Rough Magic 4e EN:Equipment: Difference between revisions

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|-
| class="alignleft"|Leather Jacket
| class="alignleft"|Leather Jacket
| class="aligncenter"|thick leather, not concealable
| class="aligncenter"|1
| class="alignleft"|thick leather, not concealable
| class="alignleft"|thick leather, not concealable
|-
|-
| class="alignleft"|Light Ballistic Vest
| class="alignleft"|Light Ballistic Vest
| class="aligncenter"|concealable
| class="aligncenter"|1
| class="alignleft"|concealable
| class="alignleft"|concealable
|-
|-
| class="alignleft"|Medium Ballistic Armor
| class="alignleft"|Medium Ballistic Armor
| class="aligncenter"|concealable under outerwear
| class="aligncenter"|2
| class="alignleft"|concealable under outerwear
| class="alignleft"|concealable under outerwear
|-
|-
| class="alignleft"|Heavy Ballistic Armor
| class="alignleft"|Heavy Ballistic Armor
| class="aligncenter"|not concealable
| class="aligncenter"|3
| class="alignleft"|not concealable
| class="alignleft"|not concealable
|-
|-
| class="alignleft"|Protective Charm
| class="alignleft"|Protective Charm
| class="aligncenter"|concealable
| class="aligncenter"|3
| class="alignleft"|concealable
| class="alignleft"|concealable
|}
|}

Revision as of 12:56, 21 February 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 or defense.

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 defense and their attack rolls. In ranged combat, a blinded character incurs a -3 penalty on their defense, but they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 penalty on their 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 successful Survival (Brawn) roll against 8 + Power Level of the attack. If the target has Alteration Resistance, they add +3 to their 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 has a higher power level (PL) than its single-shot equivalent. 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 Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they add +3 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

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
Light Ballistic Vest 1 concealable
Medium Ballistic Armor 2 concealable under outerwear
Heavy Ballistic Armor 3 not concealable
Protective Charm 3 concealable

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
Machete 1
Spear 1
Staff 1 two-handed, no sweep attack penalty1
Whip 1
Axe 2
Chainsaw 2 two-handed, very loud
Crowbar 2 two-handed
Large Knife 2
Stun Wand 2 stunning
Sword 2
Great Sword 3 two-handed
Great Axe 3 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.


Table: Short range weapons
Type PL Notes
Light Pistol 1 easy to conceal
Pepper Spray 1 blinding, stunning
Short Bow 1 two-handed
Compound Bow 2 two-handed
Crossbow 2 two-handed
Heavy Pistol 2 difficult to conceal
Target Pistol 2 -3 penalty if attacker moves
Taser 2 stunning
Flamethrower 3 two-handed, area (2 m × 10 m line), terrifying
Fragmentation Grenade 3 area, single use
Incendiary Grenade 3 area, terrifying, single use
Flash Grenade 3 area, blinding, stunning, single use
Knockout Gas Grenade 3 area, stunning, single use
Smoke Grenade 3 Darkness1, area, single use (lasts 10 rounds)
  1. Darkness

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
Long Bow 1 two-handed
Assault Rifle 2 two-handed
Carbine 2 two-handed
Shotgun 2 two-handed, -3 penalty at short range (10 m)
Heavy Rifle 3 two-handed
Machinegun 3 two-handed
Sawed-off Shotgun 3 two-handed, -3 penalty beyond short range (10 m)
Sporting Rifle 3 two-handed, -3 penalty if attacker moves
M136 AT4 Anti-tank Weapon 6 two-handed, -3 penalty if attacker moves, 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.


Table: Long range weapons
Type PL Notes
Heavy Machinegun 3 two-handed
Sniper Rifle 3 two-handed, -3 penalty if attacker moves
Light Cannon 4 two-handed, vehicle mounted, fires every other round
Heavy Cannon 5 two-handed, vehicle mounted, 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.


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 31
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
  1. PL 3 to pick lock, PL 6 to break