Rough Magic 4e EN:Equipment: Difference between revisions

From OGC
Jump to navigation Jump to search
No edit summary
Line 38: Line 38:
==Armor==
==Armor==


Armor provides protection against most forms of normal damage. The defense 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.
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.




Line 67: Line 67:
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignleft"|nylon and steel, not concealable
| class="alignleft"|nylon and steel, not concealable
|}
==Protective Charms==
Protective charms provide protection against most forms of mundane and magical damage, including damage from mental combat. The defense 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 two weeks from when they are enchanted.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Protective charms
|-
! class="alignleft"|Type
! class="aligncenter"|PL
! class="alignleft"|Notes
|-
|-
| class="alignleft"|Apprentice's Protection Charm
| class="alignleft"|Protective Charm
| class="aligncenter"|1
| class="alignleft"|1 day to create
|-
| class="alignleft"|Adept's Protection Charm
| class="aligncenter"|2
| class="alignleft"|2 days to create
|-
| class="alignleft"|Master's Protection Charm
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|6 days to create
| 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. 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.
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 Hand-to-hand Combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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.




Line 174: Line 152:
==Short Range Weapons==
==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 -3 penalty. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.
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 Ranged Combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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.




Line 250: Line 228:
==Medium Range Weapons==
==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 -3 penalty. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.
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 Ranged Combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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.




Line 294: Line 272:
| 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"|Light Anti-tank Weapon
| 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]]
Line 302: Line 280:
==Long Range Weapons==
==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 -3 penalty. When making a Ranged Combat (Agility) roll, the character may add the power level (PL) rating of the weapon to their roll.
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 Ranged Combat roll while holding a two-handed weapon with one hand incurs a -3 penalty on their attack.
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.




Line 338: Line 316:
==Other Equipment==
==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.
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.




Line 399: Line 377:
|-
|-
| class="alignleft"|Handcuffs
| class="alignleft"|Handcuffs
| class="aligncenter"|4
| class="aligncenter"|8
|-
|-
| class="alignleft"|Laptop
| class="alignleft"|Laptop

Revision as of 19:47, 22 January 2022

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 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.


Table: Armor
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.


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 Wand 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. 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.


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 +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)
  1. Bonuses And Penalties

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.


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, +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
  1. Bonuses And Penalties

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.


Table: Long range weapons
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
  1. Bonuses And Penalties

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.


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