Rough Magic 3e EN:Equipment: Difference between revisions

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===Action Value===
===Action Value===


The action value (or attack value, or defense value) of a character using equipment is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rank of the equipment being used, if any. When a character attempts a task, such as shooting a blaster, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV), plus an optional attack bonus (+3) or attack penalty (-3). This roll is compared to 8 plus a difficulty value or defense value (DV), plus an optional defense bonus (+3) or defense penalty (-3). If the player's roll equals or exceeds the target number, the character's attempt succeeds.
The action value (or attack value, or defense value) of a character using equipment is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rank of the equipment being used, if any. When a character attempts a task, such as shooting a pistol, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV), plus an optional attack bonus (+3) or attack penalty (-3). This roll is compared to 8 plus a difficulty value or defense value (DV), plus an optional defense bonus (+3) or defense penalty (-3). If the player's roll equals or exceeds the target number, the character's attempt succeeds.


===Explosives===
===Explosives===
Line 15: Line 15:
===Repeating Weapons===
===Repeating Weapons===


Weapons which fire multiple rounds, such as repeating blasters, usually grant an attack bonus (+3), and they might or might not do more damage than their single-shot equivalents (rank 4 instead of rank 3, for example), but 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 attack roll. There's no "roll damage three times" mechanic like some game systems have.
Weapons which fire multiple rounds, such as repeating rifles, usually grant an attack bonus (+3), and they might or might not do more damage than their single-shot equivalents (rank 4 instead of rank 3, for example), but 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 attack roll. There's no "roll damage three times" mechanic like some game systems have.


==Armor==
==Armor==


Armor provides protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rank of the armor. As always, this does not stack with energy shields or other forms of defense -- only the highest defense value applies.
Armor provides protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rank of the armor. As always, this does not stack with magical charms or other forms of defense -- only the highest defense value applies.
 
Heavier armor restricts a wearer's movements. The effective Agility of a character wearing armor may be limited.




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| class="alignleft"|Zeglen Bullet-proof Vest
| class="alignleft"|Zeglen Bullet-proof Vest
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|400 Fr
| class="alignright"|70 Fr
| class="alignleft"|Quilted silk, maximum Agility rank 6
| class="alignleft"|Quilted silk, concealable under clothes
|- class="evenrow"
| class="alignleft"|Zeglen Bullet-proof Coat
| class="aligncenter"|1
| class="alignright"|80 Fr
| class="alignleft"|Quilted silk, concealable under outerwear
|- class="oddrow"
| class="alignleft"|Flak Vest
| class="aligncenter"|2
| class="alignright"|150 Fr
| class="alignleft"|Nylon and steel, not concealable
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Flak Jacket
| class="alignleft"|Flak Jacket
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|800 Fr
| class="alignright"|160 Fr
| class="alignleft"|Nylon and steel, maximum Agility rank 5
| class="alignleft"|Nylon and steel, not concealable
|}
|}


Line 47: Line 55:


Protective charms provide protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character with a protective charm is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rank of the protective charm. As always, this does not stack with armor or other forms of defense -- only the highest defense value applies.
Protective charms provide protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character with a protective charm is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rank of the protective charm. As always, this does not stack with armor or other forms of defense -- only the highest defense value applies.
Protective charms use magic to protect a character, but they also interfere with the use of magic. The effective Power of a character wearing a protective charm may be limited.


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.
Line 61: Line 67:
! class="alignleft"|Notes
! class="alignleft"|Notes
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|XXX
| class="alignleft"|Apprentice's Protection Charm
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|1,600 Fr
| class="alignright"|50 Fr
| class="alignleft"|Maximum Power rank 6
| class="alignleft"|1 day to create
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|XXX
| class="alignleft"|Adept's Protection Charm
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|3,200 Fr
| class="alignright"|100 Fr
| class="alignleft"|Maximum Power rank 5
| class="alignleft"|2 days to create
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|XXX
| class="alignleft"|Master's Protection Charm
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|6,400 Fr
| class="alignright"|500 Fr
| class="alignleft"|Maximum Power rank 4
| class="alignleft"|6 days to create
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|XXX
| class="alignleft"|Magus' Protection Charm
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|8,000 Fr
| class="alignright"|4,000 Fr
| class="alignleft"|Maximum Power rank 3
| class="alignleft"|24 days to create
|- class="oddrow"
| class="alignleft"|Archmagus' Protection Charm
| class="aligncenter"|5
| class="alignright"|40,000 Fr
| class="alignleft"|120 days to create
|- class="evenrow"
| class="alignleft"|Emperor's Protection Charm
| class="aligncenter"|6
| class="alignright"|480,000 Fr
| class="alignleft"|720 days to create
|}
|}


