Bulletproof Blues 3e EN:Equipment: Difference between revisions

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<div style="color:maroon;">'''(NOTE: This is a work in progress.)'''</div>
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. Additionally, ordinary equipment requires all of the same maintenance and care that such equipment requires in the real world, unlike equipment purchased with character points.
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 whose Blast 3 is a pistol, and who has paid character points for that power, is rarely inconvenienced by trivial matters such as a failure to feed or a stovepipe jam, and the player would probably earn a plot point if such a failure occurred. For a character whose pistol was purchased at a local gun shop (and not purchased with character points), such equipment failures are relatively common and do not grant the player a plot point.
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 round, 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.
 
===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.
 
===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.
 
===Unusual attacks===
 
Weapons which are based on unusual powers, such as smoke grenades (Darkness) and pacification rifles (Presence Drain Ray), have a power level (PL) indicated in their descriptions. When making an attack roll with these weapons, the attacker's attribute (typically Agility) is not added to the attack roll. The attacker rolls two dice (one die if they lack the relevant combat skill), and adds the power level of the weapon.


==Armor==
==Armor==


*Light Tactical Vest: Invulnerability 1
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 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.
*Tactical Vest Armor: Invulnerability 2
*Heavy Tactical Vest: Invulnerability 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.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Armor
|-  
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
| class="alignleft"|Light Ballistic Vest
| class="aligncenter"|1
| class="alignleft"|concealable
|-
| class="alignleft"|Medium Ballistic Armor
| class="aligncenter"|2
| class="alignleft"|concealable under outerwear
|-
| class="alignleft"|Heavy Ballistic Armor
| class="aligncenter"|3
| class="alignleft"|not concealable
|}


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
==Hand-to-hand Weapons==
*Knife: Strike 1
*Spear: Strike 1
*Staff: Strike 1
*Whip: Strike 1


*Hatchet: Strike 2
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.
*Sword: Strike 2
*Crowbar: Strike 2 (two handed)
*Stun Baton: Strike 2, Stunning


*Axe: Strike 3
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.
*Great Sword: Strike 3 (two handed)


*Chainsaw: Strike 4 (two handed)
*Great Axe: Strike 4 (two handed)


==Ranged Weapons==
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Hand-to-hand weapons
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
| class="alignleft"|Club
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Knife
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Spear
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Staff
| class="aligncenter"|1
| class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup>
|-
| class="alignleft"|Whip
| class="aligncenter"|1
| class="alignleft"|
|-
| class="alignleft"|Chainsaw
| class="aligncenter"|2
| class="alignleft"|two-handed, very loud
|-
| class="alignleft"|Crowbar
| class="aligncenter"|2
| class="alignleft"|two-handed
|-
| class="alignleft"|Hatchet
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Large Knife
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Machete
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Stun Baton
| class="aligncenter"|2
| class="alignleft"|stunning
|-
| class="alignleft"|Sword
| class="aligncenter"|2
| class="alignleft"|
|-
| class="alignleft"|Axe
| class="aligncenter"|3
| class="alignleft"|
|-
| class="alignleft"|Great Sword
| class="aligncenter"|3
| class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup>
|-
| class="alignleft"|Great Axe
| class="aligncenter"|4
| class="alignleft"|two-handed
|}
#[[Bulletproof_Blues_3e_EN:Actions#Sweep_Attack|Sweep Attack]]


===Bows===
==Short Range Weapons==


*Longbow: Blast 2
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.
*Crossbow: Blast 3
*Hunting Bow: Blast 3


===Pistols===
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.


