Rough Magic 3e EN: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 power level (PL) rating of 1, adding 1 to the character's roll 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.

Special Attack Types

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.

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 the die rolls lower than 5.

Sensory

A successful sensory attack renders the target unable to see and unable to hear. A defender who can't perceive an attacker incurs a penalty die on their defense roll.

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

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

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 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.

Armor

Armor provides protection against most forms of tangible (not mental) 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 spells or magical charms which add to the character's defense roll.


Table: Armor
Type PL 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 mundane damage or magical damage, including damage from mental combat. The defense roll of a character with a protective charm is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat, Presence for mental combat) plus the power level (PL) rating of the protective charm. Protective charms do not stack with defensive spells or conventional armor.

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


Table: Protective charms
Type PL 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

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.

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 PL Notes
Club 1
Knife 1
Spear 1
Staff 1 two-handed, no sweep attack penalty1
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 penalty1
Great Axe 4 two-handed
  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.

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
Pocket Pistol 2 easy to conceal
Target Pistol 2 bonus die1 if attacker does not move
Medium Pistol 3
Repeating Pistol 3 bonus die1 (fires multiple rounds at target)
Heavy Pistol 4 difficult to conceal
Flamethrower 6 two-handed, bonus die1 (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 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.

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
Carbine 3 two-handed
Light Machinegun 3 two-handed, bonus die1 (fires multiple rounds at target)
Sporting Rifle 4 two-handed, bonus die1 if attacker does not move
Machinegun 4 two-handed, bonus die1 (fires multiple rounds at target)
Heavy Rifle 5 two-handed
Heavy Machinegun 5 two-handed, bonus die1 (fires multiple rounds at target)
Shotgun 3 two-handed, bonus die1 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 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.

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
Sniper Rifle 5 two-handed, bonus die1 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

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 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.


Table: Tools
Type PL
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 8
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