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rpg:charloft:rpg:chapter12:modern

Table of Contents

Modern Outfitting

While not all of this can be picked up at your local Hellmart, this section covers everything from the post-Renaissance era to the not-too-distant future.

Melee Weapons

AXES

Your typical lumberjack's axe or fire axe makes for an excellent weapon in emergencies - it is a long-handled weapon that can (and should) be wielded two handed (add +1 to the effective Strength of the character). It inflicts base damage of 5 x Strength points (Slash type). This drops to 4 x Strength points of base damage when the axe is thrown. Most axes are Unbalanced Medium Weapons.

Hand Axe

Hatchets such as one might find in your average campsite are acceptable for chopping wood, and not too bad at chopping up bodies, either. They cannot be used two-handed, and inflict 4 x Strength Slash damage when used in melee, and 3 x Strength Slash damage when thrown. They are not especially weighted for throwing; a Throw Weapon maneuver suffers the usual -1 penalty to skill. These are Unbalanced Short Weapons.

Throwing Axe

Throwing axes, whether the venerable tomahawks still used in competitions or the modern tactical throwing axes available from survivalist stores, are carefully balanced for throwing purposes. They are inflict 4 x Strength points of base damage when used in melee, or 3 x Strength damage when thrown, and are designed for throwing; add a +1 to any Aim roll used when hurling one of these axes, and ignore the usual -1 penalty for Throw Weapon when using this maneuver. Any use of these as a Melee Weapon is at -1, due to their undersized hafts; more expensive versions with better combat grips may ignore this penalty. These are Unbalanced Short Weapons.

CLUB

While nightclubs are deadly in and of themselves, we're more referring to nightsticks and other weapons of blunt force.

Baseball Bat / Cricket Bat

Basic sporting goods, used in a nonsporting way. Typically used two-handed (add +1 to the effective Strength of the character). Does 4 x Strength points of base damage (Bash type). These are Medium weapons.

Large Blunt Object

Also used for any generic improvised large blunt object (chairs, street signs, dead bodies…) that serves as a heavy weapon in a pinch. Does 4 x (Strength + 1) points of Bash damage, and must be used two-handed. These are Unbalanced Medium weapons.

Military Baton / Nightstick

This covers any small stick - a police baton, a belaying pin, a heavy flashlight, or half of a busted pool cue. Good for smacking people around and making them respect your authority. Base damage is 3 x Strength points (Bash type). Also used for any improvised small blunt object.

Police Baton

Modern police batons are made with the deliberate intention of not causing lethal injuries; as such, they inflict only 2 x Strength points of Bash damage. However, they provide a +1 to the effective Success Levels of any Knockout attempt.

Cobra Baton

This extendable metal baton telescopes out from about nine inches to approximately 26 inches with the flick of the wrist. It is an ideal example of a small blunt weapon designed for lethal force capacity, but is less useful against nonhuman targets. Bash damage for a Cobra Baton is 3 x Strength points.

CHAINSAW

Loud, messy, and extremely effective. While this is the iconic feature of the Tool Man types, it's also a very effective weapon for those who still like having both hands. Starting the chainsaw requires a standard Strength (doubled) roll; Tool-Man types have the starter cord hooked to the brace and 'yanked' with the flexing of mighty muscles; penalties may be imposed depending on the character's physical position or circumstances.) Failure means the character simply has to try again on his next action. Most chainsaws run for about one hour on a single tank of gas.

Using a chainsaw requires a Dexterity and Getting Medieval -3 roll, a Dexterity and Mr. Fix-It -3 roll, or just Combat Score -3. Its base damage is 6 x (Strength + 1) points (Slash/Stab type; to a maximum of 60 before Success Levels, armor, and damage type modifiers are applied.) On an attack roll of 1, roll again. If the second roll is a failure or a “one” result, the character has struck himself (full normal damage).

COMBAT GLOVES

Modern combat gloves are designed to be abrasion, cut, and flame resistant (effective Armor Value 4), while reinforcing the knuckles so that punches inflict more damage than normal. They aren't quite as deadly as beating someone with a fist made of iron, but they make do. Combat gloves do 2 x (Strength + 1) Bash damage when punching and do not inhibit activity.