*Light Pistol: Blast 2
*Target Pistol: Blast 2, +1 attack bonus
*Pistol: Blast 3
*Heavy Pistol: Blast 3
*Submachine Gun: Blast 3, +1 attack bonus (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===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Short range weapons
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
| class="alignleft"|Light Pistol
| class="aligncenter"|1
| class="alignleft"|easy to conceal
|-
| class="alignleft"|Long Bow
| class="aligncenter"|1
| class="alignleft"|two-handed
|-
| class="alignleft"|Pepper Spray
| class="aligncenter"|1
| class="alignleft"|blinding, stunning
|-
| class="alignleft"|Short Bow
| class="aligncenter"|1
| class="alignleft"|two-handed
|-
| class="alignleft"|Target Pistol
| class="aligncenter"|1
| class="alignleft"|bonus die<sup>1</sup> if attacker does not move
|-
| class="alignleft"|Compound Bow
| class="aligncenter"|2
| class="alignleft"|two-handed
|-
| class="alignleft"|Crossbow
| class="aligncenter"|2
| class="alignleft"|two-handed
|-
| class="alignleft"|Heavy Pistol
| class="aligncenter"|2
| class="alignleft"|difficult to conceal
|-
| class="alignleft"|Taser
| class="aligncenter"|2
| class="alignleft"|stunning
|-
| class="alignleft"|Flamethrower
| class="aligncenter"|3
| class="alignleft"|two-handed, bonus die<sup>1</sup> (wide spray), terrifying
|-
| class="alignleft"|Fragmentation Grenade
| class="aligncenter"|6
| class="alignleft"|area, single use
|-
| class="alignleft"|Incendiary Grenade
| class="aligncenter"|6
| class="alignleft"|area, penetrating, terrifying, single use
|-
| class="alignleft"|Flash Grenade
| class="aligncenter"|7
| class="alignleft"|area, blinding, stunning, single use
|-
| class="alignleft"|Knockout Gas Grenade
| class="aligncenter"|7
| class="alignleft"|area, stunning, single use
|-
| class="alignleft"|Smoke Grenade
| class="aligncenter"|*
| class="alignleft"|Darkness (PL 4), 10 m radius, single use (lasts 10 rounds)
|}
#[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]


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


===Other===
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.


*Pepper Spray: Blast 1 + Blindness 2 (poison)
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.
*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: Will Drain 3, Ranged, Exploding (uses electromagnetic radiation to affect a target's central nervous system)


==Tools==


*Binoculars
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
*Camcorder
|+Table: Medium range weapons
*Cell Phone
|-
*Commlink
! class="alignleft"|Type
*Computer
! class="aligncenter"|PL
*Covert Surveillance Device
! class="alignleft"|Notes
*Covert Tracking Device
|-
*Digital Camera
| class="alignleft"|Assault Rifle
*Digital Recorder
| class="aligncenter"|2
*Fire Extinguisher
| class="alignleft"|two-handed, burst fire
*Flashlight
|-
*Gas Mask
| class="alignleft"|Carbine
*GPS
| class="aligncenter"|2
*Handcuffs: Invulnerability 3, Endurance 1
| class="alignleft"|two-handed
*Laptop
|-
*Lockpick Gun
| class="alignleft"|Heat Rifle
*Mini-flashlight
| class="aligncenter"|2
*Multi-tool
| class="alignleft"|two-handed, stunning, uses microwaves to cause pain to target
*Nightvision Goggles
|-
*Parabolic Microphone
| class="alignleft"|Shotgun
*Radio
| class="aligncenter"|2
*Smartphone
| class="alignleft"|two-handed, bonus die<sup>1</sup> beyond short range (10 m)
*Tablet
|-
*Zip Ties: Invulnerability 1, Endurance 1
| class="alignleft"|Sporting Rifle
| class="aligncenter"|2
| class="alignleft"|two-handed, bonus die<sup>1</sup> if attacker does not move
|-
| class="alignleft"|Heavy Rifle
| class="aligncenter"|3
| class="alignleft"|two-handed
|-
| class="alignleft"|Machinegun
| class="aligncenter"|3
| class="alignleft"|two-handed, burst fire
|-
| class="alignleft"|Sawed-off Shotgun
| class="aligncenter"|3
| class="alignleft"|two-handed, penalty die<sup>1</sup> beyond short range (10 m)
|-
| class="alignleft"|Light Anti-tank Weapon
| class="aligncenter"|6
| class="alignleft"|two-handed, penetrating
|-
| class="alignleft"|Pacification Rifle
| class="aligncenter"|*
| class="alignleft"|two-handed, Presence Drain (PL 5), uses electromagnetic radiation to affect a target's central nervous system
|}
#[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]
 
