Equipment
If an object's Toughness is reduced below -5 by a Drain Toughness effect, then that object is Destroyed.
Communicators: A character of average or greater Wealth may have a normal consumer cellphone as part of their implied possessions without paying Equipment Points. This phone is not practical for use in combat, requires a compatible network and is subject to interference at the GM's discretion as befits the plot. This may be flavoured as a basic 'communicator' with the same mechanical limitations.
Communication bought as Equipment requires a Move Action when used during combat and is subject to the same GM fiat as all Equipment. It may not be Subtle or Selective.
Example:
Communication bought as a Power or Device can be used as a Free Action during combat and may be Subtle and/or Selective. GM fiat against it is worth a Hero Point.
Headquarters
Headquarters are assumed to provide suitable life-support conditions for their inhabitants at no additional point cost. This is usually Earth-normal atmosphere, pressure, temperature, and gravity, regardless of where the installation is located (particularly important for things like orbiting satellites, moon-bases, and deepsea installations, to name a few). In effect, they provide Immunity 6 (cold [environmental], heat [environmental], high pressure, suffocation, vacuum) for free. The disruption of such systems may constitute a Complication!
A note on the Power feature: while this feature can be used to provide a Movement power (such as Flight or Swimming) to represent a mobile base, an HQ should generally not be as capable of movement as a vehicle. Generally speaking, moving an HQ should be a significant undertaking that can only occur (at most) once per thread.
The following HQ Feature from Agents of Freedom is explicitly allowed: Think-Tank.
The following HQ Features from Book of Magic are explicitly allowed: Dual Size, Personnel, Self-Repairing.
The following HQ Feature from Book of Magic is explicitly banned: Temporal Limbo.
Features that allow you to use various skills -- such as Infirmary or Workshop -- may be purchased twice, to provide a masterwork (MW) version of the feature, which will provide you with a +2 circumstance bonus on that skill.
Vehicles
For vehicular combat, see "Vehicle Combat" on the Combat page of the Guidebook.
As with headquarters, a vehicle is assumed to provide the necessary life support for its passengers for the environments it is equipped to move through. So, for example, an aquatic vehicle is assumed to be water-tight, pressurized, and have its own air supply, while a space vehicle is assumed to provide a safe, breathable environment, adequate heating and cooling, and gravity. These are part of the vehicle’s descriptors and have no point cost. The disruption of such systems may constitute a Complication!
The following Vehicle Features from Agents of Freedom are explicitly allowed: Computer, Communications.
New Features
The following new features are available for vehicles in FC PbP:
Dual Size: Like the headquarters feature from Book of Magic, the vehicle has two size categories: its inside category (purchased normally) and an outside category, one or more size categories smaller, making it larger on the inside than the outside. Pay the cost of the larger interior size, plus 1 rank in this feature for each size category reduction of the exterior size. Determine the vehicle's Strength and Toughness from the larger (interior) size, and its Defense from the smaller (exterior) one.
Rooms: A Gargantuan or larger vehicle can incorporate some headquarters features, essentially functioning like a mobile installation. So, for example, a Gargantuan jet plane might have an Infirmary and Living Space on board, while an Awesome-sized starship might have that plus a Gym, Hangar, Holding Cells, Laboratory, and more! For Dual Size vehicles (see previous), the vehicle’s internal size determines if this feature is available. Note that you do still have to pay for the individual rooms/features.
Exception: the Power room is explicitly not allowed.
Constructs
Any character without a Constitution score is considered a Construct. Constructs are by definition objects and not living creatures.
All Constructs must purchase the 30PP Immunity to Fortitude Effects at character creation. Otherwise, their lack of a CON score would kill them.
Constructs do not suffer nonlethal damage conditions, such as Bruised or Staggered. Any nonlethal damage suffered by a Construct (or an inanimate object) is automatically converted to lethal damage (so a Construct who suffers a Bruise from nonlethal combat damage would suffer an Injury instead).
However, if an attack is incapable of inflicting lethal damage, as the result of a drawback, then it is incapable of harming a Construct (since the attacker cannot choose to inflict lethal damage).
Constructs can be Dazed by combat damage, just like living creatures.
If a Construct is hit by a Fortitude effect with the +Affects Objects extra (which overrides their Fortitude Immunity), it gains a Reflex save in place of the Fortitude save. Inanimate objects, on the other hand, get no saving throw and suffer the maximum possible effect (with the exception of Devices, whose wearers/wielders can make saves on their behalf, as detailed in the Combat chapter).
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