battling for the custom of a galaxy's worth of different species and vocations, there's a near-unfathomable selection of tools of the trade available on the market.
 
 
 
Mass: The Effecting doesn't attempt to chart all of these different implements, VI interfaces, software programmes and vehicles; nor does it attempt to differentiate between products from, say, Devlon Industries and Rosenkov Materials. Instead, you'll find entries for broad categories of key items of equipment, particularly weapons, armour, omni-tools and biotic amps.
 
 
 
 
 
==Weaponry==
 
 
 
 
 
In the Mass Effect setting, ranged weaponry makes use of mass effect fields to shave slivers of metal off an ammunition block and launch them at high velocity. This creates a great deal of heat, resulting in the need for thermal clips – disposable heat sinks that serve a similar function to old-style ammunition clips.
 
 
 
The weapons detailed here replace the weapons available in the core nWoD system.
 
 
 
'''Autofire''': In Mass: The Effecting, many weapons are capable of autofiring to some extent; however, not all of these weapons can necessarily use all of the options of long, medium and short bursts. A weapon noted as S (semi-automatic) is capable of firing single shots; a weapon noted as BF (burst fire) can fire short bursts; and a weapon noted as A (automatic) can fire medium and long bursts. A weapon can only fire in the modes noted – so a weapon noted as BF/A has to fire short, medium or long bursts but cannot fire single shots.
 
 
 
'''Clips & Ammunition''': Weapons of the same category can share thermal clips with one another; thermal clips for a pistol-sized weapon can be used for a light pistol, heavy pistol or SMG, for example. Support weapons disobey this rule; all support weapons have unique ammunition types that only they can use.
 
 
 
'''Heavy Weapons''': Some weapons are noted as having the Heavy Weapon trait. These impose a -3 penalty on any attempts to fire them while moving; additionally, a character cannot take aim actions with a Heavy Weapon.
 
 
 
'''Unwieldy''': Some weapons are designed for snipers and long-range targeting, becoming cumbersome or unwieldy to use against close-range targets. When fired at a moving target within its short range band, an Unwieldy weapon levies a -2 penalty to attack rolls; at point-blank range this is increased to -4.
 
 
 
 
 
'''Sidearms'''
 
 
 
<pre>
 
Pistols      Damage Range      Clip  ROF    Special
 
----------------------------------------------------------
 
Light Pistol  1L    20/40/80  10    S/BF
 
Heavy Pistol  2L    20/40/80  10    S      9-again
 
SMG            1L    25/50/100  20    S/BF/A
 
Stun Pistol    0B    5/10/20    5      S      Stun</pre>
 
 
 
 
 
''Stun Pistol'': A stun pistol discharges a jolt of power that can leave a target reeling. An opponent hit with a stun pistol's shot must pass a Stamina check or be stunned for 1 round.
 
 
 
 
 
'''Longarms'''
 
 
 
<pre>
 
Rifles            Damage  Range        Clip  ROF    Special
 
-----------------------------------------------------------------------------
 
Assault Rifle      2L    150/300/600  40  S/BF/A
 
Battle Rifle        3L    200/400/800  30  S      9-again
 
Light Machine Gun  3L    150/300/600  50  BF/A    Heavy Weapon
 
Light Sniper Rifle  3L    250/500/1000  12  S/BF    Unwieldy
 
Heavy Sniper Rifle  4L    250/500/1000  5    S      Unwieldy, 9-again
 
Light Shotgun      3L    20/40/80      12  S/BF    9-again at short range
 
Assault Shotgun    4L    20/40/80      6    S/BF    9-again at short range</pre>
 
 
 
 
 
'''Support Weapons'''
 
 
 
<pre>
 
Support Weapons            Damage  Range        Clip  ROF  Special
 
-------------------------------------------------------------------------------------
 
Entrenched Machine Gun    4L      150/300/600  100  A
 
One-Shot Rocket Launcher  6L      200/400/600  1    S    8-again, AP 3, Blast 5
 
Light Rocket Launcher      4L      150/300/600  3    S    9-again, AP1
 
Grenade Launcher          3L      50/100/150  6    S/BF  Blast 10
 
Flame-Thrower              5L      10/20/30    30    BF/A  8-again
 
Arc Projector              3B      100/200/300  5    S    9-again, Stun
 
Anti-Materiel Rifle        5L      250/500/1000 1    S    Unwieldy, 9-again</pre>
 
 
 
All support weapons have the Heavy Weapon trait.
 