Line 100: Line 116:
| class="alignleft"|Club
| class="alignleft"|Club
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|15 Fr
| class="alignright"|3 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Knife
| class="alignleft"|Knife
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|25 Fr
| class="alignright"|5 Fr
| class="alignleft"|
| class="alignleft"|
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Spear
| class="alignleft"|Spear
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|60 Fr
| class="alignright"|12 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Staff
| class="alignleft"|Staff
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|15 Fr
| class="alignright"|3 Fr
| class="alignleft"|Two-handed, no attack penalty with sweep attacks
| class="alignleft"|Two-handed, no attack penalty with sweep attacks
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Whip
| class="alignleft"|Whip
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|20 Fr
| class="alignright"|4 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Hatchet
| class="alignleft"|Hatchet
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|35 Fr
| class="alignright"|7 Fr
| class="alignleft"|
| class="alignleft"|
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Large Knife
| class="alignleft"|Large Knife
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|40 Fr
| class="alignright"|8 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Machete
| class="alignleft"|Machete
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|40 Fr
| class="alignright"|8 Fr
| class="alignleft"|
| class="alignleft"|
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Sword
| class="alignleft"|Sword
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|50 Fr
| class="alignright"|10 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Crowbar
| class="alignleft"|Crowbar
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|25 Fr
| class="alignright"|5 Fr
| class="alignleft"|Two-handed
| class="alignleft"|Two-handed
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Axe
| class="alignleft"|Axe
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|70 Fr
| class="alignright"|14 Fr
| class="alignleft"|
| class="alignleft"|
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Great Sword
| class="alignleft"|Great Sword
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|75 Fr
| class="alignright"|15 Fr
| class="alignleft"|Two-handed, no attack penalty with sweep attacks
| class="alignleft"|Two-handed, no attack penalty with sweep attacks
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Great Axe
| class="alignleft"|Great Axe
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|105 Fr
| class="alignright"|21 Fr
| class="alignleft"|Two-handed
| class="alignleft"|Two-handed
|}
|}
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! class="alignleft"|Notes
! class="alignleft"|Notes
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Pocket Blaster Pistol
| class="alignleft"|Pocket Pistol
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|300 Fr
| class="alignright"|60 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Target Blaster Pistol
| class="alignleft"|Target Pistol
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|450 Fr
| class="alignright"|90 Fr
| class="alignleft"|attack bonus<sup>1</sup> (+3) if attacker does not move
| class="alignleft"|attack bonus<sup>1</sup> (+3) if attacker does not move
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Blaster Pistol
| class="alignleft"|Pistol
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|500 Fr
| class="alignright"|100 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Repeating Blaster Pistol
| class="alignleft"|Repeating Pistol
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|2000 Fr
| class="alignright"|400 Fr
| class="alignleft"|attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
| class="alignleft"|attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Blaster Carbine
| class="alignleft"|Carbine
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|900 Fr
| class="alignright"|180 Fr
| class="alignleft"|Two-handed
| class="alignleft"|Two-handed
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Flamethrower
| class="alignleft"|Flamethrower
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|350 Fr
| class="alignright"|70 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (wide spray), Terrifying<sup>5</sup>
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (wide spray), Terrifying<sup>5</sup>
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Fragmentation Grenade
| class="alignleft"|Fragmentation Grenade
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignright"|200 Fr
| class="alignright"|40 Fr
| class="alignleft"|Exploding<sup>2</sup>, single use
| class="alignleft"|Exploding<sup>2</sup>, single use
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Incendiary Grenade
| class="alignleft"|Incendiary Grenade
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignright"|250 Fr
| class="alignright"|50 Fr
| class="alignleft"|Exploding<sup>2</sup>, Terrifying<sup>5</sup>, single use
| class="alignleft"|Exploding<sup>2</sup>, Terrifying<sup>5</sup>, single use
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Flash Grenade
| class="alignleft"|Flash Grenade
| class="aligncenter"|14
| class="aligncenter"|14
| class="alignright"|250 Fr
| class="alignright"|50 Fr
| class="alignleft"|Exploding<sup>2</sup>, Sensory<sup>3</sup>, Stunning<sup>4</sup>, single use
| class="alignleft"|Exploding<sup>2</sup>, Sensory<sup>3</sup>, Stunning<sup>4</sup>, single use
|}
|}
Line 247: Line 263:
! class="alignleft"|Notes
! class="alignleft"|Notes
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Light Repeating Blaster Rifle
| class="alignleft"|Light Repeating Rifle
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|2000 Fr
| class="alignright"|400 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Sporting Blaster Rifle
| class="alignleft"|Sporting Rifle
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|800 Fr
| class="alignright"|160 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) if attacker does not move
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) if attacker does not move
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Repeating Blaster Rifle
| class="alignleft"|Repeating Rifle
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|4000 Fr
| class="alignright"|800 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Heavy Blaster Rifle
| class="alignleft"|Heavy Rifle
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|1000 Fr
| class="alignright"|200 Fr
| class="alignleft"|Two-handed
| class="alignleft"|Two-handed
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Heavy Repeating Blaster Rifle
| class="alignleft"|Heavy Repeating Rifle
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|6000 Fr
| class="alignright"|1200 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) (fires multiple rounds at target)
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Shotgun
| class="alignleft"|Shotgun
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|350 Fr
| class="alignright"|70 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) beyond close range (10 m)
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) beyond close range (10 m)
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Sawed-off Shotgun
| class="alignleft"|Sawed-off Shotgun
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|350 Fr
| class="alignright"|70 Fr
| class="alignleft"|Two-handed, attack penalty<sup>1</sup> (-3) beyond close range (10 m)
| class="alignleft"|Two-handed, attack penalty<sup>1</sup> (-3) beyond close range (10 m)
|}
|}
Line 303: Line 319:
! class="alignleft"|Notes
! class="alignleft"|Notes
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Sniper Blaster Rifle
| class="alignleft"|Sniper Rifle
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|9000 Fr
| class="alignright"|1800 Fr
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) if attacker does not move, Penetrating<sup>3</sup>
| class="alignleft"|Two-handed, attack bonus<sup>1</sup> (+3) if attacker does not move, Penetrating<sup>3</sup>
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Light Blaster Cannon
| class="alignleft"|Light Cannon
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|3000 Fr
| class="alignright"|600 Fr
| class="alignleft"|Two-handed, fires every other round
| class="alignleft"|Two-handed, fires every other round
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Heavy Blaster Cannon
| class="alignleft"|Heavy Cannon
| class="aligncenter"|11
| class="aligncenter"|11
| class="alignright"|4500 Fr
| class="alignright"|900 Fr
| class="alignleft"|Two-handed, Exploding<sup>2</sup>, fires every other round
| class="alignleft"|Two-handed, Exploding<sup>2</sup>, fires every other round
|}
|}
Line 325: Line 341:
==Tools==
==Tools==


