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UnderGear

Typically worn as replacement for limbs or for filling integration slots so they remain at peak performance. UnderGear does provide its users with some abilities depending on the grade, and by is useful even by itself. UnderGear can be worn with varying levels of integrated Gear, and most are even designed to work with external Gear, provided it has the spare slots.

Undergear operates by alternate regions of compression and exposure to enhance and maximize manaflow both between the Witch and her Gear, but also the Witch and her environment, thus allowing highest total throuhgput to the Gear itself. More advanced Undeargear has a shape-memory trigger to become fully encasing and mana-isolating for use when operating in a mana-toxic environment, or other areas in which a Witch's natural tendency to absorb energy from her environment would be a risk

Birthday Suit – (-1 RP) While nothing really prevents you from wearing nothing at all, there's no real benefit to doing so (other than skeeving a bit of extra equipment, maybe).
Dress Uniform – Not an actual dress, but formal military wear! Not really something you'd fight in normally, but it inspires you to reach higher. You start combat with morale at 1 stage higher than normal.
Flightsuit – Form fitting suit that compresses the right spots to let your body handle extreme forces better, granting you a +1 increase to speed after flight multipliers.
Latex Bodysuit – Skintight latex that really doesn't hide much, if anything. How did you even manage to put this on? Inflicts a -1 malus to all synchro checks with Gears, but provides a +2 bonus to defense checks against area and volley magical attacks.
Maid Uniform – This isn't military issue, is it? Still, it is cute, and you feel like helping even more! Provides a +1 bonus to proficiency checks made when using a support ability, but takes a -1 penalty on defense rolls against directed physical attacks.
Military Fatigues – Standard issue, and what everyone gets. Once per combat, you may call upon your training to gain a +2 bonus to any single roll (before it is made), but if comes up as failure, your morale drops by 1 stage.
Plugsuit – Form fitting suit that applies compression and slots for hooking up external Gear. Provides a +1 bonus to synchro checks with external gears.
Swimsuit, bikini – This classic, two-piece swimsuit grants a +1 bonus to synchro checks with Sea Gears.
Swimsuit, microbikini – This tiny thing barely covers you, but seems secure enough. It grants a +1 bonus to surface speed with Sea Gears.
Swimsuit, one-piece – A conservative, tasteful, and cute swimsuit. It grants a +1 bonus to synchro checks with Sea Gears.
Swimsuit, sling bikini – A daring garment, you should be careful with your speed. It grants a +1 bonus to synchro checks with Sea Gears and to power-based influence checks, but decreases your speed by -1, to a minimum of 4.
Swimsuit, sukumizu – A classic swimsuit, usually issued at schools. It grants a +1 bonus to speed with Sea Gears.
Zero-suit – (1 RP) Skintight material that really leaves nothing to the imagination other than your skin tone. It is still surprisingly protective, and increases the armor bonus of your gear by +1.

Air Gears

Broom-Type

Kestrel Interceptor Light External Air Gear
The classic air Gear design, sometimes referred to as a "broom". A simple device, it slips over the legs and is fastened with a harness to the user's body. The magic that powers this Gear also provides some protection, though it's not much for the sake of speed.

Armor Bonus: +1s4
Synchro-Difficulty: 7
Movement: Flight, type B +4 (Minimum Speed 4)

Abilities:

  1. Mana Streak (Ultimate; Burn mana to gain increased movement speed, including multipliers, for short duration. Allies may travel along stream at slightly decreased bonus.)

Kingfisher Interceptor Light External Air Gear
A modified version of the Kestrel, the Kingfisher is reminiscent of a seaplane with a single prop and aquatic landing gear. A witch equipped with a Kingfisher may land on water and operate as if using a surface Sea Gear with a Movement of +1. Aside from the previous, and a flight bonus of only +3, is otherwise identical to a Kestrel.

Owl Recon Light External Air Gear
A stealth version of the Kestrel, the Owl is sleek and quiet. It trades some durability for improved stealth capabilities. It is identical to the kestrel, save the loss of its Armor bonus and the Mana Streak ability.
Abilities:

  1. Foil Detection (Passive; When making an opposed stealth check, spend mana to gain a bonus to the check, as if through specialization with the spent mana providing a bonus equal to XP for a rank)
  2. Stealth Hop (Ultimate; High stamina cost to move at 1 multiplier lower, but are invisible for the entire movement.)

