Equipment: Charges, Sprites, Armor and Motifs
Equipment in this universe diverges immensely from the ones of old but maintains some very fantasy elements to it. Swords and axes and spears are often found in the same battles as pistols and rifles. Armor and spacesuits are combined in common ways to try and make the best of both worlds. Characters should choose their equipment carefully, as brand new upgrades will be few. Instead players will come to rely on sprites and soul data to improve equipment and proceed through the campaign.
weapons which use the current technology (non-primitive) no longer have a use for physical blades or bullets. Instead they use a technology called “hard light” to project blades as sharp as any steel and bullets as capable of causing holes in physical objects. This means quite a few things for common weaponry:
Every Weapon, no matter the type, now becomes:
- Killing Attack – Hand-To-Hand #D6, Reduced Endurance (1/2 END; +1/4), vs ED ([Equally Common Defense]; +1/2) # Charges which are hard to Recover , Fuel Dependent (fuel is Common; must refuel Once per # Hours if left on), Real Weapon (-1/4)
The biggest change to weapons however is the fact that everything, including melee weapons, come with a certain number of charges. Charges are plentiful, mostly cheap and are capable of being bought in most stores.
- Small: 10 uses (6 Hours if left on)
- Medium: 50 uses (12 Hours if Left On)
- Large:100 uses (24 hours if left on)
- XLarge: 150 uses (48 hours if left on)
- XXLarge: 200 uses (86 hours if left on)
New charges can be found and bought almost everywhere. An power supply could even be hijacked to recharge one’s weapon (with the appropriate skills of course). -Replacing a Charge in combat takes 1 full turn for a character. (unless skilled)
-Fully recharging 1 battery using a device takes 30 minutes (unless skilled)
Every weapon manufactured by one of the God’s Corporations comes equipped with a small slot in them for the uploading of sprites. Sprites are potent magic which gives weapon’s certain temporary or sustained abilities. More powerful weapons will come with more sprite slots. Certain sprite* slots change the weapons data permanently, in this case the sprite slot will not be accessible again once this kind of sprite is uploaded. While most sprites can be mixed, others cannot. Depending on what the players choose to do, they may never come across all of the different sprites one can have. Examples of heroism or villainy will in fact lead to different collections of upgrades.
_here are some common temporary sprites: Each lasts for 50 uses or until unequipped
- Cinder Sprite: Does an extra half of the weapons damage in fire. Has a chance of catching the victim on fire (a roll). The weapon seems to catch on fire.
- Gold Sprite: Does an extra half of the weapons damage in energy. When used against a demon this becomes an extra full weapons damage added. Makes the weapon use 2x the amount of charges per swing. The weapon pulsates with a pure white glow.
- Plague Sprite: The plague sprite infects the victim with a harsh disease. Which after a successful infection will do 3d6 extra damage and do an unavoidable 1d6 damage every turn after that. This effect can be cured by a first aid skill, or beaten by a will roll of 11 or lower.
*Lightning sprite: Lightning sprites makes the weapon do 1/2 of its damage extra in lightning. When aimed at the weapon, its also capable of disabling other hard light weapons. The lightning sprite covers the weapon in crackling gold streaks of electricity.
- Cursed Sprite: The Cursed sprite allows the weapon to hurt Ethereal forms.
Armor in Latria is part spacesuit, part protective covering, all robot enhancement. The basic armor motif a player gets allows them limited time in hostile conditions which can be upgraded through new armor pieces/sprites etc. All armor can be improved through the use of sprites. Uploading/reloading armor sprites/batteries takes a player one full turn (moving and attacking). Which leaves them prone for attack without either of the sprite buff effects.
Armor also uses charges to maintain backup life support. Below is the bar for basic suit motif charge use (1 hour with the small charge battery). Better space suit motifs will have better starting times and thus better times per charge use. Or upgrades may be purchased to increase suit life.
- Small: 3 hours
- Medium: 6 hours
- Large: 9 hours
- XLarge: 12 hours
- XXLarge: 15 hours
When choosing armor the Player gets to add on a space suit type motif to the original armor design.
Each player may choose one of these 3 motives to attach to their selected armor for free during the first mission.
- Child of The Sun Motif
Life Support (Extended Breathing: 1 END per 5 Minutes; Safe in Low Pressure/Vacuum)
Small Charge Pack (3 Hours) back up life support
Weight: 220 lbs
- Flying Sky Motif
Life Support (Extended Breathing: 1 END per 20 Minutes; Safe in Low Pressure/Vacuum)
-Medium Battery (6 hours) Back up life support
-weight: 260 lbs
- Hawk Motif
-Life Support (Extended Breathing: 1 END per Minute; Safe in Low Pressure/Vacuum)
-Large Battery (9 hours) back up life support
-weight: 91 pounds
Example Armor Sprites
- Cinder Sprite: Ignores 1d6 of Fire damage
- Gold Sprite: Halves Energy Damage but halves Armor Charge Time every use.
- Thunder Sprite: Ignores 1d6 of lightning damage
- Curse sprite: Can do physical contact with ethereal beings