Bulletproof Blues 3e EN:Equipment: Difference between revisions

From OGC
Jump to navigation Jump to search
Line 258: Line 258:
*Pepper Spray: Blast 1 + Blindness 2 (poison)
*Pepper Spray: Blast 1 + Blindness 2 (poison)
*Taser: Blast 2, Stunning
*Taser: Blast 2, Stunning
*M7A2 CS Gas Grenade: Blast 5 + Blindness 5, Exploding (poison)
*Knockout Gas Grenade: Blast 8, Exploding, Stunning (poison)
*Knockout Gas Grenade: Blast 8, Exploding, Stunning (poison)
*M18 Smoke Grenade: Blindness 2, Exploding (lasts 10 rounds)
*M18 Smoke Grenade: Blindness 2, Exploding (lasts 10 rounds)

Revision as of 20:53, 10 May 2019

Arrow up 16x16.png Contents

Characters use equipment to make their efforts more successful. Equipment makes it easier to pick a lock, repair a vehicle, hack a computer, hurt someone, or resist being hurt. Unless otherwise noted, equipment has a power level (PL) rating of 1, adding 1 to the character's action value (AV) when attempting a skill roll.

Nothing physically prevents a character in Bulletproof Blues from carrying weapons and driving vehicles: there is no character point cost associated with ordinary weaponry and vehicles. However, there may be legal or financial obstacles to obtaining such equipment, even if it's relatively commonplace. All equipment requires periodic maintenance, unlike equipment purchased with character points, but this usually happens when it is convenient for the character.

For example, a character whose Blast is a pistol, and who has paid character points for that power, is rarely inconvenienced by trivial matters such as a stovepipe jam ("failure too eject"), and the player would probably earn a plot point if such a failure occurred. For a character whose pistol (PL 2) was purchased at a local gun shop (and not purchased with character points), such equipment failures are relatively common.

If a tool or weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Burst Fire Weapons

Weapons which fire multiple times per round, such as a machinegun, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (PL 4 instead of PL 3, for example). However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.

Explosives

Unless otherwise indicated, explosive attacks inflict damage to everyone within short range (10 m) of the target. The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Penetrating

If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.

Armor

Armor provides protection against most forms of physical or energy damage. The defense value (DV) of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the power level (PL) rating of the armor. As always, conventional armor does not stack with Damage Resistance, Force Field, or other forms of defense -- only the highest defense value applies.


Table: Armor
Type PL Notes
Light Ballistic Vest 1 concealable
Medium Ballistic Armor 2 concealable under outerwear
Heavy Ballistic Armor 3 not concealable

Close Combat Weapons

The attack value (AV) of a character making a Close Combat (Brawn) roll is equal to their Brawn plus the power level (PL) rating of the weapon. A character with Brawn 2 wielding a knife (PL 1) would have an attack value of 3. As always, this does not stack with Life Drain, Strike, or other powers -- only the highest attack value applies.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Close Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.

Using extraordinary amounts of Brawn with an ordinary close combat weapon may damage or destroy the weapon.


Table: Close combat weapons
Type PL Notes
Club 1
Knife 1
Machete 1
Spear 1
Staff 1 two-handed, no sweep attack penalty1
Whip 1
Axe 2
Chainsaw 2 two-handed, very loud
Crowbar 2 two-handed
Stun baton 2 stunning
Sword 2
  1. Sweep Attack

Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 3 wielding a pistol (PL 2) would have an attack value of 5. As always, this does not stack with Blast or other powers -- only the highest attack value applies.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Short range weapons
Type PL Notes
Light Pistol 1 easy to conceal
Target Pistol 1 bonus die1 if attacker does not move
Heavy Pistol 2 difficult to conceal
Flamethrower 3 two-handed, bonus die1 (wide spray), terrifying5
Fragmentation Grenade 6 exploding2, single use
Incendiary Grenade 6 exploding2, penetrating6, terrifying5, single use
Flash Grenade 7 exploding2, sensory3, stunning4, single use
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning
  5. Terrifying
  6. Penetrating

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 100 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 2 wielding a rifle (PL 3) would have an attack value of 5. As always, this does not stack with Blast or other powers -- only the highest attack value applies.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Medium range weapons
Type PL Notes
Assault rifle 2 two-handed, bonus die1 (fires multiple rounds at target)
Carbine 2 two-handed
Shotgun 2 two-handed, bonus die1 beyond short range (10 m)
Sporting Rifle 2 two-handed, bonus die1 if attacker does not move
Heavy Rifle 3 two-handed
Machinegun 3 two-handed, bonus die1 (fires multiple rounds at target)
Sawed-off Shotgun 3 two-handed, penalty1 beyond short range (10 m)
Nausea-inducing Pistol * Agility Drain (PL 2), uses radio frequencies to affect a target's hearing and equilibrium
Speech-suppression Pistol * Blindness vs. speech (PL 2), uses a time-delayed echo to interrupt target's ability to form coherent sentences
  1. Bonuses And Penalties


Long Range Weapons

Long range weapons are typically useful up to a distance of 1,000 meters. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the power level (PL) rating of the weapon. A character with Agility 3 wielding a cannon (PL 6) would have an attack value of 9. As always, this does not stack with Blast or other powers -- only the highest attack value applies.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a Ranged Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.