DRUG INJECTOR

This fancy syringe is usually disguised as a pen or similar object. With a successful Dexterity and Getting Medieval roll (or Combat Score) against a target, a wielder can inject her with a chemical or other payload. Basically, it holds a single charge of dart ammunition. It takes one Turn to reload an injector.

Micro Injector

For those getting serious about the spy stuff, these puppies are a must. This tiny injector is disguised as a small object, like a ring or a bracelet. When used in combat it works just like an injector. If the target does not realize the threat, a Dexterity and Crime roll (or Combat Score) is opposed by the victim’s Perception and Notice roll (or Brains Score). Success for the attacker pricks the opponent without her even noticing what happened—although the poker may have to come up with an excuse for touching the victim in the first place. The micro-injector has two drawbacks: the smaller dosage reduces the Strength of any loaded poison by one, and it takes one minute to fit a new venom cartridge into the device because of all the little fiddly bits. The tiny size of the weapon prevents any sanctifier or homing payload.

KNIFE

This covers any of a variety of short blades, typically no longer than a foot. The largest wander into the territory of short swords (which gets us into another section of bladed instruments of death.) Damage depends on size:

Dagger / Large Knife

This is a short blade that is usable for cutting and thrusting - though most combatants focus on the stabbing aspects. Base damage is 2 x Strength points (Slash/Stab type). This drops to 2 x (Strength -1) points when the knife is thrown.

Long Knife / Big Knife

This is a particularly long knife, with a blade length of at least one foot. Typically known as a short sword in medieval times, this weapon inflicts 3 x Strength points of base damage (Slash/stab type).

Pigsticker / Switchblade

A small knife, easily concealed and typically used by survivalists (included in those Swiss Army tools) and street gangs. Base damage 2 x (Strength - 1) points of damage (Slash/stab type). This drops to (Strength -1) points when the pigsticker is thrown.

Serrated Knife

This large knife has a serrated blade for easier sawing. Due to this, it is possible for it to perform cutting maneuvers that usually require a larger blade (such as Decapitation or limb severing), if the target is successfully grappled or otherwise incapable of movement. Inflicts base damage of 2 x Strength points (Slash/Stab) normally.

Throwing Knife

A balanced knife designed for throwing. This blade inflicts 2 x (Strength -1) points of damage whether thrown or used in melee, and receives no penalty when thrown (instead of the usual -1). However, it suffers a -1 when used in melee combat.

POWER DRILL

Only rechargeable drills do any good, and even then you're talking about needing to recharge after just about every fight - torquing a drill in demon flesh takes a toll on the batteries. On the plus side, the charge keeps for a long time until used - practically forever. Power drills cause 2 x Strength Slash/Stab damage, and ignore the first four points of armor. Use a Dexterity and Getting Medieval -2 or Combat Score -2 roll to attack.

QUARTERSTAFF

Basically a long stick, very nifty for attack and defense. A pool cue can double as a quarterstaff, and the narrow end makes a decent stake substitute (use Stake damage for the “sharp” end). Used with both hands (damage bonus already factored in). Base damage is 3 x (Strength + 1) points (Bash type).

STAKE

Usually wood. Usually homemade. Often improvised. Handy for anyone going against vampires. Used as a stabbing weapon, this does 2 x Strength Slash/stab damage, dropping to 2 x (Strength - 1) points when the stake is thrown.

Stakes are traditionally used to kill vampires – then again, tradition also indicates that the ideal way is to drive the stake into the vampire's heart using a hammer. For those who subscribe to this philosophy, the “Through The Heart” maneuver house rule variant inflicts the first eight points of damage normally, and the rest is multiplied as per Through The Heart. Using a hammer and stake requires a sleeping, unconscious, or otherwise restrained and immobile subject, and inflicts 2 x Strength Slash/Stab damage per Turn (as the weapon is traditionally pounded into the victim's heart); as the weapon is being methodically hammered into position, you only need to use an attack roll once, and further damage is automatic (unless the vampire, say, wakes up and starts fighting back…)

Big Stake

Sponsored by the same people that designed the stakethrower, the Big Stake is to your average vampire-slaying stick what a Ginsu knife is to a dessert fork. This 18 inch stake is carved from the finest wood and reinforced with a lead core. The point is sheathed in steel and Teflon. The big stake inflicts a base 3 x Strength points of Slash/stab damage. It can also be used two-handed, which increases the damage to 3 x (Strength + 1) points of damage; such use is awkward though, a –2 penalty to Getting Medieval rolls is imposed.

