Rough Magic:Equipment

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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 rating of 1, adding 1 to the character's action value (AV) when attempting a skill roll.

Nothing physically prevents a character in Rough Magic 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, but this usually happens when it is convenient for the character. If a tool or weapon ceases to function at an inconvenient time, the character will probably be granted a plot point by the GM.

Action Value

The action value (or attack value, or defense value) of a character using equipment is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rating of the equipment being used, if any. When a character attempts a task, such as shooting a pistol, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV). This roll is compared to 2d6 plus a difficulty value or defense value (DV). If the player's roll equals or exceeds the target number, the character's attempt succeeds.

Burst Fire Weapons

Weapons which fire multiple times per round, such as repeating blasters, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (rating 4 instead of rating 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 action value of the explosion diminishes with distance from the center. The action value is at its full value within half of the total radius, and one-half of its full value in the remainder of the explosion (round fractions down). For example, a fragmentation grenade with action value 7 would have its full action value from the center of the explosion out to a radius of 5 meters, and an action value of 3 from 5 meters out to 10 meters. 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 direct damage: anything which inflicts Endurance 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 rating of the armor. As always, this does not stack with magical charms or other forms of defense -- only the highest defense value applies.


Table: Armor
Type Rating Notes
Leather Jacket 1 Thick leather, not concealable
Zeglen Bullet-proof Vest 1 Quilted silk, concealable under clothes
Zeglen Bullet-proof Coat 1 Quilted silk, concealable under outerwear
Flak Vest 2 Nylon and steel, not concealable
Flak Jacket 2 Nylon and steel, not concealable

Protective Charms

Protective charms provide protection against most forms of direct damage: anything which inflicts Endurance damage. The defense value (DV) of a character with a protective charm is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rating of the protective charm. As always, this does not stack with armor or other forms of defense -- only the highest defense value applies.

Like most enchanted objects, protective charms last about a week from when they are enchanted.


Table: Protective charms
Type Rating Notes
Apprentice's Protection Charm 1 1 day to create
Adept's Protection Charm 2 2 days to create
Master's Protection Charm 3 6 days to create
Magus' Protection Charm 4 24 days to create
Archmagus' Protection Charm 5 120 days to create
Emperor's Protection Charm 6 720 days to create

Close Combat Weapons

The attack value (AV) of a character making a Close Combat (Brawn) roll is equal to their Brawn plus the rating of the weapon. A character with Brawn 2 wielding a knife (rating 1) would have an attack value of 3.

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.


Table: Close combat weapons
Type Rating Notes
Club 1
Knife 1
Spear 1
Staff 1 Two-handed, no sweep attack penalty
Whip 1
Hatchet 2
Large Knife 2
Machete 2
Sword 2
Crowbar 2 Two-handed
Axe 3
Great Sword 3 Two-handed, no sweep attack penalty
Great Axe 4 Two-handed

Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the rating of the weapon. A character with Agility 3 wielding a pistol (rating 2) would have an attack value of 5.

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 Rating Notes
Pocket Pistol 2 Easy to conceal
Target Pistol 2 Attack bonus1 if attacker does not move
Medium Pistol 3
Repeating Pistol 3 Attack bonus1 (fires multiple rounds at target)
Heavy Pistol 4 Difficult to conceal
Flamethrower 6 Two-handed, attack bonus1 (wide spray), Terrifying5
Fragmentation Grenade 12 Exploding2, single use
Incendiary Grenade 12 Exploding2, Terrifying5, single use
Flash Grenade 14 Exploding2, Sensory3, Stunning4, single use
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning
  5. Terrifying

Medium Range Weapons

Medium range weapons are typically useful up to a distance of 50 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the rating of the weapon. A character with Agility 2 wielding a rifle (rating 4) would have an attack value of 6.

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 Rating Notes
Carbine 3 Two-handed
Light Machinegun 3 Two-handed, attack bonus1 (fires multiple rounds at target)
Sporting Rifle 4 Two-handed, attack bonus1 if attacker does not move
Machinegun 4 Two-handed, attack bonus1 (fires multiple rounds at target)
Heavy Rifle 5 Two-handed
Heavy Machinegun 5 Two-handed, attack bonus1 (fires multiple rounds at target)
Shotgun 3 Two-handed, attack bonus1 beyond short range (10 m)
Sawed-off Shotgun 6 Two-handed, penalty1 beyond short range (10 m)
  1. Bonuses And Penalties

Long Range Weapons

Long range weapons are typically useful up to a distance of 500 meters. The attack value (AV) of a character making a Ranged Combat (Agility) roll is equal to their Agility plus the rating of the weapon. A character with Agility 3 wielding a cannon (rating 6) would have an attack value of 9.

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 Rating Notes
Sniper Rifle 5 Two-handed, attack bonus1 if attacker does not move, Penetrating3
Light Cannon 11 Two-handed, vehicle mounted, fires every other round
Heavy Cannon 14 Two-handed, vehicle mounted, Exploding2, fires every other round
  1. Bonuses And Penalties
  2. Exploding
  3. Penetrating

Tools

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


Table: Tools
Type Rating
Binoculars 1
Camera, Full Size 2
Camera, Pocket Size 1
Camera, Professional 3
Concealed Microphone 1
Doctor's Bag 2
Field Radio 1
Flashlight 1
Gunsmith Kit 2
Handcuffs 4
Lockpick Set 2
Lockpick Set, Masterwork 3
Machine Shop 3
Mechanic's Tools 2
Motorcycle Goggles 1
Scuba Gear 2
Slide Rule 2
Snorkel 1
Surgical Theatre 3
Swiss Army Knife 1
Tape Recorder, Audiophile 3
Tape Recorder, Full Size 2
Tape Recorder, Pocket Size 1