Table: Long range weapons
Type PL Notes
Heavy Machinegun 3 two-handed, bonus die1 (fires multiple rounds at target)
Sniper Rifle 3 two-handed, bonus die1 if attacker does not move, penetrating3
Light Cannon 6 two-handed, vehicle mounted, fires every other round
Heavy Cannon 7 two-handed, vehicle mounted, exploding2, fires every other round
Heat Rifle * two-handed, Blast (PL 2), stunning, uses microwaves to cause pain to target
Pacification Rifle * two-handed, Presence Drain (PL 2), uses electromagnetic radiation to affect a target's central nervous system
  1. Bonuses And Penalties
  2. Exploding
  3. Penetrating


Other

  • Pepper Spray: Blast 1 + Blindness 2 (poison)
  • Taser: Blast 2, Stunning
  • Knockout Gas Grenade: Blast 8, Exploding, Stunning (poison)
  • M18 Smoke Grenade: Blindness 2, Exploding (lasts 10 rounds)
  • M72 LAW Rocket Launcher: Blast 8 (single shot)
  • Light Artillery: Blast 8
  • Heavy Artillery: Blast 10, Exploding
  • Heat Cannon: Blast 4, Stunning, Exploding (uses microwaves to cause pain to target)
  • Pacification Cannon: Presence Drain 3, Ranged, Exploding (uses electromagnetic radiation to affect a target's central nervous system)

Tools

The action value of a character attempting a skill is equal to one of the character's attributes (Brawn, Agility, etc.) plus the power level (PL) rating of the tools being used. Simple or multipurpose equipment, such a Swiss army knife, generally have a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.

  • Binoculars
  • Camcorder
  • Cell Phone
  • Commlink
  • Computer
  • Covert Surveillance Device
  • Covert Tracking Device
  • Digital Camera
  • Digital Recorder
  • Fire Extinguisher
  • Flashlight
  • Gas Mask
  • GPS
  • Handcuffs: Damage Resistance 3, Integrity 1
  • Laptop
  • Lockpick Gun
  • Mini-flashlight
  • Multi-tool
  • Nightvision Goggles
  • Parabolic Microphone
  • Radio
  • Smartphone
  • Tablet
  • Zip Ties: Damage Resistance 1, Integrity 1

Vehicles

Wisp Starfighter

A character with a special vehicle should usually buy it using a power, such as Flight. However, any character with the appropriate background could conceivably own and drive ordinary vehicles. As with weapons, ordinary vehicles are unreliable and require periodic maintenance.

Air

  • Corporate Jet: Damage Resistance 2, Integrity 1, top speed 800 kph
  • Private Plane: Damage Resistance 2, Integrity 1, top speed 420 kph
  • Military Jet: Damage Resistance 2, Integrity 2, top speed 1,600 kph
  • Passenger Jet: Damage Resistance 2, Integrity 2, top speed 800 kph
  • Dirigible: Damage Resistance 0, Integrity 1, top speed 130 kph
  • Civilian Helicopter: Damage Resistance 1, Integrity 1, top speed 260 kph
  • Military Helicopter: Damage Resistance 4, Integrity 2, top speed 480 kph

Street

  • Mini: Damage Resistance 1, Integrity 1, top speed 160 kph
  • Sports Car: Damage Resistance 1, Integrity 1, top speed 260 kph
  • Bus: Damage Resistance 2, Integrity 2, top speed 120 kph
  • Police Car: Damage Resistance 2, Integrity 2, top speed 225 kph
  • Recreational Vehicle: Damage Resistance 2, Integrity 2, top speed 130 kph
  • Sedan: Damage Resistance 1, Integrity 3, top speed 210 kph
  • Surveillance Van: Damage Resistance 2, Integrity 2, top speed 180 kph
  • Fire Truck: Damage Resistance 2, Integrity 3, top speed 130 kph
  • Minivan: Damage Resistance 3, Integrity 3, top speed 190 kph
  • Truck Tractor: Damage Resistance 3, Integrity 4, top speed 160 kph
  • SWAT Van: Damage Resistance 4, Integrity 5, top speed 180 kph
  • Armored Car: Damage Resistance 5, Integrity 5, top speed 105 kph
  • Security Limo: Damage Resistance 5, Integrity 5, top speed 180 kph

Off-road

  • Motorcycle: Damage Resistance 1, Integrity 1, top speed 260 kph
  • Pickup Truck: Damage Resistance 2, Integrity 3, top speed 180 kph
  • Bulldozer: Damage Resistance 2, Integrity 4, top speed 11 kph
  • Heavy Truck: Damage Resistance 3, Integrity 4, top speed 160 kph
  • Snow Cat: Damage Resistance 5, Integrity 2, top speed 40 kph
  • Snowmobile: Damage Resistance 5, Integrity 2, top speed 160 kph
  • Main Battle Tank: Damage Resistance 5, Integrity 6, top speed 75 kph

Water

  • Jet Ski: Damage Resistance 1, Integrity 3, top speed 50 kph
  • Fishing Boat: Damage Resistance 1, Integrity 2, top speed 40 kph
  • Patrol Boat: Damage Resistance 2, Integrity 4, top speed 75 kph
  • Go-fast Boat: Damage Resistance 1, Integrity 2, top speed 150 kph
  • Battleship: Damage Resistance 4, Integrity 5, top speed 65 kph
  • Destroyer: Damage Resistance 4, Integrity 5, top speed 80 kph
  • Aircraft Carrier: Damage Resistance 4, Integrity 4, top speed 65 kph