Impalement Stake

Large stakes used for impalement Vlad-the-Impaler-style inflict up to 5 x Strength Stab damage per Turn if someone is physically forced onto one, and typically inflict 1 point of Stab damage per minute of impalement due to the effects of gravity if the unfortunate is simply left to hang there - a particularly gruesome method of execution. Notably, creatures that suffer no extra damage from disembowelment and similar vitals-destroying attacks may ignore any ill effects from impalement.

SILVER GARROTTE

Functional and decorative, this length of silver-alloy wire is coiled up into a small object—typically a wristwatch. A garrote is used with the Choke maneuver, but on a successful Choke, (Strength + 1) points of Slash/stab damage is inflicted, in addition to the usual problems related to suffocation. The silver content of the wire makes it especially effective against werewolves in their human form…

SWORD

Rapiers, broadswords and other large pieces of cutlery. This also covers katanas and other fancy weapons. Some of these weapons can be used two-handed; in that case, add +1 to the effective Strength of the wielder. They all do base 4 x Strength points of Slash/stab damage. The sword’s daddy is called a Big Ass Sword (a Greatsword if you want to get technical). This heavy metal must be used two-handed (the +1 to Strength is already built-in). Base damage is 5 x (Strength + 1) points (Slash/stab type).

T.A.B.I.

Sometimes the old ways are the best ways, and while the US military typically focuses on heavy firepower as a solution against most problems, that isn't necessarily a viable option when engaging the supernatural - especially given that guns tend to run out of ammunition long before hordes of demons do. As such, military researchers worked to develop the ultimate weapon for engaging demonic entities in hand-to-hand combat. This led to the development of the TABI - the Tactical Assault Bladed Implement, or to quote the first commando issued a TABI, “a sword.”

The TABI has a 26-inch blade, sharpened on one edge. It is formed of an experimental silver-steel alloy, blacked out to facilitate covert operations. It is astonishingly strong and sharp, and is a highly effective weapon. It inflicts a base 5 x Strength points of Slash or Stab damage, and the blade has enough precious metal in it to be effective against creatures that are vulnerable to silver. The long handle is designed to facilitate a two-handed grip; this increases the wielder’s Strength by one for purposes of determining damage. While it is not standard issue to ground infantry units, commando units sent to deal with the supernatural may be outfitted with this weapon as a close-in backup weapon.

Ranged Weapons

BUFFALO RIFLE

The Big Ass Pistol of the rifle world, a Buffalo Rifle will drop a one-ton quadruped in its tracks, and will do much the same for most two-legged critters. The gun usually has one or two shots, after which it must be reloaded (takes about one Turn). Base damage is 22 points (Bullet type). Buffalo Rifles are available in games set in the Old West and after.

CROSSBOW (MODERN)

This high-end crossbow combines a number of factors to make it more efficient than the ones old-school knights used to use. It is designed with a folding composite stock, lightweight titanium parts for added strength, modern aiming sights, and a draw-assist lever to aid in speedloading. This crossbow inflicts 16 points of damage (Stab), but receives a +1 to Aim rolls and a +2 to Fast-Draw rolls used to load the crossbow.

Pistol Crossbow

A smaller version of the crossbow that includes a pistol grip and folding stock, allowing it to fit in a normal gun holster, and inflicts 10 points of base damage (Slash/stab type). The bolts it fires are also smaller, roughly half the size of an ordinary bolt, allowing more of them to be carried.

