Rough Magic 3e EN:Equipment: Difference between revisions
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[[Image:Arrow_up_16x16.png|baseline|link= | [[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic_3e_EN:Contents]] [[Rough_Magic_3e_EN:Contents|Contents]] | ||
{{TOC right}} | {{TOC right}} | ||
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 rating of 1, adding 1 to the character's | |||
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 ''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. | 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. | ||
=== | ==Special Attack Types== | ||
===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. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged 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 | ===Burst Fire=== | ||
A weapons 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. | |||
=== | ===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=== | ===Penetrating=== | ||
If an attack is penetrating, any of the | If an attack is penetrating, any of the defender's dice that show a "5" or "6" are re-rolled until the 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. | |||
==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 hand-to-hand combat, Agility for ranged combat) plus the power level (PL) rating of the armor. Conventional armor does not stack with protective charms. | ||
{| cellpadding="4" cellspacing="1" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: Armor | |+Table: Armor | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
! class="alignleft"|Notes | ! class="alignleft"|Notes | ||
|- | |- | ||
| class="alignleft"|Leather Jacket | | class="alignleft"|Leather Jacket | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"|thick leather, not concealable | ||
|- | |- | ||
| class="alignleft"|Zeglen Bullet-proof Vest | | class="alignleft"|Zeglen Bullet-proof Vest | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"|quilted silk, concealable under clothes | ||
|- | |- | ||
| class="alignleft"|Zeglen Bullet-proof Coat | | class="alignleft"|Zeglen Bullet-proof Coat | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"|quilted silk, concealable under outerwear | ||
|- | |- | ||
| class="alignleft"|Flak Vest | | class="alignleft"|Flak Vest | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"|nylon and steel, not concealable | ||
|- | |- | ||
| class="alignleft"|Flak Jacket | | class="alignleft"|Flak Jacket | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"|nylon and steel, not concealable | ||
|} | |} | ||
==Protective Charms== | ==Protective Charms== | ||
Protective charms provide protection against most forms of | Protective charms provide protection against most forms of mundane damage or magical damage, including damage from mental combat. The defense roll of a character with a protective charm is equal to their relevant defense attribute (Brawn for hand-to-hand combat, Agility for ranged combat, Presence for mental combat) plus the power level (PL) rating of the protective charm. Protective charms do not stack with conventional armor. | ||
Like most enchanted objects, protective charms last about a week from when they are enchanted. | Like most enchanted objects, protective charms last about a week from when they are enchanted. | ||
{| cellpadding="4" cellspacing="1" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: Protective charms | |+Table: Protective charms | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
! class="alignleft"|Notes | ! class="alignleft"|Notes | ||
|- | |- | ||
| class="alignleft"|Apprentice's Protection Charm | | class="alignleft"|Apprentice's Protection Charm | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"|1 day to create | | class="alignleft"|1 day to create | ||
|- | |- | ||
| class="alignleft"|Adept's Protection Charm | | class="alignleft"|Adept's Protection Charm | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"|2 days to create | | class="alignleft"|2 days to create | ||
|- | |- | ||
| class="alignleft"|Master's Protection Charm | | class="alignleft"|Master's Protection Charm | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"|6 days to create | | class="alignleft"|6 days to create | ||
|- | |- | ||
| class="alignleft"|Magus' Protection Charm | | class="alignleft"|Magus' Protection Charm | ||
| class="aligncenter"|4 | | class="aligncenter"|4 | ||
| class="alignleft"|24 days to create | | class="alignleft"|24 days to create | ||
|- | |- | ||
| class="alignleft"|Archmagus' Protection Charm | | class="alignleft"|Archmagus' Protection Charm | ||
| class="aligncenter"|5 | | class="aligncenter"|5 | ||
| class="alignleft"|120 days to create | | class="alignleft"|120 days to create | ||
|- | |- | ||
| class="alignleft"|Emperor's Protection Charm | | class="alignleft"|Emperor's Protection Charm | ||
| class="aligncenter"|6 | | class="aligncenter"|6 | ||
Line 93: | Line 112: | ||
|} | |} | ||
== | ==Hand-to-hand Weapons== | ||