 
 
''One-Shot Rocket Launcher & Light Rocket Launcher'': Rockets use onboard guidance systems to lock on and home in, adding 2 dice to the attack pool if at least one aim action is taken.<br>
 
''Flame-Thrower'': Flame-throwers spew blazing torrents of chemical fire, and will ignite flammable materials. An exceptional success on an attack against a character wielding a flame-thrower when they no longer have Shield levels results in the fuel tanks detonating, setting the character ablaze.<br>
 
''Arc Projector'': Arc projector weapons discharge high-voltage electrical attacks. If the first target is hit, an arc jumps to the closest target within 10 yards, and finally to a third closest target within 10 yards; the jumping arcs will never strike the same target twice, however. All targets struck must also make pass a Stamina check or be stunned for 1 round.<br>
 
 
 
 
 
'''Grenades'''
 
 
 
<pre>
 
Grenades            Damage Special
 
-----------------------------------------------------------
 
Concussive Grenade  2B      Blast 5, Knock-Down
 
Frag Grenade        2L      Blast 5
 
Inferno Grenade    1L      Blast 5, Inferno
 
Lift Grenade        None    Blast 5, Lift
 
Smoke Grenade      None    Blast 5, Smoke
 
Stun Grenade        None    Blast 5, Stun</pre>
 
 
 
''Concussive Grenade'': A target hit by a concussive grenade must make a Dexterity + Athetics check, with a penalty equal to the amount of health points damaged by the attack. Failure results in the target being knocked down.<br>
 
''Inferno Grenade'': Inferno grenades burn with a fiercely corrosive chemical flame. All other attacks against targets that are doused in an inferno grenade's flame benefit from Armour Piercing 1 for the single turn the grenade's effects last.<br>
 
''Lift Grenade'': A lift grenade deals no damage; instead, targets within its area of effect are hauled 2 yards from the ground for 1 round by a mass effect field.<br>
 
''Smoke Grenade'': A smoke grenade deals no damage; instead, it spews out a plume of thick smoke where it lands.  The smoke covers an area of 5 yard radius for 5 rounds, providing a -3 concealment penalty to all attack rolls made against targets within it.  A Perception check with a -3 penalty is necessary to make out targets beyond the smoke cloud if it blocks line of sight from the attacker, and even on a success the targets still benefit from the smoke's concealment.<br>
 
''Stun Grenade'': A stun grenade uses an intense pulse of light, sound and disorientating force to incapacitate targets, forcing them to succeed at a Stamina roll or be stunned for 1 round.<br>
 
 
 
 
 
'''Melee Weapons'''
 
 
 
<pre>
 
Melee Weapons    Damage Special
 
------------------------------------------------
 
Unarmed Attack   0B    Increases to 1B if wearing heavy armour
 
Assault Baton    2B
 
Improvised Club  1B
 
Knife            1L
 
Omni-Blade      1L
 
Stun Baton      1B    Stun</pre>
 
 
 
''Stun Baton'': A stun baton is a standard policing and suppression implement, discharging a stun charge whenever it strikes a target. An opponent hit with a stun baton must succeed at a Stamina check or be stunned for 1 round.
 
 
 
 
 
==Armour==
 
 
 
 
 
In the Mass Effect setting, personal protection comes in two main forms – armour and kinetic barriers. Modern technology has resulted in armour plating that can hold off small arms fire with some success, while biotics and shield generators both provide effective barriers that can absorb incoming attacks.
 
 
 
Armour suits are still heavy, however, due to the bulk of the plating and the kinetic barrier generators that they need to carry, and can impede the fine control that technical experts and biotic users require to get the best out of their talents.
 
 
 
''Cumbersome'': A suit of armour inflicts a penalty to the wearer's Defence and Speed equal to the Armour rating of the suit worn.
 
 
 
''Impeding'': All rolls to use Tech Processes and Biotic Disciplines suffer a penalty equal to the Armour value of the suit worn.
 