Shrike Escort Light External Air Gear
A variant of the Kestrel, sacrificing some speed for maneuverability by making the main propulsion be helicopter blades. Taking off as normal, the Shrike can also fly like a standard Kestrel by retracting its helicopter blades, though it still remains a bit slower than its cousin. The Shrike is mostly identical to the Kestrel save for its speed and flight type, possessing movement type H +2 in helicopter mode, and movement type B +3 (minimum speed 4) in plane mode. It also possesses an extra weapon hard point, but lacks the Mana Streak ability of the Kestrel.

Riding-Type

Gust Escort Medium External Air Gear
A riding style Gear, the Gust is considered entry-level for those with low synchronization rates. While outpaced by most broom-style gears, riding-style gears have higher ammo capacities and are easier to synchronize with, making them more popular with Witches that are less magically inclined.

Armor Bonus: +1s6
Synchro-Difficulty: 4
Movement: Flight, type C +3 (Minimum Speed 4)

Innate Weaponry: Basic Auto-Rifle, Ammunition Stores (1), Small Missile Battery

Zephyr Interceptor Medium External Air Gear

Wing-Type

Cherubim Interceptor Light Integrated Air Gear
(Fast, angel-wing type. Support ability, comes with fire magic)

Armor Bonus: +1s6
Synchro-Difficulty: 10
Movement: Flight, type A +4 (Minimum Speed 2)

Abilities:

  1. Arms of Flame (Passive; Equips a sword and bow of fire that applies magical talent ranks to melee combat or aimed fire checks for damage.)
  2. Consecrated Blast (Least; mark enemy to allow allies to heal when attacking it, up to rank+1 healing procs)
  3. Weakening Blow (Ultimate; mark enemy to have disadvantage against ally attacks, up to rank+1 disadvantage procs)

Erinyes Hunter Medium Integrated Air Gear
(Magical missiles lower enemy defenses, activating aura causes enemies that strike allies to take penalties. Comes with sword)

Seraphim Bomber Medium Integrated Air Gear
(Ability is magical carpet bombing/missiles, comes with bow and sword)

Trumpeter Escort Light Integrated Air Gear
(Support unit, blasty power, boosts defense or speed of allies. Comes with sword)

Other

Hippogryff Hunter Heavy Replacement Air Gear
Though lighter in frame than it's land-bound sister class of Gears, the Centau-Ride, this is still a heavy Gear, with all the armaments that implies. The fore-claws are powerful enough to rend Invader armor below the heaviest sorts, and it's lift capacities (if the Witch is powerful enough in magery) allow her to carry off many things it can't crack.

Pegasus Interceptor Heavy Replacement Air Gear
Similar to the Hippogryff, the Pegasus Gear is related to the Centau-Ride land Gears, though tuned for speed as opposed to heavy armaments. It's considered the fastest of the heavy air Gears, and places well even among most medium weights, with only lightweight Gears surpassing its speed regularly. This speed is handy when applying armaments, and there are a few elite units of aerial combat witches who use the Pegasus exclusively.

Pelican Dropper Light Replacement Air Gear
Air support Gears tend to be heavy, and the only reason the Pelican is as light as it is is due to the removal of the Witch's limbs while not providing nearly the same functionality in return while installed. She retains use of her arms, but her only locomotion involves the twin helicopter props that provide her with flight.

Armor Bonus: +1\1s6
Health Bonus: +3
Synchro-Difficulty: 6
Movement: Flight, type H +1

Land Gears

Centau-Ride 22 "Hylonome" Medium Integrated Land Gear
Lovingly referred to as the "Old, Grey Mare", the CR-22 is a functional and sturdy land Gear for Witches who don't mind having a few hundred pounds added to their asses. Extra speed provided by the four legs and powerful motors, as well as bonus hard points for adding weaponry make this a good addition to a crew, though sometimes terrain may be limited. Some Witches with heavy integration augmentation have a slightly stripped down version for civilian use (usually designated the CR-22P, or Centau-Ride 22 Pony).

Requisition Cost: Standard 3, Pony 1

Centau-Ride 45 "Clydesdale" Heavy Integrated Land Gear
A beefier version of the Hylonome, the CR-45 is more often relegated to support roles, unlike it's smaller sister, despite it's heavier armor and larger amounts of equipment configurations. This may be because of the amount of fuel it consumes, or just that it can carry that much more stuff so that the lighter units are less burdened. Regardless, there is little stopping a Witch with free reign from outfitting a Clydesdale with as much weaponry as she can fit on it outside of cost.