The action value of a character attempting a skill is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rank of the tools being used. Simple or multipurpose equipment, such a general-purpose handheld computer or a pocket multitool, are generally rank 1. Ordinary equipment, such as a reasonably complete box of tools or a handheld computer with programs for specified tasks, would be rank 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would be rank 3.
The action value of a character attempting a skill is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rank of the tools being used. Simple or multipurpose equipment, such a Swiss army knife, are generally rank 1. Ordinary equipment, such as a reasonably complete box of tools, would be rank 2. Special-purpose or very high quality equipment, such as a set of picks designed specifically to bypass a particular model of lock, would be rank 3.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
Line 336: Line 352:
| class="alignleft"|Breather
| class="alignleft"|Breather
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|250 Fr
| class="alignright"|50 Fr
| class="alignleft"|
| class="alignleft"|
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Commlink
| class="alignleft"|Commlink
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|200 Fr
| class="alignright"|40 Fr
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Datapad
| class="alignleft"|Datapad
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|1000 Fr
| class="alignright"|200 Fr
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Dronelight
| class="alignleft"|Dronelight
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|10 Fr
| class="alignright"|2 Fr
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Covert Tracking Device
| class="alignleft"|Covert Tracking Device
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|1000 Fr
| class="alignright"|200 Fr
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Fire Suppressor
| class="alignleft"|Fire Suppressor
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|25 Fr
| class="alignright"|5 Fr
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Handcuffs
| class="alignleft"|Handcuffs
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|15 Fr
| class="alignright"|3 Fr
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Holocam
| class="alignleft"|Holocam
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|3000 Fr
| class="alignright"|600 Fr
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Macrobinoculars
| class="alignleft"|Macrobinoculars
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|600 Fr
| class="alignright"|120 Fr
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Multi-tool
| class="alignleft"|Multi-tool
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|250 Fr
| class="alignright"|50 Fr
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Navcomp
| class="alignleft"|Navcomp
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|500 Fr
| class="alignright"|100 Fr
|- class="evenrow"
|- class="evenrow"
| class="alignleft"|Nightvision Goggles
| class="alignleft"|Nightvision Goggles
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|1000 Fr
| class="alignright"|200 Fr
|- class="oddrow"
|- class="oddrow"
| class="alignleft"|Surveillance Microdrone
| class="alignleft"|Surveillance Microdrone
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|5000 Fr
| class="alignright"|1000 Fr
|}
|}