DART PISTOL

This handgun uses compressed air to fire poisoned darts. In principle, it is similar to a tranquilizer rifle, but it is smaller and more concealable. The downside is reduced range. The damage is based on the type of dart used. Because it uses compressed air instead of gunpowder, the dart pistol is virtually silent - which can be quite useful on a covert operation. On the other hand, it is a single shot weapon that must be reloaded after each use.

DYNAMITE

Early dynamite was simply sawdust soaked in nitro. Nowadays, it's much more sophisticated. Still, you light it (or use a detonator) and it goes boom.

Use a Dexterity and Getting Medieval roll (or Sports if your field of expertise involves throwing) or the Combat Score. With three or more successes, the stick goes exactly where you want (usually at the feet of an unsuspecting vamp). Any less, and it goes a little astray (minimum damage imposed). On a failure, the stick doesn't land close enough to the target to do any damage. Base damage for olden-days dynamite is 20 points at the target area, 12 points within a ten yard radius and five points within a twenty yard radius (all Bash type). Modern stuff does 25, 15, and 6 points respectively.

Those who want to make their own explosives should visit the medieval section on black powder for black powder bombs; more advanced homemade explosives may be added later.

FLAMETHROWER

Flamethrowers are nasty. Seriously nasty. So horrible are these weapons that the Geneva Convention banned their use. It doesn't mean that there aren't any out there, it just means that the U.S. Military doesn't officially have any for combat use. However, the flame-thrower is probably the most efficient anti-vampire (and anti-anything else for that matter) weapon around. Rather than the incendiary gel used in military flamethrowers, these are the details of your average homegrown flamethrower, MacGyvered together in the chem-labs to trash the Big Bad in true A-Team style.

Using a flamethrower requires a Dexterity and Gun Fu roll -2, or the Combat Score -2. base damage is six points (Fire type), then three points per Turn until somebody puts the target out. Anything flammable hit by the burst ignites. The average tank can hold 10 “bursts” of fuel.

Makeshift Flamethrowers

In an emergency, a handy way to fend off vamps is with the the most essential grooming item; hairspray. This trick has been done in hundreds of movies, but in reality is a naked flame that produces a 'burst' as a real flamethrower (only at close range – three yards at most). Base damage is three points (Fire type), then three points per turn until the target is put out. Your average beauty product holds about five “bursts” before you're going to have a bad hair day. We did warn you not to try this at home – on an attack roll of “one” again, the flame back-flashes to the can causing the damage to the wielder. Not cool. Definitely not cool.

Another example of an emergency flamethrower is the common pump-action water gun. A match or other lit flame is attached to the end, and the water gun is used to pump a flaming spray outwards up to ten yards. Damage is still the same, as is the effects of back-flashes; most water guns hold five “sprays”, although accessories or particularly large water guns may hold more.

Yet another example of an emergency flamethrower is a fire-eater's performance art of 'breathing' plumes of fire by spewing flammable liquids past an open flame; this requires Dexterity plus Art (or any performance Wildcard), and using it in combat (as opposed to on-stage) has the same nasty possibility of back-flashes – to your -face- – but only if you roll no success levels. (Which, mind you, can happen easily if you don't know what you're doing…)

Military Flamethrower

Military flamethrowers, of course, use much more horrifically effective methods. A military flamethrower is effectively a mechanized sprayer of incendiary gel through an ignition nozzle. Military flamethrowers can spray a continuous burst of flames out to fifty feet, inflicting an immediate 10 points of Fire damage on anything unfortunate enough to get in its path, and an additional 5 points of Fire damage per Turn until the target is extinguished. Military flamethrowers are traditionally connected to large backpack canisters of fuel, and can spray fuel for twenty full seconds (or twenty individual “bursts”) before needing a replacement fuel canister. Like MacGyvered flamethrowers, military flamethrowers set flammable objects ablaze with ease, and do not suffer from backflash problems.

FLARE GUN (Signaling Pistol)

Hey, you might not be on a boat, but you could still be in trouble. This little pistol can be bought at any camping/leisure store for about $75. Used mainly to attract the attention of the Coast Guard or mountain rescue, it's also ideal for hitting vamps or other light/fire-sensitive demons.