Requisition Cost: 7

Centau-Ride 99 "Sleipnir" Heavy Special Integrated Land Gear
An experimental Gear that has started to see use on the home lines, the Sleipnir and its capabilities are still under wraps. Observations about the speeds it is capable of reaching are suspect, as it's still uncertain if it's due to the Witch's magical power, or the Gear itself, or the relation of the two. Regardless, breaking the sound barrier on ground is quite an achievement.

Requisition Cost: N/A (Cannot be obtained without special clearance)

GR-T1 BLLU (Ground Recon T1 Barricade, Lifting, Loader Ultra Heavy Integrated Land Gear
Originally part of a ground recon project that expanded into all-in-one Gears, the BLLU found a niche in supportive roles, thanks to the added "scorpion tail" providing a highly mobile hard point for a rifle, as well as the foreclaws to leave the Witch's hands free for fine tasks while moving injured personnel or carrying objects. Despite its intended purpose, it is primarily a combat gear, and known more as the Girtiblilu, ignoring its design for construction.

I-zen 01 Light External Land Gear
Sometimes referred to as the Catgirl Infantry Suit, the X-zen type gear is snug, armored, comfortable, and most importantly, cute. Making it pink is not recommended, however. The powered joints also enable X-zen users to carry much more than they normally could. X-zen Gears are general purpose, not excelling at much, but also have few weaknesses.

Requisition Cost: 2
Armor Bonus: +1s4
Health Bonus: +1
Synchro-Difficulty: 6

Abilities:

Capture Area: Least, Influence (Opposed; Stress)

Effect: Attempt an Influence check against a foe with a Territory effect, ending it on a success. On a failure, take stress based on amount by which the check was failed.

Secure Territory (Defense): Moderate, Influence (10; -1d8 Stamina)

Effect: Stationary 30ft radius zone, centered on user at the time of casting.
Duration: 1 combat, or the caster leaves the territory, or an enemy succeeds on a secure territory check within the area of effect.
Allies within the created territory gain a +1s4 bonus to their defense rolls, while enemies within the territory have disadvantage on defense rolls while they remain in the zone. Any individual may only have one territory claimed at one time.

X-Ammo: Ultimate (1/episode; -2d6+2 Stamina)

Range: Allies within 30ft of you.
Instantly fills up ammunition and fuel stores of allies, and allows them to ignore ammo costs for 1 round, and fuel costs for up to 10 turns, or until combat ends.

Laminaga Medium Integrated Land Gear
Similar to the CentauRides, the Laminaga replaces the Witch's legs with machinery inspired by an animal, in this case, a snake. While classified as a medium Gear due to capabilities, speed, and difficulty, the Laminaga's weight puts it above many heavy class Gears. Even so, the Laminaga allows for a very low profile, is quite stealthy, and a low-weight footprint due to its sheer length. The Laminaga can store a considerable amount of fuel, but is rarely filled to capacity just due to weight concerns.

Requisition Cost: 7

Abilities:

Capture Area: Least, Influence (Opposed; Stress)

Effect: Attempt an Influence check against a foe with a Territory effect, ending it on a success. On a failure, take stress based on amount by which the check was failed.

S-zen 01 Light External Land Gear
While the Infantry model is seen as cat-like due to a few features, the Support version of the X-zen type Gear is almost blatantly bunny-girl inspired. The large pack seems to not hinder wearers, and store more than it seems they should. All-in-all, a well-rounded Gear, like the other X-zen types.

Requisition Cost: 4(5 including Medi-Repair Pack)
Armor Bonus: +1s4
Health Bonus: +2
Synchro-Difficulty: 9

Abilities:

Capture Area: Least, Influence (Opposed; Stress)

Effect: Attempt an Influence check against a foe with a Territory effect, ending it on a success. On a failure, take stress based on amount by which the check was failed.

Healing Beam: Moderate, Magical Talent (Healing, White, etc; Mana)

Effect: Heals ally targeted if magical talent check is successful, can be sustained over time, and provides bonus HP buffer if ally is full health.

Secure Territory (Defense), lv1: Moderate, Influence (10; Stamina)

Effect: Stationary 30ft radius zone, centered on user at the time of casting.
Duration: 1 minute, or the caster leaves the territory.
Allies within the created territory gain a +1s4 bonus to their defense rolls, while enemies within the territory have disadvantage on defense rolls while they remain in the zone. Any individual may only have one territory claimed at one time.
Equipment:

  1. Medi-Repair Pack (1 RP, included): Lore (Medicine) or Repair (Mechanical). Allows the user to heal or repair an ally in the field, recovering wounds. Contains 3 uses.

