927 lines
37 KiB
Markdown
927 lines
37 KiB
Markdown
# Chapter Three: Equipment <a name="equipment"></a>
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"You cannot buy the revolution. You cannot make the revolution. You can only be
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the revolution. It is in your spirit, or it is nowhere." -Ursula K. Le Guin
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This section provides the Players and Moderators with a basic list of equipment
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for use by PCs and NPCs alike.
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## Acquiring Equipment<a name="aquiringEquipment"></a>
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Money is abstracted a bit so as not to have to track every dollar and become
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your character's accountant.
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Compare the character's wealth against the accessibility of the purchase,
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anything at or below the character's wealth can be be reasonably bought at no
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cost. Anything one point above their wealth rating can be bought but requires a
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test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item
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can be bought but the characters debt lowers their wealth by 1 the duration
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depends on MoS.
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MoS | Debt duration
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--- | ---
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3+ | Month
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2 | Year
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1 | Decade
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Characters can [assist](#specialAction) another character in buying or selling.
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Any debt effects all characters who contributed.
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### Selling Items
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A character can also decide to sell an item to erase their debt. Only a sale
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equal or greater than their current wealth reduce debt. If the item is one
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point above the character's wealth rating it can be sold the character rolls *2
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dice* vs TN 4, 1 die for a quick sale. The item is always sold but If the test
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is successful the character's Debt is reduced based on MoS.
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MoS | Debt duration
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--- | ---
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3+ | Decade
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2 | Year
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1 | Month
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A fumble indicates the character was fleeced, they loose the item and all
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debt remain.
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If an item is illegal, before selling it the character must find the buyer by
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making a *Streetwise + Charisma* vs *TN 3 + item's access cost*.
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## Item list <a name="itemList"></a>
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Item | Accessibility
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--- | :---:
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**Electronics** |
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Geiger Counter | 0
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Laser Microphone | 1
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Multi Motor Drone | 1
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Power Bank | 0
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Powersol | 1
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Radio | 1
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Signal Jammer | 1
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Smart Phone | 1
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Solar Charger | 1
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Tracking Tag | 0
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**Medical Equipment** |
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Antivenom | 0
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Stempak | 2
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Vaccine | 0
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XSTAT | 0
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**Imaging Equipment** |
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Endoscope | 1
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Goggles | 2
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**Tools** |
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Kit | 1
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Shop | 2
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Facility | 3
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## Electronics<a name="ElectronicsEquipment"></a>
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The most common items modern characters use are electronic.
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**Geiger Counter:** a blocky device that can detects radiation up to 50 meters
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away.
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**Laser Microphone:** Small listening device designed to pick up sound up to
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300 meters away using infra red laser to pick up sound vibrations off of smooth
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objects.
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**Multi Motor Drone:** a small 4 propeller flying drone with cameras, that can
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be controlled by a smart phone up to 250 meters away, for about 30 minutes
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before its batteries run out.
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**Power bank:** a small portable battery able to charge most portable
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electronics.
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**Powersol:** a fusion of a solar panel and an umbrella, it allows the user to
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charge a device while providing shade.
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**Radio:** Only useful for voice communication with other radios in areas were
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cell or mesh connections aren't available. 15km range, encrypted military
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versions are available.
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**Smart Phone:** A cell phone with the ability to connect to infranets and the
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meshnet, and can use encrypted forms of communication. Their connectivity is
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limited to areas of cell towers or meshnet repeaters.
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**Signal Jammer:** a suitcase sized device capable of disrupting all wireless
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communication within 50 meters.
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**Solar Charger:** is a small solar cell with an internal battery, use for
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charging mobile devices or even powering some small devices.
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**Tracking Tags:** are small device that are trackable via GPS. Useful for
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keeping track of personal property but also common among stalkers tracking
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their victims.
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## Imaging Equipment <a name="imagingEquipment"></a>
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These are devices for enhancing the visual senses of the user.
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**Endoscope:** Thin wire like camera capable of seeing around corners and in
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small spaces, such as under doors, used as a minimal invasive medical
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examination tool.
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**Goggles:** These strap to the head or helmet of the user allowing them to
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benefit from one of the following sensors while freeing up their hands.
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*Flare Filter:* provides protections form flashing lights such as flash bangs
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and dazzlers.
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*Nightvision:* or light amplification allows the user to easily see at night
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the only in black and white. These reduce darkness penalties by 2 except in
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complete darkness or in bad weather.
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*Thermal:* allows the user to perceive based on heat instead of visible light.
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These work in complete darkness but details are completely lost.
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## Medical Equipment <a name="medicalEquipment"></a>
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Below are medical items not normally found in a medkit.
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**Antivenom:** Used to treat specific poisons produced by animals. It provides
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a +5 on Body tests against the specific poison but is reduced by 1 per round
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after being poisoned.
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**Stempak:** A syringe that contains stem cells and other drugs that cause the
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rapid regrowth of damaged tissue, healing a single wound. A flesh wound will
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heal in 1D6 hours, a deep wound in 1D6 Days, and full limb regeneration happens
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in 2 months. Broken bones still need brace or cast to set correctly but will
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heal completely.