Using a Dexterity and Gun Fu roll, or the Combat Score, the signal flare can impale the victim and ignite. Base damage for the flare is nine points (Fire type). The victim then makes a Dodge roll. If successful, she is blinded for one Turn but otherwise escapes further damage. If failed, the flare catches in her clothing, causing five points (Fire type) damage per Turn (until she can get far away or cover it with something – flares are almost impossible to put out, even underwater) and blinding her for that duration. The flare pistol itself holds one flare at a time, and reloading it takes one Turn. As a bonus, many flare pistols take 12 gauge shotgun shells, making this useful as a single-shot breechloading pistol-shotgun in a pinch.

GARLIC SPRAY

Pepper spray for the undead, this small can delivers a concentrated dose of aerosol mist laced with holy water and essence of garlic. It has a range of one yard, and requires a successful Dexterity and Getting Medieval roll; because of the wide path of the spray, a +2 bonus is applied to the roll. A vampire hit by the spray takes two points of damage from the holy water and suffers –2 to all actions for the following five Turns due to pain and irritation. Additional shots inflict damage and increase the duration of the pain, but the negative effect of the spray is not cumulative. If the sprayer can somehow squirt directly into a vampire’s open mouth, the damage is increased to 20 points, plus it gives really bad garlic breath. A garlic sprayer holds four doses (Clip Value 3).

GRENADE LAUNCHER

A grenade launcher is a small rifle that shoots self-propelled grenades instead of bullets. Grenade launchers use an entirely different style of grenade from the thrown kind - don’t try pulling the pin and dropping it in the launcher. Purely for the sake of simplicity, we’re going to use the same stats for rifle grenades as for hand grenades - any grenade described in the grenades section is available in hand grenade or rifle grenade format. Firing a grenade launcher requires a Dexterity and Gun Fu roll; hitting the target dead on requires three Success Levels, just like throwing a grenade. The grenade itself strikes with considerable force, inflicting 20 points of Bash damage before it explodes. A grenade launcher uses pistol ranges, with one catch: the grenade has to travel at least five yards before it arms, otherwise it won’t explode. Most grenade launchers can hold six shots (Clip Value 2), but those on a budget may get stuck with a one-shot model. One-shot models can also be added on to most assault rifles as an underslung option.

HOLDOUT GUN

These small, concealable weapons are just the sort of thing you attach to a tricky little extensible mechanism up your sleeve. For those not so clever with their hands, a boot works just fine. In any event, they usually hold one or two shots, and do 12 points of base damage (Bullet). Any roll to notice them suffers a -4 penalty.

HOLY WATER SPRAYER

This is the ultimate super soaker - a high-pressure water gun attached to a backpack storage unit. When filled, it is extremely bulky and reduces the wearer’s Dexterity by one. It’s great fun at parties, but it is usually filled with holy water and used as an anti-vampire weapon. The cannon has a short range of up to two yards, medium range up to six yards, and long range of 12 yards. It uses a Dexterity and Gun Fu roll; if successful, the target is drenched with holy water. A vampire suffers 10 points of damage immediately, and takes an additional three points of damage each Turn until she can dry herself off or remove wet clothing. Additional blasts inflict the base 10 points of damage, but do not increase the per-Turn damage. The beauty of the holy water cannon is that unlike a flamethrower, there’s no worries about accidentally frying civilians. A holy water cannon holds enough water for 25 shots (Clip Value 1). If using the cannon in the field, there’s little chance of reloading. As a result, you should cut the shooter a break on the Clip Value - if she runs into trouble after one or two shots, it’s probably just a jammed mechanism.

NEEDLER

A needler is a tranquilizer rifle designed for military use. The primary difference is that the needler has a clip that can hold six darts (Clip Value 2). The damage inflicted by a needler varies based on the type of dart used. Like the dart pistol, it uses compressed air to fire its darts and is a very quiet weapon. On the minus side, its maximum range is only 100 yards.