==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.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Long range weapons
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
| class="alignleft"|Heavy Machinegun
| class="aligncenter"|3
| class="alignleft"|two-handed, burst fire
|-
| class="alignleft"|Sniper Rifle
| class="aligncenter"|3
| class="alignleft"|two-handed, bonus die<sup>1</sup> if attacker does not move, penetrating
|-
| class="alignleft"|Heat Cannon
| class="aligncenter"|4
| class="alignleft"|two-handed, vehicle mounted, area, stunning, uses microwaves to cause pain to targets
|-
| class="alignleft"|Light Cannon
| class="aligncenter"|6
| class="alignleft"|two-handed, vehicle mounted, fires every other round
|-
| class="alignleft"|Heavy Cannon
| class="aligncenter"|7
| class="alignleft"|two-handed, vehicle mounted, area, fires every other round
|-
| class="alignleft"|Pacification Cannon
| class="aligncenter"|*
| class="alignleft"|two-handed, vehicle mounted, area, Presence Drain (PL 5), uses electromagnetic radiation to affect targets' central nervous system
|}
#[[Bulletproof_Blues_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]]
 
==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.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Tools
|-
! class="alignleft"|Type
! class="aligncenter"|PL
|-
| class="alignleft"|Binoculars, Mini
| class="aligncenter"|1
|-
| class="alignleft"|Binoculars, Professional
| class="aligncenter"|3
|-
| class="alignleft"|Binoculars, Typical
| class="aligncenter"|2
|-
| class="alignleft"|Camera, Mini
| class="aligncenter"|1
|-
| class="alignleft"|Camera, Professional
| class="aligncenter"|3
|-
| class="alignleft"|Camera, Typical
| class="aligncenter"|2
|-
| class="alignleft"|Cell Phone
| class="aligncenter"|1
|-
| class="alignleft"|Commlink
| class="aligncenter"|1
|-
| class="alignleft"|Concealed Microphone
| class="aligncenter"|1
|-
| class="alignleft"|Covert Surveillance Device
| class="aligncenter"|1
|-
| class="alignleft"|Covert Tracking Device
| class="aligncenter"|2
|-
| class="alignleft"|Doctor's Bag
| class="aligncenter"|2
|-
| class="alignleft"|Field Radio
| class="aligncenter"|1
|-
| class="alignleft"|Flashlight
| class="aligncenter"|1
|-
| class="alignleft"|Gas Mask
| class="aligncenter"|1
|-
| class="alignleft"|GPS
| class="aligncenter"|2
|-
| class="alignleft"|Gunsmith Kit
| class="aligncenter"|2
|-
| class="alignleft"|Handcuffs
| class="aligncenter"|8
|-
| class="alignleft"|Laptop
| class="aligncenter"|2
|-
| class="alignleft"|Lockpick Gun
| class="aligncenter"|2
|-
| class="alignleft"|Lockpick Set, Mini
| class="aligncenter"|2
|-
| class="alignleft"|Lockpick Set, Professional
| class="aligncenter"|3
|-
| class="alignleft"|Lockpick Set, Typical
| class="aligncenter"|2
|-
| class="alignleft"|Machine Shop
| class="aligncenter"|3
|-
| class="alignleft"|Mechanic's Tools
| class="aligncenter"|2
|-
| class="alignleft"|Motorcycle Goggles
| class="aligncenter"|1
|-
| class="alignleft"|Multi-tool
| class="aligncenter"|1
|-
| class="alignleft"|Nightvision Goggles
| class="aligncenter"|2
|-
| class="alignleft"|Radio
| class="aligncenter"|2
|-
| class="alignleft"|Recorder, Mini
| class="aligncenter"|1
|-
| class="alignleft"|Recorder, Professional
| class="aligncenter"|3
|-
| class="alignleft"|Recorder, Typical
| class="aligncenter"|2
|-
| class="alignleft"|Scientific Calculator
| class="aligncenter"|2
|-
| class="alignleft"|Scuba Gear
| class="aligncenter"|2
|-
| class="alignleft"|Scuba Tank, Mini
| class="aligncenter"|1
|-
| class="alignleft"|Slide Rule
| class="aligncenter"|2
|-
| class="alignleft"|Snorkel
| class="aligncenter"|1
|-
| class="alignleft"|Surgical Theatre
| class="aligncenter"|3
|-
| class="alignleft"|Swiss Army Knife
| class="aligncenter"|1
|}
 


==Vehicles==
==Vehicles==


[[File:Wisp_Starfighter.jpg|right|thumb|Wisp Starfighter]]
A character with special vehicles should usually buy them using a power, such as [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]], or with the [[Bulletproof_Blues_3e_EN:Gifts#Vehicles|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.