Revision as of 15:47, 3 February 2017

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 is rank 1, adding 1 to the character's action value (AV) 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.

Action Value

The action value (or attack value, or defense value) of a character using equipment is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rank of the equipment being used, if any. When a character attempts a task, such as shooting a pistol, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV), plus an optional attack bonus (+3) or attack penalty (-3). This roll is compared to 8 plus a difficulty value or defense value (DV), plus an optional defense bonus (+3) or defense penalty (-3). If the player's roll equals or exceeds the target number, the character's attempt succeeds.

Explosives

Normally, a defender loses an endurance level for each 3 that the attacker rolled over the target number (one endurance level at 0-2, two endurance levels at 3-5, etc.). Exploding weapons are a special case: an exploding attack is a ranged attack that causes its damage to everyone within a certain distance of the center of the explosion (no attack roll is necessary). The radius of an exploding attack is usually equal to its rank in meters. The defense value of each target in the affected area is subtracted from the rank of the explosion: each target in the affected area loses one Endurance level for each three points of remaining damage (one Endurance level at 1-3, two Endurance levels at 4-6, etc.).

Repeating Weapons

Weapons which fire multiple rounds, such as repeating rifles, usually grant an attack bonus (+3), and they might or might not do more damage than their single-shot equivalents (rank 4 instead of rank 3, for example), but 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 attack roll. There's no "roll damage three times" mechanic like some game systems have.

Armor

Armor provides protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character wearing armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rank of the armor. As always, this does not stack with magical charms or other forms of defense -- only the highest defense value applies.


Table: Typical armor
Type Rank Cost Notes
Zeglen Bullet-proof Vest 1 70 Fr Quilted silk, concealable under clothes
Zeglen Bullet-proof Coat 1 80 Fr Quilted silk, concealable under outerwear
Flak Vest 2 150 Fr Nylon and steel, not concealable
Flak Jacket 2 160 Fr Nylon and steel, not concealable


Protective Charms

Protective charms provide protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character with a protective charm is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rank of the protective charm. As always, this does not stack with armor or other forms of defense -- only the highest defense value applies.

Like most enchanted objects, protective charms last about a week from when they are enchanted.


Table: Typical protective charms
Type Rank Cost Notes
Apprentice's Protection Charm 1 50 Fr 1 day to create
Adept's Protection Charm 2 100 Fr 2 days to create
Master's Protection Charm 3 500 Fr 6 days to create
Magus' Protection Charm 4 4,000 Fr 24 days to create
Archmagus' Protection Charm 5 40,000 Fr 120 days to create
Emperor's Protection Charm 6 480,000 Fr 720 days to create


Close Combat Weapons

The attack value (AV) of a character using a hand-to-hand weapon such as a club or a knife is equal to their Brawn plus the rank of the weapon. A character with rank 2 Brawn wielding a rank 1 knife would have an attack value of 3.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs a roll penalty (-3) while they are doing so.


