Rough Magic 4e EN:Equipment: Difference between revisions
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==Armor== | ==Armor== | ||
Most armor provides protection against normal damage, but doesn't help against mental attacks or alteration attacks. Armor grants a bonus equal to its power level (PL) to the defense of the character wearing it. Conventional armor does not stack with protective charms or with powers such as Damage Resistance. | |||
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| class="aligncenter"|2 | | class="aligncenter"|2 | ||
| class="alignleft"|nylon and steel, not concealable | | class="alignleft"|nylon and steel, not concealable | ||
|- | |- | ||
| class="alignleft"| | | class="alignleft"|Protective Charm | ||
| class="aligncenter"|3 | | class="aligncenter"|3 | ||
| class="alignleft"| | | class="alignleft"|concealable, effective against normal, mental, and alteration attacks | ||
|} | |} | ||
==Hand-to-hand Weapons== | ==Hand-to-hand Weapons== | ||
Hand-to-hand weapons are typically useful up to a distance of one meter. | Hand-to-hand weapons are typically useful up to a distance of one meter. A hand-to-hand weapon grants a bonus equal to its power level (PL) to the Hand-to-hand Combat rolls of the character using it. 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 | Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack. | ||
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==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. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. 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 | Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack. | ||
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==Medium Range Weapons== | ==Medium Range Weapons== | ||
Medium range weapons are typically useful up to a distance of 100 meters. | Medium range weapons are typically useful up to a distance of 100 meters. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. 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 | Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack. | ||
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| class="alignleft"|two-handed, -3 penalty<sup>1</sup> beyond short range (10 m) | | class="alignleft"|two-handed, -3 penalty<sup>1</sup> beyond short range (10 m) | ||
|- | |- | ||
| class="alignleft"| | | class="alignleft"|M136 AT4 Anti-tank Weapon | ||
| class="aligncenter"|6 | | class="aligncenter"|6 | ||
| class="alignleft"|two-handed | | class="alignleft"|two-handed, single use | ||
|} | |} | ||
#[[Rough_Magic_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | #[[Rough_Magic_4e_EN:Actions#Bonuses_And_Penalties|Bonuses And Penalties]] | ||
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==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 100 meters. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. 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 | Weapons which are described as being "two-handed" are more difficult to use with one hand. Someone making a combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack. | ||
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==Other Equipment== | ==Other Equipment== | ||
Equipment grants a bonus equal to its power level (PL) to the relevant rolls of the character using it. 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. | |||
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|- | |- | ||
| class="alignleft"|Handcuffs | | class="alignleft"|Handcuffs | ||
| class="aligncenter"| | | class="aligncenter"|8 | ||
|- | |- | ||
| class="alignleft"|Laptop | | class="alignleft"|Laptop |
Revision as of 19:47, 22 January 2022
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.
Special Attack Types
Area
Area 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 attack.
Blinding
A successful blinding attack renders the target unable to see clearly. In hand-to-hand combat, a blinded character incurs a -3 penalty on their attack rolls and defense. In ranged combat, a blinded character incurs a -3 penalty on their defense, 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 moderately difficult (DV 12) 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 turn, such as a machinegun, usually grants a +3 bonus. 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 roll. There's no "roll damage three times" mechanic like some game systems have.
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 -3 penalty on their defense, while a fleeing character is granted a +3 bonus to their defense (because they are running).
To recover from a terrifying attack, the target must use a standard action to make a moderately difficult (DV 12) Mental Combat (Presence) roll. If the target has Mental Resistance, they add their Power Level to their 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
Most armor provides protection against normal damage, but doesn't help against mental attacks or alteration attacks. Armor grants a bonus equal to its power level (PL) to the defense of the character wearing it. Conventional armor does not stack with protective charms or with powers such as Damage Resistance.
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 Charm | 3 | concealable, effective against normal, mental, and alteration attacks |
Hand-to-hand Weapons
Hand-to-hand weapons are typically useful up to a distance of one meter. A hand-to-hand weapon grants a bonus equal to its power level (PL) to the Hand-to-hand Combat rolls of the character using it. 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 combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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 Wand | 2 | stunning |
Sword | 2 | |
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. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. 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 combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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 | +3 bonus1 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, +3 bonus1 (wide spray), terrifying |
Fragmentation Grenade | 6 | area, single use |
Incendiary Grenade | 6 | area, terrifying, single use |
Flash Grenade | 7 | area, blinding, stunning, single use |
Knockout Gas Grenade | 7 | area, stunning, single use |
Smoke Grenade | * | Darkness (PL 8), 10 m radius, single use (lasts 10 rounds) |
Medium Range Weapons
Medium range weapons are typically useful up to a distance of 100 meters. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. 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 combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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, +3 bonus1 beyond short range (10 m) |
Sporting Rifle | 2 | two-handed, +3 bonus1 if attacker does not move |
Heavy Rifle | 3 | two-handed |
Machinegun | 3 | two-handed, burst fire |
Sawed-off Shotgun | 3 | two-handed, -3 penalty1 beyond short range (10 m) |
M136 AT4 Anti-tank Weapon | 6 | two-handed, single use |
Long Range Weapons
Long range weapons are typically useful up to a distance of 100 meters. A ranged weapon grants a bonus equal to its power level (PL) to the Ranged Combat rolls of the character using it. 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 combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
Type | PL | Notes |
---|---|---|
Heavy Machinegun | 3 | two-handed, burst fire |
Sniper Rifle | 3 | two-handed, +3 bonus1 if attacker does not move |
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 |
Other Equipment
Equipment grants a bonus equal to its power level (PL) to the relevant rolls of the character using it. 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, 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 |