Bulletproof Blues 3e EN:Equipment: Difference between revisions

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===Blinding===
===Blinding===


A successful blinding attack renders the target unable to see clearly. In close combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged combat attack rolls. A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.
A successful blinding attack renders the target unable to see clearly. In close combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they usually fail any ranged combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then a blind attacker incurs a penalty die on their ranged combat attack rolls.
 
A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.


To recover from a blinding attack, the target must use a standard action to make a challenging (DV 3) Perception (Reason) roll.
To recover from a blinding attack, the target must use a standard action to make a challenging (DV 3) Perception (Reason) roll.

Revision as of 21:28, 22 November 2019

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

Special Attack Types

Blinding

A successful blinding attack renders the target unable to see clearly. In close combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they usually fail any ranged combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then a blind attacker incurs a penalty die on their ranged combat attack rolls.

A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.

To recover from a blinding attack, the target must use a standard action to make a challenging (DV 3) Perception (Reason) roll.

If the character has not recovered from the blinding attack by the end of the scene, then they recover their senses shortly thereafter.

Burst Fire

A weapon which fires multiple times per round, such as a machinegun, grants a bonus die. 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.

Exploding

Exploding attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), typically. 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 defender's dice that show a "5" or "6" are re-rolled until each die rolls lower than 5.

Stunning

Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Terrifying

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing character is granted a bonus die to their defense rolls.

To recover from a terrifying attack, the target must use a standard action to make a moderately difficult (DV 3) Survival (Presence) roll.

If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.

Unusual attacks

Weapons which are based on unusual powers, such as smoke grenades (Darkness) and pacification rifles (Presence Drain Ray), have a power level (PL) indicated in their descriptions. When making an attack roll with these weapons, the attacker's attribute (typically Agility) is not added to the attack roll. The attacker rolls two dice (one die if they lack the relevant combat skill), and adds the power level of the weapon.

Armor

Armor provides protection against most forms of normal damage. The defense roll 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. Conventional armor does not stack with defensive powers such as Damage Resistance and Force Field.


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

Close combat weapons are typically useful up to a distance of one meter. 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. When making a Close Combat (Brawn) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Strike.

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. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Blast.

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
Long Bow 1 two-handed
Pepper Spray 1 blinding, stunning
Short Bow 1 two-handed
Target Pistol 1 bonus die1 if attacker does not move
Compound Bow 2 two-handed
Crossbow 2 two-handed
Heavy Pistol 2 difficult to conceal
Taser 2 stunning
Flamethrower 3 two-handed, bonus die1 (wide spray), terrifying
Fragmentation Grenade 6 exploding, single use
Incendiary Grenade 6 exploding, penetrating, terrifying, single use
Flash Grenade 7 blinding, exploding, stunning, single use
Knockout Gas Grenade 7 exploding, stunning, single use
Nausea-inducing Pistol * Agility Drain (PL 5), uses radio frequencies to affect a target's hearing and equilibrium
Smoke Grenade * Darkness (PL 5), exploding, single use (lasts 10 rounds)
  1. Bonuses And Penalties

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. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Blast.

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, burst fire
Carbine 2 two-handed
Heat Rifle 2 two-handed, stunning, uses microwaves to cause pain to target
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, burst fire
Sawed-off Shotgun 3 two-handed, penalty die1 beyond short range (10 m)
Light Anti-tank Weapon 6 two-handed, penetrating
Pacification Rifle * two-handed, Presence Drain (PL 5), uses electromagnetic radiation to affect a target's central nervous system
  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. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll. Conventional weapons do not stack with offensive powers such as Blast.

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, burst fire
Sniper Rifle 3 two-handed, bonus die1 if attacker does not move, penetrating
Heat Cannon 4 two-handed, vehicle mounted, exploding, stunning, uses microwaves to cause pain to targets
Light Cannon 6 two-handed, vehicle mounted, fires every other round
Heavy Cannon 7 two-handed, vehicle mounted, exploding, fires every other round
Pacification Cannon * two-handed, vehicle mounted, exploding, Presence Drain (PL 5), uses electromagnetic radiation to affect targets' central nervous system
  1. Bonuses And Penalties


Other Equipment

When making a skill roll, the character may add the power level (PL) rating of the equipment to their roll. Simple or multipurpose equipment, such as a Swiss army knife, generally has 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.


Table: Tools
Type PL
Binoculars, Pocket Size 1
Binoculars, Full Size 2
Binoculars, Professional 3
Camera, Pocket Size 1
Camera, Full Size 2
Camera, Professional 3
Cell Phone 1
Commlink 1
Concealed Microphone 1
Covert Surveillance Device 1
Covert Tracking Device 2
Digital Camera, Micro 1
Digital Camera, Typical 2
Digital Camera, Professional 3
Digital Recorder, Micro 1
Digital Recorder, Typical 2
Digital Recorder, Professional 3
Doctor's Bag 2
Flashlight 1
Gas Mask 1
GPS 2
Gunsmith Kit 2
Handcuffs 4
Laptop 2
Lockpick Gun 2
Lockpick Set, Professional 3
Machine Shop 3
Mechanic's Tools 2
Motorcycle Goggles 1
Nightvision Goggles 2
Multi-tool 1
Radio 2
Scientific Calculator 2
Scuba Tank, Mini 1
Scuba Gear 2
Snorkel 1
Surgical Theatre 3

Vehicles

Wisp Starfighter

A character with special vehicles should usually buy them using a power, such as Flight, or with the Vehicles gift. 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

Table: Air vehicles
Name Damage Resistance (PL) Endurance Top Speed
Corporate Jet 6 6 800 km/h
Private Plane 6 6 420 km/h
Military Jet 6 12 1,600 km/h
Passenger Jet 6 7 800 km/h
Dirigible 4 6 130 km/h
Civilian Helicopter 5 6 260 km/h
Military Helicopter 8 12 480 km/h


Street

Table: Street vehicles
Name Damage Resistance (PL) Endurance Top Speed
Mini 5 6 160 km/h
Sports Car 5 6 260 km/h
Bus 6 7 120 km/h
Police Car 6 7 225 km/h
Recreational Vehicle 6 7 130 km/h
Sedan 5 8 210 km/h
Surveillance Van 6 7 180 km/h
Fire Truck 6 8 130 km/h
Minivan 7 8 190 km/h
Truck Tractor 7 9 160 km/h
SWAT Van 8 9 180 km/h
Armored Car 9 9 105 km/h
Security Limo 9 10 180 km/h


Off-road

Table: Off-road vehicles
Name Damage Resistance (PL) Endurance Top Speed
Motorcycle 5 1 260 km/h
Pickup Truck 6 8 180 km/h
Bulldozer 6 9 11 km/h
Heavy Truck 7 9 160 km/h
Snow Cat 9 6 40 km/h
Snowmobile 9 2 160 km/h
Main Battle Tank 9 16 75 km/h


Water

Table: Water vehicles
Name Damage Resistance (PL) Endurance Top Speed
Jet Ski 5 3 50 km/h
Fishing Boat 5 7 40 km/h
Patrol Boat 6 9 75 km/h
Go-fast Boat 5 7 150 km/h
Battleship 8 15 65 km/h
Destroyer 8 15 80 km/h
Aircraft Carrier 8 14 65 km/h