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===


===Air===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Air vehicles
|-
! class="alignleft"|Name
! class="aligncenter"|Damage Resistance (PL)
! class="alignleft"|Endurance
! class="alignleft"|Top Speed
|-
| class="alignleft"|Corporate Jet
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|800 km/h
|-
| class="alignleft"|Private Plane
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|420 km/h
|-
| class="alignleft"|Military Jet
| class="aligncenter"|6
| class="aligncenter"|12
| class="alignleft"|1,600 km/h
|-
| class="alignleft"|Passenger Jet
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|800 km/h
|-
| class="alignleft"|Dirigible
| class="aligncenter"|4
| class="aligncenter"|6
| class="alignleft"|130 km/h
|-
| class="alignleft"|Civilian Helicopter
| class="aligncenter"|5
| class="aligncenter"|6
| class="alignleft"|260 km/h
|-
| class="alignleft"|Military Helicopter
| class="aligncenter"|8
| class="aligncenter"|12
| class="alignleft"|480 km/h
|}


*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===
===Street===


*Mini: Invulnerability 1, Endurance 1, top speed 100 mph
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
*Sports Car: Invulnerability 1, Endurance 1, top speed 160 mph
|+Table: Street vehicles
*Bus: Invulnerability 2, Endurance 2, top speed 75 mph
|-
*Police Car: Invulnerability 2, Endurance 2, top speed 140 mph
! class="alignleft"|Name
*Recreational Vehicle: Invulnerability 2, Endurance 2, top speed 80 mph
! class="aligncenter"|Damage Resistance (PL)
*Sedan: Invulnerability 1, Endurance 3, top speed 130 mph
! class="alignleft"|Endurance
*Surveillance Van: Invulnerability 2, Endurance 2, top speed 110 mph
! class="alignleft"|Top Speed
*Fire Truck: Invulnerability 2, Endurance 3, top speed 80 mph
|-
*Minivan: Invulnerability 3, Endurance 3, top speed 120 mph
| class="alignleft"|Mini
*Truck Tractor: Invulnerability 3, Endurance 4, top speed 100 mph
| class="aligncenter"|5
*SWAT Van: Invulnerability 4, Endurance 5, top speed 110 mph
| class="aligncenter"|6
*Armored Car: Invulnerability 5, Endurance 5, top speed 65 mph
| class="alignleft"|160 km/h
*Security Limo: Invulnerability 5, Endurance 5, top speed 110 mph
|-
| class="alignleft"|Sports Car
| class="aligncenter"|5
| class="aligncenter"|6
| class="alignleft"|260 km/h
|-
| class="alignleft"|Bus
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|120 km/h
|-
| class="alignleft"|Police Car
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|225 km/h
|-
| class="alignleft"|Recreational Vehicle
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|130 km/h
|-
| class="alignleft"|Sedan
| class="aligncenter"|5
| class="aligncenter"|8
| class="alignleft"|210 km/h
|-
| class="alignleft"|Surveillance Van
| class="aligncenter"|6
| class="aligncenter"|7
| class="alignleft"|180 km/h
|-
| class="alignleft"|Fire Truck
| class="aligncenter"|6
| class="aligncenter"|8
| class="alignleft"|130 km/h
|-
| class="alignleft"|Minivan
| class="aligncenter"|7
| class="aligncenter"|8
| class="alignleft"|190 km/h
|-
| class="alignleft"|Truck Tractor
| class="aligncenter"|7
| class="aligncenter"|9
| class="alignleft"|160 km/h
|-
| class="alignleft"|SWAT Van
| class="aligncenter"|8
| class="aligncenter"|9
| class="alignleft"|180 km/h
|-
| class="alignleft"|Armored Car
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|105 km/h
|-
| class="alignleft"|Security Limo
| class="aligncenter"|9
| class="aligncenter"|10
| class="alignleft"|180 km/h
|}
 