Hand-to-hand 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 Hand-to-hand Combat (Brawn) roll, the character may add the power level (PL) rating of the weapon to their roll. | |||
Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a | 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. | ||
{| cellpadding="4" cellspacing="1" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: | |+Table: Hand-to-hand weapons | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
! class="alignleft"|Notes | ! class="alignleft"|Notes | ||
|- | |- | ||
| class="alignleft"|Club | | class="alignleft"|Club | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Knife | | class="alignleft"|Knife | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Spear | | class="alignleft"|Spear | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Staff | | class="alignleft"|Staff | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup> | ||
|- | |- | ||
| class="alignleft"|Whip | | class="alignleft"|Whip | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Hatchet | | class="alignleft"|Hatchet | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Large Knife | | class="alignleft"|Large Knife | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Machete | | class="alignleft"|Machete | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Sword | | class="alignleft"|Sword | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Crowbar | | class="alignleft"|Crowbar | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"|two-handed | ||
|- | |- | ||
| class="alignleft"|Axe | | class="alignleft"|Axe | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Great Sword | | class="alignleft"|Great Sword | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"|two-handed, no sweep attack penalty<sup>1</sup> | ||
|- | |- | ||
| class="alignleft"|Great Axe | | class="alignleft"|Great Axe | ||
| class="aligncenter"|4 | | class="aligncenter"|4 | ||
| class="alignleft"| | | class="alignleft"|two-handed | ||
|} | |} | ||
#[[Rough_Magic_3e_EN:Actions#Sweep_Attack|Sweep Attack]] | |||
==Short Range Weapons== | ==Short Range Weapons== | ||
Short range weapons are typically useful up to a distance of 10 meters. | 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. | ||
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. | 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" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: Short range weapons | |+Table: Short range weapons | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
! class="alignleft"|Notes | ! class="alignleft"|Notes | ||
|- | |- | ||
| class="alignleft"|Pocket Pistol | | class="alignleft"|Pocket Pistol | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"|easy to conceal | ||
|- | |- | ||
| class="alignleft"|Target Pistol | | class="alignleft"|Target Pistol | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"| | | class="alignleft"|bonus die<sup>1</sup> if attacker does not move | ||
|- | |- | ||
| class="alignleft"|Medium Pistol | | class="alignleft"|Medium Pistol | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"| | ||
|- | |- | ||
| class="alignleft"|Repeating Pistol | | class="alignleft"|Repeating Pistol | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"|bonus die<sup>1</sup> (fires multiple rounds at target) | ||
|- | |- | ||
| class="alignleft"|Heavy Pistol | | class="alignleft"|Heavy Pistol | ||
| class="aligncenter"|4 | | class="aligncenter"|4 | ||
| class="alignleft"| | | class="alignleft"|difficult to conceal | ||
|- | |- | ||
| class="alignleft"|Flamethrower | | class="alignleft"|Flamethrower | ||
| class="aligncenter"|6 | | class="aligncenter"|6 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> (wide spray), terrifying<sup>5</sup> | ||
|- | |- | ||
| class="alignleft"|Fragmentation Grenade | | class="alignleft"|Fragmentation Grenade | ||
| class="aligncenter"|12 | | class="aligncenter"|12 | ||
| class="alignleft"| | | class="alignleft"|exploding<sup>2</sup>, single use | ||
|- | |- | ||
| class="alignleft"|Incendiary Grenade | | class="alignleft"|Incendiary Grenade | ||
| class="aligncenter"|12 | | class="aligncenter"|12 | ||
| class="alignleft"| | | class="alignleft"|exploding<sup>2</sup>, terrifying<sup>5</sup>, single use | ||
|- | |- | ||
| class="alignleft"|Flash Grenade | | class="alignleft"|Flash Grenade | ||
| class="aligncenter"|14 | | class="aligncenter"|14 | ||
| class="alignleft"| | | class="alignleft"|blinding<sup>3</sup>, exploding<sup>2</sup>, stunning<sup>4</sup>, single use | ||
|} | |} | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Exploding|Exploding]] | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Blinding|Blinding]] | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Stunning|Stunning]] | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Terrifying|Terrifying]] | ||
==Medium Range Weapons== | ==Medium Range Weapons== | ||
Medium range weapons are typically useful up to a distance of | 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. | ||