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**Vaccine:** Vaccines give a +2 bonus on Body tests against specific diseases.
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**XSTAT:** A large 3 x 15 cm syringe that is designed to quickly stop the
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bleeding of wounds. It will stabilize a wound in 3 rounds and last for 4 hours.
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## Tools <a name="tools"></a>
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Many items can be represented with a generic tool set, instead of having to
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stat all possible items.
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**Kits:** a bundle of tools used for a specific skill. The kit has the basic
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items needed to perform the task but not much else. These are usually portable.
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Example could be a medical kit allows a medic to stabilize wounds.
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**Shops:** a work space which includes tools that are not easily carried. The
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shop could be mobile such as in the back of a van, or stationary in a room.
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Shops provide a +1 equipment bonus to the test. Example could be an electronics
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repair shop with various spare parts, and bulky equipment.
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**Facilities:** are a dedicated and staffed building. In addition to the
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equipment bonus a shop provides, facilities have staff that can assist or even
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carry out tests on their own. Example could be a factory that manufactures
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bikes.
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## Drugs and Toxins <a name="drugsAndToxins"></a>
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Generally Drugs don't need special rules when being casually administered, but
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in the event they are weaponized or a character is exposed to a dangerous
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substance, the following rules are used.
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Medical Drug | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0
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Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0
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Painkiller | 6 | Oral | Analgesic | 0
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Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0
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Euphoric | 12 | Oral | Euphoric | 0
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Tincture | -2 | Oral, Topical | Same as other drug | 0
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Recreational Drug | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Adrenaline | 9 | Injected | Stimulant, Analgesic | 0
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Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0
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Amphetamine | 8 | Injected, Oral | Stimulant, Analgesic | 0
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Barbiturates | 10 | Injected, Oral | Sedative, Euphoric | 0
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Cannabis | 6 | Inhaled, Oral | Euphoric | 0
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Cocaine | 12 | Inhaled, Injected | Stimulant | 1
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Morphine, Heroin | 10 | Inhaled, Injected | Sedatives, Euphoric, Analgesic | 0
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Opium | 8 | Inhaled, Oral | Sedative, Euphoric, Analgesic | 0
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PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0
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Peyote | 6 | Oral | Hallucinogen | 0
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Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0
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Toxins | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Black Widow Venom | 8 | Injected | Fatal | 1
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Chlorine gas | 5 | Inhaled | Fatal | 0
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Cyanide | 10 | Oral | Fatal | 0
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Black Mamba Venom | 10 | Injected | Fatal | 1
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Pesticide | 6 | Inhaled, Oral | Fatal | 0
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Death Cap mushroom | 11 | Oral | Fatal | 0
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**Potency:** is how strong a substance is. It acts as an attack result vs
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the character's Body test, dealing effects based on MoS. Multiple doses add 10%
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rounded down for every additional dose.
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**Administration route:** Determines how a drug is absorbed into the body and
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how long it takes to effect. The time it takes to take effect is onset time
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divided by MoS. If the character fumbled it take effect in 1/10th the listed
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time.
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Administration route | Onset time | Examples
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--- | --- | ---
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Inhaled | 1 Round | Inhalers, Snorted powders, Gas
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Injected | 1 minute | Needles, Animal venom
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Oral | 1 hour | Pills, Liquids
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Topical | 1 minute | Patches, Creams/Gels, Plant toxin
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**Effect:** The symptoms that the character experiences when exposed. Not all
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drug effects are listed only ones relevant to gameplay. Many substances have
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multiple effects, only use a single action penalty per exposure.
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**Tincture:** A type of medicine that is easily made with commonly available
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plants and herbs. These act as medicinal drugs with a potency 2 points lower.
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### Toxin Effects
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**Analgesic** drugs numb pain.
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MoS | Effect
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--- | ---
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<= -1 | Reduce wound penalties by MoS. Reduces by 1 per hour
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<= -10 | Unconsciousness for 1d6 hours
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Fumble | Fails to reduce pain
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**Euphorics** induce a feeling of well-being and contentment.
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MoS | Effect
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--- | ---
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<= -1 | Action penalty equal to MoS, Penalty reduce by 1 per hour
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<= -5 | Incapacitated for Potency x MoS minutes, afterwards treat as MoS -4
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<= -15 | Overdose, deals damage with a DV 1/5 Potency
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Fumble | Treat MoS as -14
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**Fatal toxins** cause damage with a DV of 1/5 their Potency. Fumbled body
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tests lead to a coma.
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MoS | Effect
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--- | ---
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<= -1 | Damage with a DV 1/5 potency
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Fumble | Coma
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**Hallucinogenic toxins** cause altered perceptions which are often accompanied
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by strange emotional states. Mechanically they
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are the same as Euphorics.
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**Sedatives** cause drowsiness and sleep.
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MoS | Effect
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--- | ---
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<= -1 | Action Penalty equal to MoS, penalty reduces by 1 per hour
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<= -5 | Unconsciousness for Potency x MoS minutes, afterwards treat as MoS -4
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<= -10 | Overdose, deals damage with a DV 1/6 Potency
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Fumble | Treat MoS as -10
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**Stimulants** cause a feeling of excitation and anxiety.