===Off-road===
===Off-road===


*Motorcycle: Invulnerability 1, Endurance 1, top speed 160 mph
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
*Pickup Truck: Invulnerability 2, Endurance 3, top speed 110 mph
|+Table: Off-road vehicles
*Bulldozer: Invulnerability 2, Endurance 4, top speed 7 mph
|-
*Heavy Truck: Invulnerability 3, Endurance 4, top speed 100 mph
! class="alignleft"|Name
*Snow Cat: Invulnerability 5, Endurance 2, top speed 25 mph
! class="aligncenter"|Damage Resistance (PL)
*Snowmobile: Invulnerability 5, Endurance 2, top speed 100 mph
! class="alignleft"|Endurance
*Main Battle Tank: Invulnerability 5, Endurance 6, top speed 45 mph
! class="alignleft"|Top Speed
|-
| class="alignleft"|Motorcycle
| class="aligncenter"|5
| class="aligncenter"|1
| class="alignleft"|260 km/h
|-
| class="alignleft"|Pickup Truck
| class="aligncenter"|6
| class="aligncenter"|8
| class="alignleft"|180 km/h
|-
| class="alignleft"|Bulldozer
| class="aligncenter"|6
| class="aligncenter"|9
| class="alignleft"|11 km/h
|-
| class="alignleft"|Heavy Truck
| class="aligncenter"|7
| class="aligncenter"|9
| class="alignleft"|160 km/h
|-
| class="alignleft"|Snow Cat
| class="aligncenter"|9
| class="aligncenter"|6
| class="alignleft"|40 km/h
|-
| class="alignleft"|Snowmobile
| class="aligncenter"|9
| class="aligncenter"|2
| class="alignleft"|160 km/h
|-
| class="alignleft"|Main Battle Tank
| class="aligncenter"|9
| class="aligncenter"|16
| class="alignleft"|75 km/h
|}
 


===Water===
===Water===


*Jet Ski: Invulnerability 1, Endurance 3, top speed 30 mph
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
*Fishing Boat: Invulnerability 1, Endurance 2, top speed 25 mph
|+Table: Water vehicles
*Patrol Boat: Invulnerability 2, Endurance 4, top speed 45 mph
|-
*Go-fast Boat: Invulnerability 1, Endurance 2, top speed 95 mph
! class="alignleft"|Name
*Battleship: Invulnerability 4, Endurance 5, top speed 40 mph
! class="aligncenter"|Damage Resistance (PL)
*Destroyer: Invulnerability 4, Endurance 5, top speed 50 mph
! class="alignleft"|Endurance
*Aircraft Carrier: Invulnerability 4, Endurance 4, top speed 40 mph
! class="alignleft"|Top Speed
|-
| class="alignleft"|Jet Ski
| class="aligncenter"|5
| class="aligncenter"|3
| class="alignleft"|50 km/h
|-
| class="alignleft"|Fishing Boat
| class="aligncenter"|5
| class="aligncenter"|7
| class="alignleft"|40 km/h
|-
| class="alignleft"|Patrol Boat
| class="aligncenter"|6
| class="aligncenter"|9
| class="alignleft"|75 km/h
|-
| class="alignleft"|Go-fast Boat
| class="aligncenter"|5
| class="aligncenter"|7
| class="alignleft"|150 km/h
|-
| class="alignleft"|Battleship
| class="aligncenter"|8
| class="aligncenter"|15
| class="alignleft"|65 km/h
|-
| class="alignleft"|Destroyer
| class="aligncenter"|8
| class="aligncenter"|15
| class="alignleft"|80 km/h
|-
| class="alignleft"|Aircraft Carrier
| class="aligncenter"|8
| class="aligncenter"|14
| class="alignleft"|65 km/h
|}





Latest revision as of 14:14, 30 December 2021

Arrow up 16x16.png Contents

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 round, 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.

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.

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.

Unusual attacks

Weapons which are based on unusual powers, such as smoke grenades (Darkness) and pacification rifles (Presence Drain Ray), have a power level (PL) indicated in their descriptions. When making an attack roll with these weapons, the attacker's attribute (typically Agility) is not added to the attack roll. The attacker rolls two dice (one die if they lack the relevant combat skill), and adds the power level of the weapon.

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 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.


Table: Armor
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.


Table: Hand-to-hand weapons
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
  1. Sweep Attack

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.


Table: Short range weapons
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, penetrating, 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)
  1. Bonuses And Penalties

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.


Table: Medium range weapons
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, penetrating
Pacification Rifle * two-handed, Presence Drain (PL 5), uses electromagnetic radiation to affect a target's central nervous system
  1. Bonuses And Penalties

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.


Table: Long range weapons
Type PL Notes
Heavy Machinegun 3 two-handed, burst fire
Sniper Rifle 3 two-handed, bonus die1 if attacker does not move, penetrating
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
  1. Bonuses And Penalties

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.


Table: Tools
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

Table: Air vehicles
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

Table: Street vehicles
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

Table: Off-road vehicles
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

Table: Water vehicles
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