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 is rank 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 rank 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), plus an optional attack bonus (+3) or attack penalty (-3). This roll is compared to 8 plus a difficulty value or defense value (DV), plus an optional defense bonus (+3) or defense penalty (-3). If the player's roll equals or exceeds the target number, the character's attempt succeeds.

Explosives

Normally, a defender loses an endurance level for each 3 that the attacker rolled over the target number (one endurance level at 0-2, two endurance levels at 3-5, etc.). Exploding weapons are a special case: an exploding attack is a ranged attack that causes its damage to everyone within a certain distance of the center of the explosion (no attack roll is necessary). The radius of an exploding attack is usually equal to its rank in meters. The defense value of each target in the affected area is subtracted from the rank of the explosion: each target in the affected area loses one Endurance level for each three points of remaining damage (one Endurance level at 1-3, two Endurance levels at 4-6, etc.).

Repeating Weapons

Weapons which fire multiple rounds, such as repeating rifles, usually grant an attack bonus (+3), and they might or might not do more damage than their single-shot equivalents (rank 4 instead of rank 3, for example), but 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 attack roll. There's no "roll damage three times" mechanic like some game systems have.

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 rank of the armor. As always, this does not stack with magical charms or other forms of defense -- only the highest defense value applies.


Table: Typical armor
Type Rank 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 rank 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: Typical protective charms
Type Rank 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 using a hand-to-hand weapon such as a club or a knife is equal to their Brawn plus the rank of the weapon. A character with rank 2 Brawn wielding a rank 1 knife would have an attack value of 3.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs a roll penalty (-3) while they are doing so.


Table: Typical close combat weapons
Type Rank Notes
Club 1
Knife 1
Spear 1
Staff 1 Two-handed, no attack penalty with sweep attacks
Whip 1
Hatchet 2
Large Knife 2
Machete 2
Sword 2
Crowbar 2 Two-handed
Axe 3
Great Sword 3 Two-handed, no attack penalty with sweep attacks
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 using a ranged weapon is equal to their Agility plus the rank of the weapon. A character with rank 3 Agility wielding a rank 2 pistol would have an attack value of 5.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.


Table: Short range weapons
Type Rank Notes
Pocket Pistol 2 Easy to conceal (+3 bonus)1
Target Pistol 2 Attack bonus1 (+3) if attacker does not move
Medium Pistol 3
Repeating Pistol 3 Attack bonus1 (+3) (fires multiple rounds at target)
Heavy Pistol 4 Difficult to conceal (-3 penalty)1
Flamethrower 6 Two-handed, attack bonus1 (+3) (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 using a ranged weapon is equal to their Agility plus the rank of the weapon. A character with rank 2 Agility wielding a rank 4 rifle would have an attack value of 6.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.


Table: Medium range weapons
Type Rank Notes
Carbine 3 Two-handed
Light Machinegun 3 Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Sporting Rifle 4 Two-handed, attack bonus1 (+3) if attacker does not move
Machinegun 4 Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Heavy Rifle 5 Two-handed
Heavy Machinegun 5 Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Shotgun 3 Two-handed, attack bonus1 (+3) beyond short range (10 m)
Sawed-off Shotgun 6 Two-handed, attack penalty1 (-3) 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 using a ranged weapon is equal to their Agility plus the rank of the weapon. A character with rank 3 Agility wielding a rank 6 cannon would have an attack value of 9.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.


Table: Long range weapons
Type Rank Notes
Sniper Rifle 5 Two-handed, attack bonus1 (+3) 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 rank of the tools being used. Simple or multipurpose equipment, such a Swiss army knife, are generally rank 1. Ordinary equipment, such as a reasonably complete box of tools, would be rank 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would be rank 3.


Table: Tools
Type Rank
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