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MoS | Effect
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--- | ---
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<= -1 | +1 priority to initiative. Sleep is difficult. MoS reduces by 1 per hour
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<= -5 | +2 Priority to initiative. Sleep is impossible. MoS reduces by 1 per hour
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<= -10 | Overdose, deals damage with a DV 1/6 Potency
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Fumble | Treat MoS as -10
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## Weapons <a name="weapons"></a>
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Personal weaponry tends to be rugged and simple, designed and built
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for maximum efficiency and durability. While many other items are region
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specific, weapons tend to make their way around the world pretty quickly thanks
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to global imperialism.
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Visibly armed characters tend to draw a lot of attention to themselves, many
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places may ask the characters to check kit at the door or with local guards.
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PCs should always get their gear back to not cause resentment at the table or
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create a fear of always losing thier equipment everywhere they go.
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Melee** | | | | | |
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Baton | 1+BOD | 0 | - | - | | 0
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Knife | 1+BOD | 0 | 5+BOD | - | | 0
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Sickle | 1+BOD | 0 | - | - | | 0
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Sword | 2+BOD | 0 | - | - | | 0
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Hatchet | 2+BOD | 0 | 4+BOD | - | | 0
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Staff | 2+BOD | 0 | - | - | Reach | 0
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Bastard Sword/Katana | 3+BOD | 0 | - | - | | 1
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Heavy Chain | 3+BOD | -1 | - | - | | 0
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Chainsaw | 4+BOD | -1 | - | - | | 1
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Scythe | 4+BOD | -1 | - | - | Reach | 0
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Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0
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**Bows** | | | | | |
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Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1
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Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Pistols** | | | | | | |
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Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
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Revolver | 4 | 0 | 9 | 6 | Slow Reload | 1
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Machine Pistol | 3 | 0 | 7 | 17+1 | RoF 4 | 1
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**Shotguns** | | | | | | |
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Double Barrel | 6 | 0 | 7 | 2 | Slow Reload | 1
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Pump Action | 6 | 0 | 7 | 5+1 | Slow Reload | 1
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Auto Shotgun | 6 | 0 | 6 | 12+1 | RoF 1 | 2
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**Rifles** | | | | | |
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Hunting Rifle | 3 | 0 | 40 | 10+1 | | 1
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DMR | 5 | 0 | 75 | 20+1 | | 2
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Sniper Rifle | 6 | 0 | 130 | 5+1 | | 2
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**Automatics** | | | | | |
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Submachine Gun | 4 | 0 | 25 | 30+1 | RoF 3 | 2
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Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF 3 | 2
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3 | 2
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Less Lethal** | | | | |
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Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1
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Taser | 1 | 0 | 1 | 1 | | 1
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Police Taser | 1 | 0 | 2 | 2 | | 2
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Dazzler | 0 | +1 | 12 | 10 | | 2
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Weapon | DV | ACC | Range | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---:
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**Grenades** | | | | |
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Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0
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Fragmentation Grenade | 5/3 | 0 | 5+BOD | AoE 8/30 | 0
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Flash Bang Grenade | 2/flash | 0 | 5+BOD | AoE 3/30 | 0
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Molotov Cocktail | 4 | 0 | 5+BOD | AoE 2, Persistent | 0
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Tear Gas Grenade | 1/gas | 0 | 5+BOD | AoE 2/15 | 0
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Smoke Grenade | 1/smoke | 0 | 5+BOD | AoE 1/30 | 0
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Dynamite | 6 | 0 | 5+BOD | AoE 10 | 0
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**Damage Value:** is the weapon's potential to deal damage. Melee weapons add
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the characters' Body rating.
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**Accuracy:** is the equipment modifier that is applied to all attack rolls.
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**Range:** Indicates the short range of a weapon, in meters. Medium range is 2x
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short, long range is 4x short range, and extreme range is 8x short range.
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**Magazine:** the number of rounds found in the weapon's magazine. Weapons that
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list +1 at the end can hold one in the chamber allowing for an additional shot.
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### Weapon Traits
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Like characters weapons often have traits that don't map cleanly into their
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base attributes.
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**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
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ammo, adds an extra attack, rolled as a single die that ignores fumbles.
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**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
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of the explosive's effect. The first number is the primary area of effect, the
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second number determines the secondary area of effect. Targets in the secondary
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area get a +1 on defense against the effect. Only one defense test is made per
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explosion.
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**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
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either damaged or ensnared and unable to move and fight. The attack choses to
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tangle or damage when attacking. Entangled characters need to roll Body or
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Agility(defender's choice) test against TN equal to DV+Mos to escape.
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**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
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requires that the user have a listed amount of body or take a penality to
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attack rolls equal to the difference in body.
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**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
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suffer the attack’s effects for a number of combat rounds equal to the original
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Margin of Success of the attack. Damage is calculated using the original MoS,
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minus one for each additional turn after the first one. For example, a MoS 4
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attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
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third and MoS 1 on the fourth and final turn.
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**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
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following special attack actions. Automatic weapons are able to be fired at any
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RoF up to their listed RoF.
