Bulletproof Blues 2e FR:Equipement

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Rien n’empêche matériellement un personnage de Bulletproof Blues de porter des armes et de conduire des véhicules : l'armement et les véhicules ordinaires n'entraînent pas de coût en points de personnage. Cependant, il pourrait y avoir des obstacles légaux ou financiers à l'obtention de tels équipements, mêmes s'ils sont relativement communs. De plus, le matériel ordinaire demande exactement la même maintenance et les mêmes soins que ces équipements demanderaient dans le monde réel, ce qui n'est pas le cas de ce qui est acheté avec des points de personnage.

Par exemple, un personnage dont la Rafale 4 est un pistolet, et qui a payé des points de personnage pour ce pouvoir aura rarement des ennuis pour des raisons triviales comme un problème de chargement ou d'éjection de la cartouche vide, et le joueur gagnerait probablement un point de trame si une telle malfonction se produisait. Pour un héros dont l'automatique a été acheté à l'armurerie locale (et pas avec ses points), de telles défaillances matérielles sont relativement communes et n'accordent pas de point de trame au joueur.

Protections

  • Veste Tactique Légère : Invulnérabilité 1
  • Veste Tactique : Invulnérabilité 2
  • Veste Tactique Lourde : Invulnérabilité 3

Melee Weapons

Hand-to-hand weapons such as clubs and knives have a damage rating equal to the rank of the weapon or the character's Brawn rank + 1, whichever is greater. A knife with damage rating 1 wielded by a character with rank 2 Brawn would have an effective damage rating of 3. Using a weapon allows a character with Brawn of 3 or less to inflict normal damage rather than stunning damage.

Using extraordinary amounts of Brawn with an ordinary melee weapon may damage the weapon. If the character's Brawn is greater than the rank of the weapon + 3, it's likely that the weapon will be destroyed when it is used. For example, a character with Brawn 4 can use a wooden chair (Strike rank 1) as a melee weapon, but the chair would be smashed to pieces after the first such attack. Similarly, the blade of a two-handed great axe (Strike rank 4) would be twisted into scrap metal after being wielded a few times by a character with Brawn 8.

  • Club: Strike 1
  • Knife: Strike 1
  • Spear: Strike 1
  • Staff: Strike 1
  • Whip: Strike 1
  • Hatchet: Strike 2
  • Sword: Strike 2
  • Crowbar: Strike 2 (two handed)
  • Stun Baton: Strike 2, Stunning
  • Axe: Strike 3
  • Great Sword: Strike 3 (two handed)
  • Chainsaw: Strike 4 (two handed)
  • Great Axe: Strike 4 (two handed)

Armes à Distance

Bows

  • Longbow: Blast 2
  • Crossbow: Blast 3
  • Hunting Bow: Blast 3

Pistols

  • Light Pistol: Blast 2
  • Target Pistol: Blast 2, +1 Accuracy
  • Pistol: Blast 3
  • Heavy Pistol: Blast 3
  • Submachine Gun: Blast 3, +1 Accuracy (fires multiple rounds at target)
  • Nausea-inducing Pistol: Agility Drain 2, Ranged (uses radio frequencies to affect a target's hearing and equilibrium)
  • Speech-suppression Pistol: Blindness (vs. speech) 2 (uses a time-delayed echo to interrupt target's ability to form coherent sentences)

Rifles

  • Assault Rifle: Blast 3, +1 Accuracy (fires multiple rounds at target)
  • Shotgun: Blast 3, +1 Accuracy
  • Military Rifle: Blast 4
  • Hunting Rifle: Blast 4, +1 Accuracy (with properly calibrated scope)
  • Machine Gun: Blast 4, +1 Accuracy (fires multiple rounds at target)
  • Sniper Rifle: Blast 4, +1 Accuracy, Penetrating (single shot)
  • Heat Rifle: Blast 4, Stunning (uses microwaves to cause pain to target)
  • Heavy Machine Gun: Blast 5, +1 Accuracy (fires multiple rounds at target)
  • Pacification Rifle: Willpower Drain 3, Ranged (uses electromagnetic radiation to affect a target's central nervous system)

