Rough Magic 3e EN:Equipment

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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 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.

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 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.

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.

Heavier armor restricts a wearer's movements. The effective Agility of a character wearing armor may be limited.


Table: Typical armor
Type Rank Cost Notes
Zeglen Bullet-proof Vest 1 400 Fr Quilted silk, maximum Agility rank 6
Flak Jacket 2 800 Fr Nylon and steel, maximum Agility rank 5


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.

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.


Table: Typical protective charms
Type Rank Cost Notes
XXX 1 1,600 Fr Maximum Power rank 6
XXX 2 3,200 Fr Maximum Power rank 5
XXX 3 6,400 Fr Maximum Power rank 4
XXX 4 8,000 Fr Maximum Power rank 3


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 15 Fr
Knife 1 25 Fr
Spear 1 60 Fr
Staff 1 15 Fr Two-handed, no attack penalty with sweep attacks
Whip 1 20 Fr
Hatchet 2 35 Fr
Large Knife 2 40 Fr
Machete 2 40 Fr
Sword 2 50 Fr
Crowbar 2 25 Fr Two-handed
Axe 3 70 Fr
Great Sword 3 75 Fr Two-handed, no attack penalty with sweep attacks
Great Axe 4 105 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 Blaster Pistol 2 300 Fr
Target Blaster Pistol 2 450 Fr attack bonus1 (+3) if attacker does not move
Blaster Pistol 3 500 Fr
Repeating Blaster Pistol 3 2000 Fr attack bonus1 (+3) (fires multiple rounds at target)
Blaster Carbine 4 900 Fr Two-handed
Flamethrower 6 350 Fr Two-handed, attack bonus1 (+3) (wide spray), Terrifying5
Fragmentation Grenade 12 200 Fr Exploding2, single use
Incendiary Grenade 12 250 Fr Exploding2, Terrifying5, single use
Flash Grenade 14 250 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 Blaster Rifle 3 2000 Fr Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Sporting Blaster Rifle 4 800 Fr Two-handed, attack bonus1 (+3) if attacker does not move
Repeating Blaster Rifle 4 4000 Fr Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Heavy Blaster Rifle 5 1000 Fr Two-handed
Heavy Repeating Blaster Rifle 5 6000 Fr Two-handed, attack bonus1 (+3) (fires multiple rounds at target)
Shotgun 3 350 Fr Two-handed, attack bonus1 (+3) beyond close range (10 m)
Sawed-off Shotgun 6 350 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 Blaster Rifle 5 9000 Fr Two-handed, attack bonus1 (+3) if attacker does not move, Penetrating3
Light Blaster Cannon 6 3000 Fr Two-handed, fires every other round
Heavy Blaster Cannon 11 4500 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 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.

Table: Tools
Type Rank Cost
Breather 1 250 Fr
Commlink 1 200 Fr
Datapad 1 1000 Fr
Dronelight 1 10 Fr
Covert Tracking Device 2 1000 Fr
Fire Suppressor 1 25 Fr
Handcuffs 3 15 Fr
Holocam 1 3000 Fr
Macrobinoculars 1 600 Fr
Multi-tool 1 250 Fr
Navcomp 2 500 Fr
Nightvision Goggles 2 1000 Fr
Surveillance Microdrone 2 5000 Fr