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*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
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point of RoF spent adds an extra attack, rolled as a single die that ignores
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fumbles.
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*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
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target along a 1+RoF meter long path. Anyone caught between this path and the
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attacker also needs to defend against the result of 1 + RoF number of dice.
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*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
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fill a 5 meter wide area with bullets. Anyone entering the area during the
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round must defend against a single attack roll + RoF. Suppressing fire can be
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used at up to medium range.
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Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
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**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
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extended by 1 meter.
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**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
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one round or a full round to reload the magazine.
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### Melee Weapons
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This category includes traditional hand-to-hand weapons, which have evolved
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little since the antiquity of humanity. These weapons are used with the
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Melee Skill; each category of Melee weapons can use a corresponding
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Melee Skill specialization.
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### Bows
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Though simple, some people still like to use bows for hunting, if not combat.
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### Pistols
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Pistols are available in several calibers. They are easy to make, use and
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conceal, and thus are the most common hand weapons around.
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**Revolvers:** are like a more primitive version of pistols. They have few moving
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parts that can break down. They usually come in calibers larger than most
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pistols to make up for their limited ammunition capacity.
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**Machine Pistols:** are a cross between a submachine gun and a pistol. They
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can spit out a larger amount of metal in the air than an equivalent-sized
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pistol, but are limited by the size of their ammunition magazine.
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### Shotguns
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Shutguns are most commonly used for hunter but make good home defense weapons
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in a pinch. They are designed to fire a variety of ammunition, most commonly
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buckshot which is a large number of pellets in a spread making it easier to hit
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a target.
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### Rifles
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**Hunting Rifles:** are used the world over for hunting, they provide excellent
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range and stopping power for anything from varmints to deer and bear.
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**Designated Marksman Rifles:** are designed to bridge the gap between assault
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rifles and sniper rifles, infect they are usually just based on assault rifles
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but with longer barrels, a semiautomatic firing mechanism, a quick deploy
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bipod, and a [optical sight](#weaponAccessories).
|
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|
||
**Sniper Rifles:** are long range high caliber rifles, designed for accuracy,
|
||
concealment, and reliability. These are usually bolt action rifles fitting with
|
||
an [optical sight](#weaponAccessories).
|
||
|
||
### Automatics
|
||
**Submachine Guns:** are fully automatic weapons that use ordinary pistol
|
||
ammunition of the same caliber. They can lay down a hail of fire and are easy
|
||
to supply with ammo. For this reason, they are popular with many military
|
||
units.
|
||
|
||
**Personal Defense Weapons:** are like submachine guns except they all fire
|
||
proprietary [armor piercing](#armorPiercing) rounds.
|
||
|
||
**Assault Rifles:** are automatic, lightweight weapons designed for good
|
||
accuracy, long range and large ammo capacity.
|
||
|
||
### Less Lethal Weapons
|
||
These weapons are designed to incapacitate their targets rather than deal
|
||
lethal damage.
|
||
|
||
**Net Guns:** are weapons designed to fire light weight poles attacked with a
|
||
net to capture animals without physically harming them.
|
||
|
||
**Tasers:** are designed to fire wired prongs that stick into a target and
|
||
deliver an electric current to incapacitate them. They don't cause more than a
|
||
light wound unless the victim has a heart condition which can cause cardiac
|
||
arrest. Victims need to make a Body test TN 5 + MoS or become Incapacitated.
|
||
|
||
**Dazzlers:** Looks like a high powered flashlight but emits light at wave
|
||
lengths that overload targets vision, causing temporary blindness and nausea
|
||
leading to the nickname puke ray. Victims can not use do anything that requires
|
||
vision, and take a general -1 penality for 1 minute per MoS of the attack.
|
||
|
||
### Grenades
|
||
Grenades are small explosives designed to be thrown or fired from a launcher.
|
||
They often produce a secondary effect listed with their damage.
|
||
|
||
Unlike most weapons grenades don't need to actually hit their target to
|
||
effect them and because of this they they require two **athletics +
|
||
perception**(thrown), or **Firearms + Perception**(fired) tests with the same
|
||
modifiers. The first test is for where the grenade lands, if the test fails the
|
||
grenade will land MoF meters away. Roll 1d6, a 1 is straight ahead from the
|
||
user and each number after that is a 60 degree clockwise increment. If the test
|
||
is fumbled the grenade deviates back toward the user.
|
||
|
||
![image](assets/dieroll.png)
|
||
|
||
The second test is used as the attack roll against everyone in its area of
|
||
effect.
|
||
|
||
**Concussion Grenades:** are designed to deliver a high explosive charge
|
||
capable of being used against structures and vehicles.
|
||
|
||
**Fragmentation Grenades:** are the most common grenades designed to release
|
||
small fragments of metal.
|
||
|
||
**Flashbang Grenades:** are designed to do disable targets with a bright flash
|
||
and loud bang. Anyone caught in the secondary area of effect must make a Body
|
||
test TN (30 - meters from grenade)/2 or become incapacitated(-4 penalty) for a
|
||
number of rounds equal to MoS.