Other

  • Pepper Spray: Blast 1 + Blindness 2 (poison)
  • Taser: Blast 2, Stunning
  • M14 Incendiary Grenade: Blast 4, Exploding, Penetrating (incendiary)
  • M67 Fragmentation Grenade: Blast 5, Exploding
  • M7A2 CS Gas Grenade: Blast 5 + Blindness 5, Exploding (poison)
  • Mk 141 Stun Grenade: Blast 5, Exploding, Stunning
  • Knockout Gas Grenade: Blast 8, Exploding, Stunning (poison)
  • M18 Smoke Grenade: Blindness 2, Exploding (lasts 10 rounds)
  • M84 "Flash-Bang" Grenade: Blindness 4 + Blindness (vs. hearing) 4, Exploding
  • Flamethrower: Blast 6, Exploding
  • M72 LAW Rocket Launcher: Blast 8 (single shot)
  • Light Artillery: Blast 8
  • Heavy Artillery: Blast 10, Exploding
  • Heat Cannon: Blast 4, Stunning, Exploding (uses microwaves to cause pain to target)
  • Pacification Cannon: Willpower Drain 3, Ranged, Exploding (uses electromagnetic radiation to affect a target's central nervous system)

Tools

  • Binoculars
  • Camcorder
  • Cell Phone
  • Commlink
  • Computer
  • Covert Surveillance Device
  • Covert Tracking Device
  • Digital Camera
  • Digital Recorder
  • Fire Extinguisher
  • Flashlight
  • Gas Mask
  • GPS
  • Handcuffs: Invulnerability 3, Endurance 1
  • Laptop
  • Lockpick Gun
  • Mini-flashlight
  • Multi-tool
  • Nightvision Goggles
  • Parabolic Microphone
  • Radio
  • Smartphone
  • Tablet
  • Zip Ties: Invulnerability 1, Endurance 1

Vehicles

Wisp Starfighter

A character with a special vehicle should usually buy it using a power, such as Flight. 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

  • Corporate Jet: Invulnerability 2, Endurance 1, top speed 500 mph
  • Private Plane: Invulnerability 2, Endurance 1, top speed 260 mph
  • Military Jet: Invulnerability 2, Endurance 2, top speed 1,000 mph
  • Passenger Jet: Invulnerability 2, Endurance 2, top speed 500 mph
  • Dirigible: Invulnerability 0, Endurance 1, top speed 80 mph
  • Civilian Helicopter: Invulnerability 1, Endurance 1, top speed 160 mph
  • Military Helicopter: Invulnerability 4, Endurance 2, top speed 300 mph

Street

  • Mini: Invulnerability 1, Endurance 1, top speed 100 mph
  • Sports Car: Invulnerability 1, Endurance 1, top speed 160 mph
  • Bus: Invulnerability 2, Endurance 2, top speed 75 mph
  • Police Car: Invulnerability 2, Endurance 2, top speed 140 mph
  • Recreational Vehicle: Invulnerability 2, Endurance 2, top speed 80 mph
  • Sedan: Invulnerability 1, Endurance 3, top speed 130 mph
  • Surveillance Van: Invulnerability 2, Endurance 2, top speed 110 mph
  • Fire Truck: Invulnerability 2, Endurance 3, top speed 80 mph
  • Minivan: Invulnerability 3, Endurance 3, top speed 120 mph
  • Truck Tractor: Invulnerability 3, Endurance 4, top speed 100 mph
  • SWAT Van: Invulnerability 4, Endurance 5, top speed 110 mph
  • Armored Car: Invulnerability 5, Endurance 5, top speed 65 mph
  • Security Limo: Invulnerability 5, Endurance 5, top speed 110 mph

Off-road

  • Motorcycle: Invulnerability 1, Endurance 1, top speed 160 mph
  • Pickup Truck: Invulnerability 2, Endurance 3, top speed 110 mph
  • Bulldozer: Invulnerability 2, Endurance 4, top speed 7 mph
  • Heavy Truck: Invulnerability 3, Endurance 4, top speed 100 mph
  • Snow Cat: Invulnerability 5, Endurance 2, top speed 25 mph
  • Snowmobile: Invulnerability 5, Endurance 2, top speed 100 mph
  • Main Battle Tank: Invulnerability 5, Endurance 6, top speed 45 mph

Water

  • Jet Ski: Invulnerability 1, Endurance 3, top speed 30 mph
  • Fishing Boat: Invulnerability 1, Endurance 2, top speed 25 mph
  • Patrol Boat: Invulnerability 2, Endurance 4, top speed 45 mph
  • Go-fast Boat: Invulnerability 1, Endurance 2, top speed 95 mph
  • Battleship: Invulnerability 4, Endurance 5, top speed 40 mph
  • Destroyer: Invulnerability 4, Endurance 5, top speed 50 mph
  • Aircraft Carrier: Invulnerability 4, Endurance 4, top speed 40 mph