Bulletproof Blues 4e EN:Equipment: Difference between revisions
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===Burst Fire=== | ===Burst Fire=== | ||
A weapon which fires multiple times per | A weapon which fires multiple times per turn, 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. | ||
===Stunning=== | ===Stunning=== |
Revision as of 18:13, 7 January 2022
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
Area
Area attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), unless the equipment description says otherwise. The attacker rolls once for the attack. 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.
Blinding
A successful blinding attack renders the target unable to see clearly. In hand-to-hand combat, a blinded character incurs a penalty die on their attack and defense rolls. A blinded character incurs a penalty die on their Ranged Combat and Mental Combat defense rolls, but they usually fail any Ranged Combat or Mental 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 or Mental 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 turn, 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.
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.
Armor
Armor provides protection against most forms of normal damage. The defense of a character wearing armor is equal to their relevant defense attribute (Brawn for Hand-to-hand 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 |
Hand-to-hand Weapons
Hand-to-hand weapons are typically useful up to a distance of one meter. When making a Hand-to-hand 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 Hand-to-hand Combat roll while holding a two-handed weapon with one hand incurs a penalty die on their attack.
Type | PL | Notes |
---|---|---|
Club | 1 | |
Knife | 1 | |
Spear | 1 | |
Staff | 1 | two-handed, no sweep attack penalty1 |
Whip | 1 | |
Chainsaw | 2 | two-handed, very loud |
Crowbar | 2 | two-handed |
Hatchet | 2 | |
Large Knife | 2 | |
Machete | 2 | |
Stun Baton | 2 | stunning |
Sword | 2 | |
Axe | 3 | |
Great Sword | 3 | two-handed, no sweep attack penalty1 |
Great Axe | 4 | two-handed |
Short Range Weapons
Short range weapons are typically useful up to a distance of 10 meters. 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 |
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 | area, single use |
Incendiary Grenade | 6 | area, terrifying, single use |
Flash Grenade | 7 | area, blinding, stunning, single use |
Knockout Gas Grenade | 7 | area, stunning, single use |
Smoke Grenade | * | Darkness (PL 4), 10 m radius, single use (lasts 10 rounds) |
Medium Range Weapons
Medium range weapons are typically useful up to a distance of 100 meters. 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, 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 |
Pacification Rifle | * | two-handed, Presence Drain (PL 5), 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 one kilometer. 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, burst fire |
Sniper Rifle | 3 | two-handed, bonus die1 if attacker does not move |
Heat Cannon | 4 | two-handed, vehicle mounted, area, 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, area, fires every other round |
Pacification Cannon | * | two-handed, vehicle mounted, area, Presence Drain (PL 5), 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 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.
Type | PL |
---|---|
Binoculars, Mini | 1 |
Binoculars, Professional | 3 |
Binoculars, Typical | 2 |
Camera, Mini | 1 |
Camera, Professional | 3 |
Camera, Typical | 2 |
Cell Phone | 1 |
Commlink | 1 |
Concealed Microphone | 1 |
Covert Surveillance Device | 1 |
Covert Tracking Device | 2 |
Doctor's Bag | 2 |
Field Radio | 1 |
Flashlight | 1 |
Gas Mask | 1 |
GPS | 2 |
Gunsmith Kit | 2 |
Handcuffs | 8 |
Laptop | 2 |
Lockpick Gun | 2 |
Lockpick Set, Mini | 2 |
Lockpick Set, Professional | 3 |
Lockpick Set, Typical | 2 |
Machine Shop | 3 |
Mechanic's Tools | 2 |
Motorcycle Goggles | 1 |
Multi-tool | 1 |
Nightvision Goggles | 2 |
Radio | 2 |
Recorder, Mini | 1 |
Recorder, Professional | 3 |
Recorder, Typical | 2 |
Scientific Calculator | 2 |
Scuba Gear | 2 |
Scuba Tank, Mini | 1 |
Slide Rule | 2 |
Snorkel | 1 |
Surgical Theatre | 3 |
Swiss Army Knife | 1 |
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 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
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
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
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 |