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. | 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" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: Medium range weapons | |+Table: Medium range weapons | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
! class="alignleft"|Notes | ! class="alignleft"|Notes | ||
|- | |- | ||
| class="alignleft"|Carbine | | class="alignleft"|Carbine | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"|two-handed | ||
|- | |- | ||
| class="alignleft"|Light Machinegun | | class="alignleft"|Light Machinegun | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> (fires multiple rounds at target) | ||
|- | |- | ||
| class="alignleft"|Sporting Rifle | | class="alignleft"|Sporting Rifle | ||
| class="aligncenter"|4 | | class="aligncenter"|4 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> if attacker does not move | ||
|- | |- | ||
| class="alignleft"|Machinegun | | class="alignleft"|Machinegun | ||
| class="aligncenter"|4 | | class="aligncenter"|4 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> (fires multiple rounds at target) | ||
|- | |- | ||
| class="alignleft"|Heavy Rifle | | class="alignleft"|Heavy Rifle | ||
| class="aligncenter"|5 | | class="aligncenter"|5 | ||
| class="alignleft"| | | class="alignleft"|two-handed | ||
|- | |- | ||
| class="alignleft"|Heavy Machinegun | | class="alignleft"|Heavy Machinegun | ||
| class="aligncenter"|5 | | class="aligncenter"|5 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> (fires multiple rounds at target) | ||
|- | |- | ||
| class="alignleft"|Shotgun | | class="alignleft"|Shotgun | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> beyond short range (10 m) | ||
|- | |- | ||
| class="alignleft"|Sawed-off Shotgun | | class="alignleft"|Sawed-off Shotgun | ||
| class="aligncenter"|6 | | class="aligncenter"|6 | ||
| class="alignleft"| | | class="alignleft"|two-handed, penalty<sup>1</sup> beyond short range (10 m) | ||
|} | |} | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
==Long Range Weapons== | ==Long Range Weapons== | ||
Long range weapons are typically useful up to a distance of | 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. | ||
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. | 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" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: Long range weapons | |+Table: Long range weapons | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
! class="alignleft"|Notes | ! class="alignleft"|Notes | ||
|- | |- | ||
| class="alignleft"|Sniper Rifle | | class="alignleft"|Sniper Rifle | ||
| class="aligncenter"|5 | | class="aligncenter"|5 | ||
| class="alignleft"| | | class="alignleft"|two-handed, bonus die<sup>1</sup> if attacker does not move, penetrating<sup>3</sup> | ||
|- | |- | ||
| class="alignleft"|Light Cannon | | class="alignleft"|Light Cannon | ||
| class="aligncenter"|11 | | class="aligncenter"|11 | ||
| class="alignleft"| | | class="alignleft"|two-handed, vehicle mounted, fires every other round | ||
|- | |- | ||
| class="alignleft"|Heavy Cannon | | class="alignleft"|Heavy Cannon | ||
| class="aligncenter"|14 | | class="aligncenter"|14 | ||
| class="alignleft"| | | class="alignleft"|two-handed, vehicle mounted, exploding<sup>2</sup>, fires every other round | ||
|} | |} | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Exploding|Exploding]] | ||
#[[ | #[[Rough_Magic_3e_EN:Actions#Penetrating|Penetrating]] | ||
== | ==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" | {| cellpadding="4" cellspacing="1" class="wikitable zebra" | ||
|+Table: Tools | |+Table: Tools | ||
|- | |- | ||
! class="alignleft"|Type | ! class="alignleft"|Type | ||
! class="aligncenter"| | ! class="aligncenter"|PL | ||
|- | |- | ||
| class="alignleft"|Binoculars | | class="alignleft"|Binoculars | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Camera, Full Size | | class="alignleft"|Camera, Full Size | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Camera, Pocket Size | | class="alignleft"|Camera, Pocket Size | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Camera, Professional | | class="alignleft"|Camera, Professional | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
|- | |- | ||
| class="alignleft"|Concealed Microphone | | class="alignleft"|Concealed Microphone | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Doctor's Bag | | class="alignleft"|Doctor's Bag | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Field Radio | | class="alignleft"|Field Radio | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Flashlight | | class="alignleft"|Flashlight | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Gunsmith Kit | | class="alignleft"|Gunsmith Kit | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Handcuffs | | class="alignleft"|Handcuffs | ||
| class="aligncenter"| | | class="aligncenter"|8 | ||
|- | |- | ||