|
||
|
||
**Molotov Cocktails:** are improvised weapons constructed by placing gasoline or
|
||
something other combustible liquid in a glass bottle and lighting an oil-soaked
|
||
rag stuffed in the cork. If not extinguished, they inflect fire damage for up to
|
||
3 rounds.
|
||
|
||
**Smoke Grenades:** Create a smoke screen blocking light as if [Poor
|
||
lighting](#combatModifiers) and able to be used as signal devices. They come in
|
||
a hot smoke varient which burns at much hotter temeratures allowing them to
|
||
block infrared sensors.
|
||
|
||
**Tear Gas Grenades:** are chemical weapon banned by many international
|
||
treaties that work like smoke grenades but exposure causes severe eye and
|
||
respiratory pain, skin irritation, bleeding, and blindness. Characters exposed
|
||
to the toxin must make **Body attribute test** against TN 8.
|
||
|
||
MoS | Effect
|
||
--- | ---
|
||
<= -1 | Action penalty equal to MoS, reduces by 1 per minute outside gas
|
||
<= -5 | -4 action penalty, reduces by 1 per hour outside gas
|
||
<= -10 | Deals DV 1 damage, plus previous effects.
|
||
Fumble | Treat as MoS -9
|
||
|
||
**Dynamite:** is commonly used mining and construction because of its easy of
|
||
use and production. Dynamite comes in it's iconic stick shape which can easily
|
||
be bundled together.
|
||
|
||
## Weapon Accessories <a name="weaponAccessories"></a>
|
||
Modern firearms often support additional attachments.
|
||
|
||
Item | Accessibility
|
||
--- | :---:
|
||
**Accessory** |
|
||
Covershot | 1
|
||
Extended Mag | 0
|
||
Quiver | 0
|
||
Smart Lock | 1
|
||
Speedloader | 0
|
||
Suppressor | 1
|
||
Tac Light | 0
|
||
**Sights** |
|
||
Optical | 1
|
||
Passive Thermal | 0
|
||
Active Thermal | 0
|
||
Laser | 1
|
||
Light Intensifying | 1
|
||
**Special Ammo** |
|
||
Armor Piercing | 0
|
||
Buckshot | 0
|
||
Flare | 0
|
||
Hellfire | 0
|
||
Paint | 0
|
||
|
||
**Covershot:** A special rifle like device with a hinge allows the user to
|
||
mount a normal pistol and fire from behind cover via a camera and pop out
|
||
display without exposing the shooter. This negates the attacker penalties from
|
||
shooting from [cover](#combatModifiers).
|
||
|
||
**Extended Magazine:** Increases the magazine size of firearms that use a box
|
||
magazine by 50%(rounded down).
|
||
|
||
**Quiver:** These allow for easy transportation and protection of arrows or
|
||
bolts. Their capacity varies based on style, back quivers hold 24, side quivers
|
||
hold 12, bow quivers hold 6.
|
||
|
||
**Smart Lock:** This is a custom firing mechanism that only works when the
|
||
accompanying RFID wrist band is with a few centimeters.
|
||
|
||
**Speedloader:** Reduces the time to reload a revolver to a [minor
|
||
action](#actions).
|
||
|
||
**Surpressor:** Reduces the noise created by firing a weapon. Characters nearby
|
||
must make *Awareness + Perception* TN 5 to determine where the shots are coming
|
||
from.
|
||
|
||
**Tactical Light:** A weapon mounted flash light.
|
||
|
||
**Sights**
|
||
Weapons are assumed to be using a iron sight built into the weapon. Sights add
|
||
a +1 to long and extreme ranges and can have other bonuses.
|
||
|
||
**Optical:** Typically a telescopic lens mounted on rifles. These don't provide
|
||
any bonuses on bad weather nor at night.
|
||
|
||
**Active thermal:** Is an infrared tactical light that can only be see via
|
||
active thermal scope or thermal goggles.
|
||
|
||
**Passive thermal:** Is a scope equivalent to thermal goggles. The user doesn't
|
||
really see in colors only black and white. These reduce penalties from darkness
|
||
by 2 and weather by 1.
|
||
|
||
**Light Intensifying:** Is a scope equivalent to night vision goggles. These
|
||
reduce darkness penalties by 1 except in complete darkness or in bad weather.
|
||
|
||
**Laser:** Small and light weight option, which shoots a beam of light. Targets
|
||
and anyone nearby can make a *Awareness + Perception* TN 5 to notice it. Some
|
||
version are only visible in thermal or light intensify version, so they can
|
||
only been seen with appropriate goggles.
|
||
|
||
**Special Ammo**
|
||
Firearms are assumed to be firing standard slugs for their type, however there
|
||
are many special ammo types with different effects available.
|
||
|
||
**Armor Piercing:** The round is designed to penetrate armor, armor ratings are
|
||
halved against AP rounds. Sold in box of 20.
|
||
|
||
**Buckshot:** The most common shotgun ammo, fires multiple pellets in a cone.
|
||
These rounds provide a +1 Accuracy, but armor is double against buckshot. Sold
|
||
in boxes of 20 rounds.
|
||
|
||
**Flare:** A special shotgun round that fires a signal flare. Each flare sold
|
||
individually.