Sea Gears

Dara-Class Supply Vessel Light Integrated Sea Gear
Heavy and slow, the Dara-class tips out at the very edge of light Gears, probably only staying under due to using the integrated connections from moderate enhancement that some Witches choose to undergo. Cheap and carries enough to supply for long missions, novices that are capable of using these Gears are usually stuck with them, though fortunately kept at the back lines when sent out on the tougher sorties.

Requisition Cost: 2
Armor Bonus: +1s4
Health Bonus: +2
Synchro-Difficulty: 6
Movement: -2 Sea, -6 Land

Hipo-Class Submersible Medium Integrated Sea Gear
The sea-borne relative of the Centau-Ride land class. Though its sisters are considered functional even at worst and excellent at best, the Hipo-class's only real claim to fame is that it is actually fairly amphibious while being quiet in operation, and is the only submersible class to have this quality.

Requisition Cost: 5

Meru-Class Submersible Light Integrated Sea Gear
The classic mermaid shape, now in military issue! Easy to use, swift, and above average durability make this a Gear to consider, though its near uselessness on land or even surface combat are drawbacks to consider.

Requisition Cost: 5

Suzu-Class Cruiser Light External Sea Gear
An entry-level Gear, the Suzu-class maintains use by being quite inexpensive to produce and supply. Combined with a decent speed and comparable armor to others in its class, it isn't a bad choice, either.
Though one may bring her own bathing suit, it is recommended to wear something that won't come off too easily, as the Suzu-class is a speedy sea Gear that has torn off the bikini of more than one wannabe fashionista.

Requisition Cost: 4
Armor Bonus: +1s4
Health Bonus: +1
Synchro-Difficulty: 8
Movement: +2 Sea, -2 Land

Gear Equipment

Defensive Equipment

Additional Armor Plating (RP varies): Increases your armor bonus for your gear by one stage, as shown. Stage increases are cost cumulative.

Normal ArmorImproved ArmorRP Cost
+1+1s31 RP
+1s3+1s42 RP
+1s4+1s62 RP
+1s6+1/+1s63 RP

Force Bubble Grenade (2 RP): This consumable device casts Force Bubble at Rank 2 without failure chance, but does not gain over-success benefits, either.

Supply Equipment

  • Ammo Stores (1 RP): This extra pack contains the required material to replenish 4 weapons to full ammunition capacity.
  • Fuel Stores (1 RP): This extra fuel tank allows the user to refuel other Gears, or use it herself. Stores 4 units of fuel.
  • Medi-Repair Pack (1 RP): Lore (Medicine) or Repair (Mechanical). Allows the user to heal or repair an ally in the field, recovering wounds. Contains 3 uses.

Weaponry

Melee

  • Combat Knife (0 RP, 3 Capacity): Brawling (Blades), +1 damage; Aimed Fire (Thrown) (1 ammo) +1 damage, 10 range
  • Cutlass (0 RP): Brawling (Blades), +1 damage; Fencing (Saber), +*1 damage
  • Dog Hammer (1 RP): Brawling (Heavy), +2 damage, 2 range; Whip-Fighting, +2 damage, 3 range; Volley Fire (Line), +1s4, Entanglement
  • Rocket Hammer (1 RP): Brawling (Heavy), +*2 damage; Hammers, +1+*1 damage, +1s6 vs armor

Ranged

  • Basic Auto Rifle (1 RP, 30 Capacity): Aimed Fire (Rifle) (1 ammo), +3 damage, 50 range; Volley Fire (Cone or Line) (1d4+1 ammo), +1s6, 30 range
  • Heavy Compound Bow (1 RP, 50 capacity): Aimed Fire (Longbow) (1 ammo), 40 range; Volley Fire (Burst 3, Cone) (2d6+1 ammo) +1s6, +*1 damage, 40 range
  • Light Cannon (2 RP, 30 capacity): Volley Fire (Line) (1d4+1 ammo), +1s6, +2 damage, 50 range
  • Light Shrapnel Cannon (2 RP, 10 Capacity): Aimed Fire (Shotgun) (1 ammo), +1s4, +2 damage, 20 range
  • Missile Battery, Small (5 RP, 8 capacity): Aimed Fire (Missile) (1 ammo), +1d6 damage, 50 range; Volley Fire (Burst 2) (1d3 ammo) +1s4, +1d6 damage, 50 range
  • Missile Battery, Medium (8 RP, 12 capacity): Aimed Fire (Missile) (1 ammo), +1d8 damage, 50 range; Volley Fire (Burst 2) (1d3 ammo) +1s4, +1d8 damage, 50 range
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Page last modified on August 27, 2016, at 09:57 PM