| class="alignleft"|Lockpick Set | | class="alignleft"|Lockpick Set | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Lockpick Set, Masterwork | | class="alignleft"|Lockpick Set, Masterwork | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
|- | |- | ||
| class="alignleft"|Machine Shop | | class="alignleft"|Machine Shop | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
|- | |- | ||
| class="alignleft"|Mechanic's Tools | | class="alignleft"|Mechanic's Tools | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Motorcycle Goggles | | class="alignleft"|Motorcycle Goggles | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Scuba Gear | | class="alignleft"|Scuba Gear | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Slide Rule | | class="alignleft"|Slide Rule | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Snorkel | | class="alignleft"|Snorkel | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Surgical Theatre | | class="alignleft"|Surgical Theatre | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
|- | |- | ||
| class="alignleft"|Swiss Army Knife | | class="alignleft"|Swiss Army Knife | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
|- | |- | ||
| class="alignleft"|Tape Recorder, Audiophile | | class="alignleft"|Tape Recorder, Audiophile | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
|- | |- | ||
| class="alignleft"|Tape Recorder, Full Size | | class="alignleft"|Tape Recorder, Full Size | ||
| class="aligncenter"|2 | | class="aligncenter"|2 | ||
|- | |- | ||
| class="alignleft"|Tape Recorder, Pocket Size | | class="alignleft"|Tape Recorder, Pocket Size | ||
| class="aligncenter"|1 | | class="aligncenter"|1 | ||
Line 378: | Line 398: | ||
[[Category:Equipment]] | [[Category:Equipment]] | ||
[[Category:Rough_Magic]] | [[Category:Rough_Magic]] | ||
[[Category:English]] |
Revision as of 16:21, 14 April 2021
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 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.
Special Attack Types
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. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged 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 weapons 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.
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 the 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.
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 protective charms.
Type | PL | 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 mundane damage or magical damage, including damage from mental combat. The defense roll of a character with a protective charm is equal to their relevant defense attribute (Brawn for hand-to-hand combat, Agility for ranged combat, Presence for mental combat) plus the power level (PL) rating of the protective charm. Protective charms do not stack with conventional armor.
Like most enchanted objects, protective charms last about a week from when they are enchanted.
Type | PL | 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 |
Hand-to-hand Weapons
Hand-to-hand 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 Hand-to-hand Combat (Brawn) roll, the character may add the power level (PL) rating of the weapon to their roll.
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 | |
Hatchet | 2 | |
Large Knife | 2 | |
Machete | 2 | |
Sword | 2 | |
Crowbar | 2 | two-handed |
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. 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.
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 |
---|---|---|
Pocket Pistol | 2 | easy to conceal |
Target Pistol | 2 | bonus die1 if attacker does not move |
Medium Pistol | 3 | |
Repeating Pistol | 3 | bonus die1 (fires multiple rounds at target) |
Heavy Pistol | 4 | difficult to conceal |
Flamethrower | 6 | two-handed, bonus die1 (wide spray), terrifying5 |
Fragmentation Grenade | 12 | exploding2, single use |
Incendiary Grenade | 12 | exploding2, terrifying5, single use |
Flash Grenade | 14 | blinding3, exploding2, stunning4, single use |
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.
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 |
---|---|---|
Carbine | 3 | two-handed |
Light Machinegun | 3 | two-handed, bonus die1 (fires multiple rounds at target) |
Sporting Rifle | 4 | two-handed, bonus die1 if attacker does not move |
Machinegun | 4 | two-handed, bonus die1 (fires multiple rounds at target) |
Heavy Rifle | 5 | two-handed |
Heavy Machinegun | 5 | two-handed, bonus die1 (fires multiple rounds at target) |
Shotgun | 3 | two-handed, bonus die1 beyond short range (10 m) |
Sawed-off Shotgun | 6 | two-handed, penalty1 beyond short range (10 m) |
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.
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 |
---|---|---|
Sniper Rifle | 5 | two-handed, bonus die1 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 |
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 | 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 | 8 |
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 |