 
 
''Medi-Gel'': Armour has a standard reservoir of 3 doses of medi-gel that the wearer can use on themselves. Onboard systems will automatically apply a dose for medi-gel's Emergency Trauma Injection use if the wearer has all their health boxes filled with Lethal damage.
 
 
 
''Onboard Systems'': As per standard, armour comes with a set of onboard systems. This includes a comm-link, a high powered torch, a HUD, target recognition systems and a short-range radar (50 yards), and light amplification systems that can negate up to a -2 penalty on ranged attack rolls due to low-light conditions. It also includes an onboard oxygen supply good for 2 hours, and an environmental filtration system that grants a +4 bonus to Stamina-based rolls to resist inhaled toxins and poisons.
 
 
 
''Webbing'': Most suits of armour come with enough webbing and pouches to hold up to six thermal clips for a rifle-sized weapon. Alternatively, a single thermal clip can be exchanged for a grenade or two clips for a pistol-sized weapon. Two thermal clips can be exchanged for a clip for a support weapon.
 
 
 
 
 
'''Personal Shield Generator (Shields 3/5/8)''': A relatively small personal barrier generator allows unarmoured individuals to benefit from protection. The version of this device that offers 3 Shield points is the most common; the version that offers 5 Shield points is very rare, an example of cutting edge technology or powered by an unwieldy generator back-pack. Finally, the version that offers Shields 8 is nearly unheard of, the kind of personal protection that a Councillor might carry. Personal shield generators lack the medi-gel reservoirs and onboard systems of true armour.
 
 
 
 
 
'''Light Armour (Armour 1, Shields 6)''': Common light armour offers little encumbrance but still has the power for a potent kinetic barrier.
 
 
 
 
 
'''Reconnaissance Armour (Armour 1, Shields 3)''': Specialised light armour designed for infiltrators and scouts, recon armour features a stealth field which puts a heavy drain on the generator. Due to its construction, recon armour does not suffer from the Cumbersome rule.
 
 
 
 
 
'''Medium Armour (Armour 2, Shields 6)''': Sacrificing speed and mobility for additional armour plating, medium armour is the standard level of protection worn by dedicated combat troops.
 
 
 
 
 
'''Medium Assault Armour (Armour 2, Shields 5)''': Specialised medium armour designed for shock troops and vanguards who need the additional mobility, assault armour cuts some of the power to shields in return for more potent servos. Assault armour does not suffer from the Cumbersome rule.
 
 
 
 
 
'''Heavy Armour (Armour 3, Shields 7)''': Big, heavy and slow, heavy classes of armour go the whole hog; since they need a larger generator to power the servos already, they also enhance the kinetic barriers. The Cumbersome rule also penalises Initiative for a wearer of heavy armour.
 
 
 
 
 
'''Heavy Colossus Armour (Armour 3, Shields 9)''': The ultimate answer to the need for personal protection, short of taking a step up into the mechanised walker class of vehicles, colossus armour is slow as hell but very resilient. As well as applying the Cumbersome rule to Initiative, a wearer of colossus-class armour cannot run.
 
 
 
 
 
===Armour Mods===
 
 
 
 
 
A suit of armour can have a single armour mod, representing a tinkered upgrade, manufacturer's enhancements or bolt-on augmentation purchased separately. Armour does not need to have an armour mod, but there is no penalty for having one.
 
 
 
Rarely, armour can have a secondary mod. This mod is inactive and does nothing unless an Armour Subsystem Management programme from the Engineering Process talent is running, in which case the mod is given power and bestows the wearer with its benefits as well. A secondary mod cannot be the same as the regular armour mod that the suit has.
 