|
||
|
||
**Hellfire:** A special shotgun round that fires an incendiary charge. This
|
||
attack only works at the weapon's close combat ranges and is treated as a DV 1
|
||
fire attack. Hallfire rounds are sold individually.
|
||
|
||
**Paint:** This round contains a capsule that breaks upon impact, splashing the
|
||
target with bright paint that is visible from a considerable distance and
|
||
doesn't wash off easily. Paint rounds are sold in boxes of 10.
|
||
|
||
## Armor <a name="armor"></a>
|
||
Protective Suits and Armor allow humans to survive extreme environments and
|
||
combat.
|
||
|
||
Armor | Rating | Encumbrance | Accessibility
|
||
--- | :---: | :---: | :---:
|
||
**Protective** | | |
|
||
Arc Flash Suit | 0 | 0 | 1
|
||
CBRN Suit | 0 | -1 | 2
|
||
Desert Suit | 0 | 0 | 1
|
||
ECW Clothing | 0 | 0 | 1
|
||
Fire Entry Suit | 0 | 0 | 1
|
||
Gas Mask | 0 | 0 | 0
|
||
Ghillie Suit | 0 | 0 | 1
|
||
Land Suit | 0 | 0 | 1
|
||
Soft Diving Suit | 0 | 0 | 1
|
||
**Armor** | | | | |
|
||
Bike Helmet | 1 | 0 | 0
|
||
Combat Helmet | 2 | 0 | 0
|
||
Leather Jacket | 1 | 0 | 0
|
||
Ballistic Vest | 3 | 0 | 1
|
||
Tactical Vest | 6 | -1 | 1
|
||
Bomb Suit | 8 | -2 | 1
|
||
|
||
Shield | Rating | Acc | DV | Accessibility
|
||
--- | :--: | :---: | :---: | :---:
|
||
Trash can lid | 1 | -1 | 1+BOD | 0
|
||
Riot Shield | 4 | -2 | 2+BOD | 1
|
||
|
||
**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating
|
||
is added to all three of the character’s Wound Levels. Some armor only protects
|
||
against a specific type of damage such as fire or electric which uses that
|
||
value instead of the suits general value.
|
||
|
||
**Encumbrance:** A penalty applied to all physical tests. This penalty can be
|
||
countered by having a positive Body attribute on a one for one basis up to a 0
|
||
penalty.
|
||
|
||
### Arc Flash Suit
|
||
Arc flash suits are a type of personal protective equipment worn to protect the
|
||
wearer from electrical discharge. They come in various levels of protection and
|
||
designs from overalls and helmets to full suits depending on the environment
|
||
theyre meant to be used in. The suit provides electrical armor of 3, 4, 5, or
|
||
6.
|
||
|
||
### CBRN Suit
|
||
CBRN suits, also called HAZMAT suits, are type of full body personal protective
|
||
equipment designed to protect the wearer from direct contacted with and
|
||
contamination by radioactive, biological, and chemical substances. Includes a
|
||
gas mask. The suit provides a [Radiation Shielding
|
||
Factor](#radiationShieldingFactor) of 2.
|
||
|
||
### Desert Suit
|
||
A skintight, liquid cooled suit equipped with a filtered fan system at the
|
||
belt allows the wearer to comfortably exist in up to 50 degrees Celsius
|
||
environments as if they were a more temperate weather. Originally deveopled for
|
||
mascots in the summer to stay cool while performing its designed to wear under
|
||
normal clothing without being very noticeable.
|
||
|
||
### Extreme Cold Weather Clothing
|
||
Extreme cold weather clothing is designed for arctic or mountainous
|
||
environments for -37c a lower. The multiple layers trap warm air in and keeps
|
||
the user dry.
|
||
|
||
### Fire Entry Suit
|
||
Fire Entry Suits are designed for entry into hight heat environments such as a
|
||
heated kiln or burning building. Protecting the wearer in ambient temperatures
|
||
up to 1000c for a short duration. The suit comes with a respirator and
|
||
temperature monitor. The suit provides fire armor 8.
|
||
|
||
### Gas Mask
|
||
Gas mask protects the wearer from inhaling airborne pollutants, particulates,
|
||
or toxic gas. General filters last 8 hours while filters against a specific
|
||
chemical against last 20 hours.
|
||
|
||
### Ghillie Suit
|
||
Ghillie suits are designed to camouflage the wearer into a specific
|
||
environment(forests, swamps, snow, desert). Inside the cloth suit can quickly
|
||
heat up to 50 degrees even in moderate climates, and holds a lot of water when
|
||
wet. While in the appropriate environment the wearer has a +2 bonus on stealth
|
||
tests to hide.
|
||
|
||
### Land Suit
|
||
A special suit designed to keep the bodies of [Cephalopod and Cetacean
|
||
Moreaus](#moreaus) wet and cephalopod moreaus to breath outside for about an
|
||
hour.
|
||
|
||
### Soft Diving Suit
|
||
Soft Diving suits such as dive skins, wetsuits and dry suits are often used for
|
||
thermal protection in the water and also provide a barrier against marine life.