Table: Typical close combat weapons
Type Rank Cost Notes
Club 1 3 Fr
Knife 1 5 Fr
Spear 1 12 Fr
Staff 1 3 Fr Two-handed, no attack penalty with sweep attacks
Whip 1 4 Fr
Hatchet 2 7 Fr
Large Knife 2 8 Fr
Machete 2 8 Fr
Sword 2 10 Fr
Crowbar 2 5 Fr Two-handed
Axe 3 14 Fr
Great Sword 3 15 Fr Two-handed, no attack penalty with sweep attacks
Great Axe 4 21 Fr Two-handed


Short Range Weapons

Short range weapons are typically useful up to a distance of 10 meters. The attack value (AV) of a character using a ranged weapon is equal to their Agility plus the rank of the weapon. A character with rank 3 Agility wielding a rank 2 pistol would have an attack value of 5.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.


Table: Short range weapons
Type Rank Cost Notes
Pocket Pistol 2 60 Fr
Target Pistol 2 90 Fr attack bonus1 (+3) if attacker does not move
Pistol 3 100 Fr
Repeating Pistol 3 400 Fr attack bonus1 (+3) (fires multiple rounds at target)
Carbine 4 180 Fr Two-handed
Flamethrower 6 70 Fr Two-handed, attack bonus1 (+3) (wide spray), Terrifying5
Fragmentation Grenade 12 40 Fr Exploding2, single use
Incendiary Grenade 12 50 Fr Exploding2, Terrifying5, single use
Flash Grenade 14 50 Fr Exploding2, Sensory3, Stunning4, single use
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning
  5. Terrifying


Medium Range Weapons

Medium range weapons are typically useful up to a distance of 50 meters. The attack value (AV) of a character using a ranged weapon is equal to their Agility plus the rank of the weapon. A character with rank 2 Agility wielding a rank 4 rifle would have an attack value of 6.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.


Table: Medium range weapons
Type Rank Cost Notes
Light Repeating Rifle 3 400 Fr Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Sporting Rifle 4 160 Fr Two-handed, attack bonus1 (+3) if attacker does not move
Repeating Rifle 4 800 Fr Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Heavy Rifle 5 200 Fr Two-handed
Heavy Repeating Rifle 5 1200 Fr Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Shotgun 3 70 Fr Two-handed, attack bonus1 (+3) beyond close range (10 m)
Sawed-off Shotgun 6 70 Fr Two-handed, attack penalty1 (-3) beyond close range (10 m)
  1. Bonuses And Penalties
  2. Exploding
  3. Sensory
  4. Stunning


Long Range Weapons

Long range weapons are typically useful up to a distance of 500 meters. The attack value (AV) of a character using a ranged weapon is equal to their Agility plus the rank of the weapon. A character with rank 3 Agility wielding a rank 6 cannon would have an attack value of 9.

Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone using a two-handed weapon with one hand incurs an attack penalty (-3) while they are doing so.


Table: Long range weapons
Type Rank Cost Notes
Sniper Rifle 5 1800 Fr Two-handed, attack bonus1 (+3) if attacker does not move, Penetrating3
Light Cannon 6 600 Fr Two-handed, fires every other round
Heavy Cannon 11 900 Fr Two-handed, Exploding2, fires every other round
  1. Bonuses And Penalties
  2. Exploding
  3. Penetrating


Tools

The action value of a character attempting a skill is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rank of the tools being used. Simple or multipurpose equipment, such a Swiss army knife, are generally rank 1. Ordinary equipment, such as a reasonably complete box of tools, would be rank 2. Special-purpose or very high quality equipment, such as a set of picks designed specifically to bypass a particular model of lock, would be rank 3.

Table: Tools
Type Rank Cost
Breather 1 50 Fr
Commlink 1 40 Fr
Datapad 1 200 Fr
Dronelight 1 2 Fr
Covert Tracking Device 2 200 Fr
Fire Suppressor 1 5 Fr
Handcuffs 3 3 Fr
Holocam 1 600 Fr
Macrobinoculars 1 120 Fr
Multi-tool 1 50 Fr
Navcomp 2 100 Fr
Nightvision Goggles 2 200 Fr
Surveillance Microdrone 2 1000 Fr