 
 
'''Advanced Systems Interface''': Reduces the Impeding penalty to Tech and Biotic power use by 1.<br>
 
'''Armour-Jets''': Provides inbuilt armour-jets for the suit, allowing the wearer to make Piloting checks for short-ranged vertical jumps and to slow descent. Dropping into combat leaves the wearer unable to act in the first round as they touch down.<br>
 
'''Cyberwarfare Defences''': Inflicts a -2 penalty on all attempts to hack the wearer's systems or to affect them with Tech Processes.<br>
 
'''Enhanced Arm Servos''': Increases the wearer's melee damage by 1.<br>
 
'''Enhanced Leg Servos''': Increases the wearer's Speed by 2.<br>
 
'''Extended Medi-Gel Reservoir''': Increases the armour's medi-gel reservoir to 4 doses.<br>
 
'''Fortified Shielding''': Increases the armour's Shield levels by 1. <br>
 
'''Full Environmental Systems''': Increases the oxygen supply to 4 hours and offers a +2 bonus to all Stamina checks to resist radiation and environmental effects.<br>
 
'''Onboard Targeting VI''': Reduces any cover penalty to ranged attack rolls by 1.<br>
 
'''Workhorse Capacity Upgrade''': Increases the number of rifle thermal clips (or equivalent) that can be carried to 9.<br>
 
 
 
 
 
==Other Equipment==
 
 
 
 
 
'''Medi-Gel'''
 
 
 
An incredible medical substance patented by the Sirta Foundation, medi-gel skirts close to banned genetic engineering but is so useful that this is overlooked by most. Medi-gel aids with healing, seals wounds, clots blood and serves as an anaesthetic.
 
 
 
Medi-gel has the following applications, in amounts denoted as doses. Armour usually comes with a reservoir that can hold up to 3 doses, applying medi-gel as needed to treat injuries.
 
 
 
'''Continual Healing''': At a cost of 1 dose of medi-gel per week continual use of small amounts of gel, stimms and other medical fluids can bolster the body's natural healing rates. This allows a character to heal Lethal and Bashing damage at twice the normal natural healing rates, but is no help with Aggravated damage – such wounds are simply too severe and need real medical attention.<br>
 
'''Emergency Trauma Injection''': When a character is injured to such an extent that they begin dying due to having their health boxes filled with Lethal or Aggravated damage, 1 dose of medi-gel can immediately stabilise them.<br>
 
'''Rapid Biological Restoration''': Via systemative intensive treatment of injuries with 1 dose of medi-gel, a character can give up efficiency for relatively rapid repair. This heals 1 Lethal point of damage over the course of 1 hour, or 3 Bashing points of damage over the course of 15 minutes, on top of normal healing rates. Extensive overuse of this function is not recommended as it both drains medi-gel reserves rapidly and can be deleterious to long-term health unless overseen by a qualified health professional.<br>
 
 
 
 
 
'''Biotic Amps'''
 
 
 
Biotics require implants to be able to properly control and harness the power of the eezo nodules in their bodies, and amplifiers can be plugged into these implants for greater effectiveness. There are a great number of different biotic amps on the market, often tailored to further enhance specific Disciplines or techniques.
 
 
 
A biotic character can only benefit from a single biotic amp at a time. Changing from one amp to another is a relatively simple process but takes some time and requires care, so cannot be done during combat.
 
 
 
'''Discipline Amps''': These amplify one of the three Disciplines, offering a +1 equipment bonus to all dice pools for using powers of that Discipline.<br>
 
'''Technique Amps''': These amplify a single biotic power, offering a +2 equipment bonus to all dice pools for the use of that specific power only.<br>
 
 
 
 
 
'''Omni-Tools'''
 
 
 
Omni-tools are common, multi-purpose personal computational devices that serve as micro-fabrication facilities, interfacing tools and diagnostic systems. Basic models are extremely common, but more specialised versions are available for technicians, soldiers and scientists who need further functionality.
 
 
 
Several omni-tools have a Library Size number. This is the amount of programmes for each Tech Process that the omni-tool can hold in its data library. All omni-tools apart from the basic model provide an omni-blade facility, flash-forging a weapon with the device's fabricator to deliver a devastating melee attack.
 