|
||
The suit does not come with any additional diving gear like flippers or
|
||
breathing apparatus.
|
||
|
||
### Ballistic Vest
|
||
Ballistic vests are a soft body armor that protects the wearer from handgun
|
||
fire using woven fabrics and can be concealed under common clothing.
|
||
|
||
### Tactical Vest
|
||
Tactical vests are a hard body armor that protects the wearer from rifle and
|
||
grenade fire using hard ballistic plates. The vest includes easy access pockets
|
||
and webbing for gear.
|
||
|
||
### Bomb Suit
|
||
A bomb suit is a heavy suit of body armor designed to withstand the blast of
|
||
bombs. Because the suit heavily armored all over the wearer's vision is limited
|
||
to 90 degrees.
|
||
|
||
### Layering Armor
|
||
Characters may want to layer up their armor for additional protection. The
|
||
armor values are added together, and the encumbrance penalties are
|
||
added together with an additional -1 for every layer.
|
||
|
||
### Shields
|
||
Shields follow the same general rules as armor however they only protect
|
||
the users body from the front but don't add to encumbrance like stacking armor
|
||
does.
|
||
|
||
## Vehicles <a name="vehicles"></a>
|
||
Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
|
||
|
||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
|
||
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
||
**Mobility Aid** | | | | | | | |
|
||
Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2
|
||
Motorized Wheelchair | 2 | 0 | 20 | 1/0 | 2 | Quick | 2
|
||
**Muscle Powered** | | | | | | | |
|
||
Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2
|
||
City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1
|
||
Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2
|
||
|
||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
|
||
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
||
**Bikes** | | | | | | |
|
||
EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2
|
||
Motorcycle | 3 | +1 | 270 | 1/1 | 2 | Quick | 2
|
||
Moto Scooter | 2 | +1 | 200 | 1/1 | 2 | Quick | 2
|
||
**Cars** | | | | | | |
|
||
Microcar | 4 | 0 | 125 | 1/1 | 5 | Poor Off Road | 2
|
||
Sedan | 6 | 0 | 365 | 1/4 | 6 | Crash Safe | 3
|
||
Sports Car | 5 | 0 | 460 | 1/3 | 6 | Quick, Poor Off Road | 3
|
||
**Utility** | | | | | | |
|
||
Pickup Truck | 8 | -1 | 255 | 1/5 | 7 | Off road | 3
|
||
SUV | 8 | -1 | 320 | 1/7 | 8 | Off road | 3
|
||
Cargo Van | 8 | -1 | 255 | 1/1 | 8 | Poor Off Road | 3
|
||
**Transportation** | | | | | | |
|
||
Passenger Airship | 30 | -5 | 225 | 2/100 | 30 | | 6
|
||
Transit Bus | 15 | -4 | 150 | 1/39 | 15 | | 4
|
||
**Watercraft** | | | | | | |
|
||
Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5
|
||
Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4
|
||
PWC | 3 | -1 | 100 | 1/1 | 3 | | 3
|
||
|
||
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
|
||
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
|
||
**Military** | | | | | | |
|
||
Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3
|
||
5 Ton truck | 14 | -2 | 160 | 1/1 | 14 | | 3
|
||
IFV | 16 | -1 | 160 | 3/6 | 16 | Off road | 4
|
||
|
||
**Durability:** This lists how much punishment a vehicle can take before taking
|
||
serious damage. Damage less than this value has no effect, greater than this
|
||
value is light damage. 2x durability is heavy damage. 3x durability destroys
|
||
the vehicle.
|
||
|
||
**Maneuver:** The Equipment modifier applied to all pilot/technology tests to
|
||
maneuver the vehicle.
|
||
|
||
**Movement:** The maximum speed of a vehicle on road, vehicles accelerate at
|
||
1/10 their maximum movement.
|
||
|
||
**Pilot/Seats:** The first number is how many crew members are needed to
|
||
operate the vehicle and the second is how many passengers it can carry.
|
||
|
||
**Mass:** Size and weight of the vehicle and its Damage Value in crashes.
|
||
|
||
**Traits:**
|
||
|
||
*Crash Safe:* The vehicle is treated as 2 mass smaller when dealing damage in a
|
||
crash.
|
||
|
||
*Off Road:* The vehicle ignores one point of difficult train. This doesn't
|
||
effect inclines.
|
||
|
||
*Poor Off Road:* The vehicle treats the movement cost of difficult terrain one
|
||
point higher.
|
||
|
||
*Quick:* The vehicle accelerates at 1/5 its maximum speed.
|
||
|
||
### Mobility Aid
|
||
|
||
**Wheelchair:** Manual Wheelchair with push rims allowing the user to maneuver
|
||
without pushing against the tires and push handles at the back which many users
|
||
remove to prevent unwanted pushing from strangers.
|
||
|
||
**Motorized Wheelchair:** Like the manual wheelchair only powered, good for
|
||
users who get fatigued easily.
|
||
|
||
### Muscle Powered Vehicles
|
||
Before the invention of the combustion engine or even the electric motor self
|
||
propelled vehicles, they are the primary means of transportation for many
|
||
regions.
