Bulletproof Blues 3e EN:Equipment: Difference between revisions
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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. | 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 | 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== | ==Special Attack Types== | ||
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===Burst Fire Weapons=== | ===Burst Fire Weapons=== | ||
A weapon which fires multiple times per round, such as a machinegun, usually grants a bonus die, and it might or might not do more damage than its single-shot equivalent (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=== | ||
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===Penetrating=== | ===Penetrating=== | ||
If an attack is penetrating, any of the defender's dice that show a "5" or "6" are re-rolled until | 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. | ||
===Sensory=== | ===Sensory=== | ||
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==Armor== | ==Armor== | ||
Armor provides protection against most forms of | 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. | ||
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| class="alignleft"|not concealable | | class="alignleft"|not concealable | ||
|} | |} | ||
==Close Combat Weapons== | ==Close Combat Weapons== | ||
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#[[Bulletproof_Blues_3e_EN:Actions#Sweep_Attack|Sweep Attack]] | #[[Bulletproof_Blues_3e_EN:Actions#Sweep_Attack|Sweep Attack]] | ||
==Short Range Weapons== | ==Short Range Weapons== | ||
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#[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | #[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
==Medium Range Weapons== | ==Medium Range Weapons== | ||
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|} | |} | ||
#[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | #[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
==Long Range Weapons== | ==Long Range Weapons== | ||
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|} | |} | ||
#[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | #[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
==Other Equipment== | ==Other Equipment== | ||
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| class="aligncenter"|3 | | class="aligncenter"|3 | ||
|} | |} | ||
==Vehicles== | ==Vehicles== |
Revision as of 06:30, 9 July 2019
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
Burst Fire Weapons
A weapon which fires multiple times per round, such as a machinegun, usually grants a bonus die, and it might or might not do more damage than its single-shot equivalent (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 each 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 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.
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.
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 |
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.
Type | PL | Notes |
---|---|---|
Light Pistol | 1 | easy to conceal |
Pepper Spray | 1 | sensory, stunning |
Target Pistol | 1 | bonus die1 if attacker does not move |
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 | exploding, sensory, stunning, single use |
Knockout Gas Grenade | 7 | exploding, stunning, single use |
Nausea-inducing Pistol | * | Agility Drain (PL 2), uses radio frequencies to affect a target's hearing and equilibrium |
Smoke Grenade | * | Darkness (PL 2), exploding, single use (lasts 10 rounds) |
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.
Type | PL | Notes |
---|---|---|
Assault rifle | 2 | two-handed, bonus die1 (fires multiple rounds at target) |
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, bonus die1 (fires multiple rounds at target) |
Sawed-off Shotgun | 3 | two-handed, penalty1 beyond short range (10 m) |
Light Anti-tank Weapon | 6 | two-handed, penetrating |
Pacification Rifle | * | two-handed, Presence Drain (PL 2), uses electromagnetic radiation to affect a target's central nervous system |
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.
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, 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 2), uses electromagnetic radiation to affect targets' central nervous system |
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.
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 |
Scientific Calculator | 2 |
Scuba Tank, Mini | 1 |
Scuba Gear | 2 |
Snorkel | 1 |
Surgical Theatre | 3 |
Vehicles
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
Name | Damage Resistance (PL) | Endurance | Top Speed |
---|---|---|---|
Corporate Jet | 6 | 6 | 800 kph |
Private Plane | 6 | 6 | 420 kph |
Military Jet | 6 | 12 | 1,600 kph |
Passenger Jet | 6 | 7 | 800 kph |
Dirigible | 4 | 6 | 130 kph |
Civilian Helicopter | 5 | 6 | 260 kph |
Military Helicopter | 8 | 12 | 480 kph |
Street
Name | Damage Resistance (PL) | Endurance | Top Speed |
---|---|---|---|
Mini | 5 | 6 | 160 kph |
Sports Car | 5 | 6 | 260 kph |
Bus | 6 | 7 | 120 kph |
Police Car | 6 | 7 | 225 kph |
Recreational Vehicle | 6 | 7 | 130 kph |
Sedan | 5 | 8 | 210 kph |
Surveillance Van | 6 | 7 | 180 kph |
Fire Truck | 6 | 8 | 130 kph |
Minivan | 7 | 8 | 190 kph |
Truck Tractor | 7 | 9 | 160 kph |
SWAT Van | 8 | 9 | 180 kph |
Armored Car | 9 | 9 | 105 kph |
Security Limo | 9 | 10 | 180 kph |
Off-road
Name | Damage Resistance (PL) | Endurance | Top Speed |
---|---|---|---|
Motorcycle | 5 | 1 | 260 kph |
Pickup Truck | 6 | 8 | 180 kph |
Bulldozer | 6 | 9 | 11 kph |
Heavy Truck | 7 | 9 | 160 kph |
Snow Cat | 9 | 6 | 40 kph |
Snowmobile | 9 | 2 | 160 kph |
Main Battle Tank | 9 | 16 | 75 kph |
Water
Name | Damage Resistance (PL) | Endurance | Top Speed |
---|---|---|---|
Jet Ski | 5 | 3 | 50 kph |
Fishing Boat | 5 | 7 | 40 kph |
Patrol Boat | 6 | 9 | 75 kph |
Go-fast Boat | 5 | 7 | 150 kph |
Battleship | 8 | 15 | 65 kph |
Destroyer | 8 | 15 | 80 kph |
Aircraft Carrier | 8 | 14 | 65 kph |