 
 
'''Basic Omni-Tool (Library Size 0)''': A cheap, regular-quality omni-tool offers no exceptional qualities.  While it lacks the sophistication to run elaborate Tech programmes, it is fitted with simple fabrication patterns and interfacing systems to make it a useful tool.  A basic omni-tool gives a +1 equipment bonus to one of either Engineering, Interfacing, Medicine or Science skill rolls.<br>
 
'''Enhanced Library Omni-Tool (Library Size 8)''': A omni-tool with extensive memory banks, this tool can store a great deal of programmes for retrieval by its user for whatever situation faces them.<br>
 
'''Enhanced Processor Omni-Tool (Library Size 6)''': Sacrificing memory for high performance, this omni-tool offers a +1 equipment bonus to the use of programmes from a single Process talent.<br>
 
'''Intrusion Omni-Tool (Library Size 4)''': A kind of omni-tool used by infiltrators, assassins and criminals, this tool devotes a large proportion of its power to intrusion purposes, offering a +2 equipment bonus to all attempts to hack or to use Interfacing Process programmes.<br>
 
'''Military Omni-Tool (Library Size 4)''': A military-grade omni-tool used by soldiers includes an augmented omni-blade facility, increasing the weapon's basic damage to 2L.<br>
 
 
 
 
 
'''Other Tools'''
 
 
 
'''Ballistic Shield''': A ballistic shield takes one hand to hold up, and provides the user with a very resilient composite shield that provides them with some measure of cover. Making full use of a ballistic shield offers a -2 cover penalty on attack rolls against the character, but the character suffers the normal penalty from firing from cover themselves (so suffers a -1 penalty to their own ranged attack rolls). Opponents with sufficiently powerful weapons may choose to simply try and punch a hole through the shield; in this case, no cover penalty is applied to the attack roll, but the shield-bearer benefits from 2 additional points of Armour on their Shield and health levels.<br>
 
'''Drop Casing''': While armour-jets will suffice for dropping from an aircraft into combat, they are insufficient for orbital drops; equally, not all troops have armour-jets built into their suits. Drop casings are bolt-on one-shot additions designed to protect the wearer from entry into an atmosphere and to slow their descent, detaching and falling off as the trooper hits the ground. Drop casings are usually programmed with guidance systems so that no Piloting checks are required from the wearer; however, if the situation has changed then the wearer can take control and use their Piloting skill to try and make small adjustments to their trajectory and landing zone. Dropping into combat leaves the wearer unable to act in the first round as they touch down.<br>
 
'''Med-Pack''': The size of a satchel or backpack, a med-pack can carry up to five doses of medi-gel, and comes with application nozzles and ports so that it can be used on injured individuals or to top up armour reservours.<br>
 
'''Remote Drone''': A remote drone is a small bundle of circuitry and energy projection mechanisms around a mass effect generator and power source, coming to about the size of a human fist. When activated, a remote drone generates a holographic display around itself and hovers a metre above the ground. Remote drones are usually used as helpers by technicians, offering a +1 teamwork bonus to Engineering, Interfacing, Medicine or Science rolls made by the drone's user, but special programming can improve their performance. Drones have 1 point of Armour, 3 Shield points and 2 health points of directly attacked. These are not to be confused with military drones, which are sizeable unmanned attack or scout vehicles.<br>
 
'''Tactical Cloak''': With an abundance of radar and other detection systems, unaugmented attempts at stealth can be difficult in some situations. Modern stealth systems have compensated with tactical cloaks, capable of rendering the user near-invisible to most forms of detection. Using a stealth system is an instant action taking a full round, and being invisible isn't much help if hostiles are still aware of where the character is. A successful attack with any kind of weapon against a cloaked character will cause the cloak to drop on the following turn. As long as the character moves up to their normal Speed the cloak remains intact, but running or charging provides too much interference and will break the tactical cloak's stealth field. Since a cloak is usually powered by the onboard generator of a reconnaissance armour suit, it can maintain its effect for up to ten minutes, or five minutes if the character is on the move, requiring a pause of ten minutes to recharge after this period. Rare personal stealth systems that are not part of a suit of armour can generally cloak for a far shorter period of time.
 
 
 
 
 
[[Mass:_the_Effecting |Back to main page]]<br>
 

Revision as of 16:46, 2 May 2012

Angel, these pictures of Erin and Chris are just beiftauul. I didn't think you'd ever have Erin looking so at ease. As you probably know, she doesn't like getting her picture taken. Spectacular work looking forward to the wedding. Sincerely,Mary Ann Plasters (Erin's mom)