|
||
|
||
**Cargo Bike:** These bikes are designed to carry large amounts of goods or
|
||
furniture up to the size of a refrigerator.
|
||
|
||
**City Bike:** Built to be reliable and comfortable. They have sturdy frame
|
||
made of steel or bamboo. They come with back racks strong enough to carry
|
||
another person, a front basket, fenders and coat guard to keep riders dry,
|
||
minimal gears and simple brakes to minimize maintenance, and handlebars that
|
||
curve towards the rider allowing them to sit up in a comfortable position.
|
||
|
||
**Velomobile:** Related to bicycles, velomobiles, use many of the same parts,
|
||
they have a outer shell that protects the driver from weather, increases
|
||
comfort and significantly increases aerodynamics and speed. Velomobiles are
|
||
less likely to tip over than bikes because of their 3 or 4 wheel design and
|
||
lower center of gravity meaning it is not necessary to wear a helmet.
|
||
|
||
### Motorized Bikes
|
||
|
||
**Electric Wheel:** Sometimes called an electric unicycle, this is a single
|
||
wheeled personal transportation device the size of a large backpack.
|
||
|
||
**Motorcycle:** Another relative of the bicycle, who over the centuries has
|
||
been built for longer distance and speed with thicker frame and tires to
|
||
accommodate a powerful electric or combustion engine.
|
||
|
||
**Scooter:** A variation on the motorcycle focusing on comfort and fuel
|
||
efficiency. They're easier to mount and don't require a clutch level.
|
||
|
||
### Cars
|
||
|
||
**Microcar:** The smallest class of cars, they're light weight and relatively
|
||
inexpensive. In some places they're even allowed to use cycling infrastructure.
|
||
|
||
**Sedan:** The most popular style of car, designed with 3 distinct compartments
|
||
for engine, passengers, and cargo. They have two rows of seats and usually have
|
||
four doors but some classifications include only two.
|
||
|
||
**Sports Car:** A type of car designed around performance and the thrill of
|
||
driving more than any practical use. They're theatrically faster but can really
|
||
only go as fast as the car in front of them.
|
||
|
||
### Utility Vehicles
|
||
|
||
**Pickup Truck:** Originally designed for farm use these light trucks have
|
||
mostly become a lifestyle accessory. Often having reduced their cargo bed for
|
||
more passenger space.
|
||
|
||
**Sport Utility Vehicle:** The combination of a passenger car and an off road
|
||
vehicle, with raised suspension and for wheel drive.
|
||
|
||
**Cargo Van:** About the size of a pickup or SUV but with bigger enclosed cargo
|
||
space for transporting goods or passengers. Their cargo areas are big enough to
|
||
hold a [skill shop](#tools).
|
||
|
||
### Military Vehicles
|
||
|
||
**Humvee:** A light four wheel drive military truck with added armor and
|
||
partially protected turret on top. Its equipped with an encrypted radio with a
|
||
10km range and a heavy machine gun pintle mounted on the roof.
|
||
|
||
Heavy Machinegun Turret, DV 9, ACC 0, BR 125, RoF +2, Mag 1000
|
||
|
||
**5 Ton Truck:** 6 wheeled Medium tuck designed to carry 5 ton payload. It
|
||
comes equipped with an encrypted radio with a 10km range.
|
||
|
||
**Infantry Fighting Vehicle:** Light armored 8 wheeled amphibious vehicle
|
||
designed to carry infantry into battle and provide support. It has an encrypted
|
||
radio with a 20km range and the following weapons:
|
||
|
||
Light Autocannon Turret, DV 16, ACC 0, BR , RoF +1, Mag 210
|
||
Medium Machinegun Turret, DV 6, ACC 0, BR 100, RoF +2, Mag 660
|
||
Coaxial Medium Machinegun, DV 6, ACC 0, BR 100, RoF +2, Mag 660
|
||
Smoke Launcher, dv 0, ACC 0, BR 0, RoF 0, AoE 30, 8 uses
|
||
|
||
### Transportation
|
||
|
||
**Passenger Airship:** Use lighter than air gases to raise this yacht into the
|
||
air and bulletproof materials to keep the balloon lightweight and durable. They
|
||
don't need runways or to land to load and unload cargo and passengers.
|
||
Passengers have their own quarters, there is a common room, dinning room,
|
||
multiple toilets, a medical bay, engineering room, and a cockpit minimum tho
|
||
different ships like to have their own personal touches. A variation on this is
|
||
the cargo airship which reduces the passenger space down to 12 to allow more
|
||
cargo.
|
||
|
||
**Transit Bus:** Used for short distant urban public transport. Variations
|
||
could include the trolley bus, which is hooked up to local power instead of
|
||
using batteries.
|
||
|
||
### Watercraft
|
||
|
||
**Sloop:** The most common sailboats featuring a single mast and typically only
|
||
2 sails.
|
||
|
||
**Runaboat:** is a small motorized boat, used for boating, fishing, and water
|
||
skiing.
|
||
|
||
**Personal Watercraft:** are designed to hold only a few people and be ridden
|
||
on top like a motorcycle instead of inside most other boats.
|
||
|