NET

Nets are pretty much the throw-and-forget weapons of their era. They entangle most any foe for at least a few seconds, which is usually long enough to run over and beat them with sticks if that's what you're into. Casting a net uses a Dexterity and Getting Medieval -2 roll, or the Combat Score -2. With a success, the victim is entangled but takes no damage. All his actions suffer a -4 penalty, and a Dexterity + Acrobatics -4 roll, or Combat Score -4, is necessary to stay on his feet. Prone, netted characters are in a world of hurt (-8 to all actions.)

Getting untangled is far from easy. A Dexterity and Acrobatics roll, or the Combat Score, may be tried, but is the only action that may be taken that turn. Breaking the net is even tougher, usually requiring five or more Success Levels from a Strength (not doubled) roll. (Really flimsy or makeshift nets are much weaker.) A hero with a small weapon - such as a knife - can also cut himself free by making a Strength (doubled) roll and getting five cumulative Success Levels.

PISTOL

Your typical handgun, this covers most police issue weapons (.38s, 9mm, and so on). Revolvers are stuck at six shots per gun (Clip Value 2); pistols can have as many as 17 rounds in a magazine (Clip Value 1). Base damage is 12 points (Bullet type). Revolvers reload at the rate of two bullets a Turn, four with a Dexterity (doubled) roll. A character can reload an entire clip in an automatic pistol without using an action with a Dexterity (doubled) roll. Otherwise it takes an action.

Popgun

A popgun is a small-caliber, easily concealed gun, used by cheap criminals, little old ladies who want protection and other wimpy gun-owners. Does base 9 points of Bullet damage and generally has 10 bullets (Clip Value 2).

Big Pistol

On the flip side, a Big Pistol is a .357 Magnum, a .45 Colt, old west style Colt Peacemakers, and other “makes big holes in people”- type weapon. Most of these guns have less than 10 shots in their magazines (revolvers have six shots; Clip Value 2). Base damage is 15 points (Bullet type).

Big Ass Pistol

Moving to the ridiculous, a Big Ass Pistol is the kind of gun that shoots through buildings. Just the thing to put the Dirty in your Harry. Includes .44 Magnums, Eagle .50 cals, and other massive hand cannons. Often a sign of insecurity: give wearers a hug and tell them it's not the size that matters but how you use it - but don't be surprised if you get shot. Big Ass Pistols tend to have a low bullet capacity (under 10 shots; Clip Value 2). Does 18 points of base damage (Bullet type).

RIFLE

Just like pistols, rifles tend to vary widely depending on their usage. The most commonly found version of the rifle is the type kept for hunting - your basic hunting rifle is either a single-shot or has 5-10 rounds in a magazine (Clip Value 2 or 3). It does 20 points of base damage (Bullet type). These suckers must be reloaded one bullet at a time. You can pop in one shell in an action with a Dexterity (doubled) roll, or spend a whole Turn loading three rounds.

Assault Rifle

Assault rifles are standard issue military weapons, usually with 20- to 30-round magazines. They can fire automatic or 3-round bursts. Base damage is 16 points (Bullet type). Reloading an assault rifle can be done without using an action as long as the hero has a magazine ready to go and makes a Dexterity (doubled) roll; otherwise it takes an action.

Big Assault Rifle

If you have one of these, odds are you're in serious trouble - either because the military has decided you actually need it, or because whoever you stole it from probably wants it back, or because owning it personally is very, very illegal. This huge assault rifle includes an over or under-barrel grenade launcher with a six grenade clip (see Grenade Launcher). The rifle has a 30 shot clip and can fire bursts; Clip Value is 1 in single-shot or 2 in burst mode, and base damage is 20 points (Bullet type).

Sniper Rifle

A sniper rifle provides greater power and accuracy than your typical hunting rifle, without being too bulky to use effectively. If set up and properly braced, a shooter using the sight gains a +3 bonus to their Gun Fu roll (in addition to any other bonuses). Unlike its larger cousins, it can be used without being braced (though all benefits are lost.) Without bracing and sights, a -3 penalty is applied to all Gun Fu rolls due to the awkward size of the weapon. Base damage is 20 points (Bullet type). A sniper rifle has a short range of up to 30 yards, a medium range of up to 120 yards, and a long range of 500 yards. Most military sniper rifles hold 10 shots (Clip Value 2), but single-shot models exist.

Big Sniper Rifle

This .500 caliber rifle comes standard with a fancy electronic night-vision sight and has a huge barrel that may make you feel better if you’ve got something to compensate for. The sight adds a +3 to Gun Fu rolls, in addition to any bonus from aiming or sniping. Unfortunately, it’s too big and awkward to use while in motion; it must be braced to be effective. On the plus size, it has a tremendous range—short range is under 50 yards, medium range up to 300 yards, and long rang is a whopping 1200 yards. Many big sniper rifles are single shot weapons, but the higher end military weapons have a clip of five bullets (Clip Value 3). It takes 10 Turns to assemble or break down a big sniper rifle. It can be carried around assembled, but given the set up and bracing time needed to use it, mostly that just shouts “Look at me! I’ve got a really big gun!”

Big Ass Sniper Rifle

Really a light anti-tank weapon, this miniature cannon fires 20mm shells, is approximately six feet in length, and weighs 58 pounds. Between recoil and size, it’s impossible to use one of these from a standing position - the character must be braced and using a bipod. The weapon holds three shots at a time (Clip Value 4). Normal rounds inflict 45 points of Bullet damage, and it can be loaded with explosive shells that should be treated as grenades. The fancy sights provide a +3 to Gun Fu rolls in addition to any bonuses for aiming or sniping. The range of the weapon is truly ridiculous - short range is up to 70 yards, medium range up to 400 yards, and long range is an insane 1,800 yards—assuming a clear line of sight to the target. It can be broken down for concealment, but between the gun and accessories, it fills two backpacks. These are rare weapons that are overkill for most military assignments, even when taking on the supernatural, barring an invasion of demonic tanks.

ROCKET LAUNCHER

This is a light rocket launcher, intended for taking out armored vehicles or, well, armored demons. It’s rare for a rocket launcher to be assigned to a squad, but hey, sometimes it’s the only way to get the job done. Anyone with Gun Fu 3 or greater and either the Commando Quality or the Wild Card (Artillery) skill or careful study of the operator's manual can use a rocket launcher. Those without the Wild Card (Artillery) skill suffer a –2 penalty on rolls to hit the target. A rocket launcher of this size has a maximum range of approximately 150 yards. A standard shell inflicts 100 points of Fire damage at the point of impact, 35 points within a two-yard radius, and 10 points within five yards. It takes five Turns to reload a rocket launcher; this drops to four for those with the Wild Card (Artillery) skill.

SHOTGUN

The go-to tool for convincing your enemies not to get too close. Sawed off versions suffer a -2 when rolling, but are easier to conceal. Does base 20 points of Bullet damage per shot.

Regular shotguns shoot once and can be reloaded in one action. Double-barreled shotguns can fire both barrels as one action (use one Gunshot roll). Reloading requires an action with a Dexterity (doubled) roll; otherwise, it takes a Turn. Pump action shotguns can be fired twice a Turn (-2 to second shot) for eight shots. Four shots can be reloaded in an action with a Dexterity (doubled) roll; otherwise, only two shots get slammed home.

Military and paramilitary models tend to have higher ammunition counts, and in some cases even have automatic fire - be afraid.

STAKETHROWER

This garish weapon is an effective vampire-stopper, although it is considerably more obvious than a pistol loaded with wooden bullets. A stakethrower is approximately the size of a shotgun. It has a rotating barrel assembly that holds six stakes (Clip Value 2). Eighteen inches of hardened wood, the point of these missiles is sheathed in metal and Teflon to ensure penetration; the butt of the stake is reinforced with lead. Effectively, it’s a high-tech crossbow that shoots small spears. A stakethrower inflicts 24 points of Slash/stab damage. Due to the size of the projectile it inflicts full damage to vampires (no Bullet damage here). When shot through the heart, it dusts beautifully.

SUBMACHINE GUN

Basically a pistol that shoots a bunch of bullets very fast. Nice to have in your corner when the going gets nasty. Can fire bursts, and has 30 bullets (Clip Value 1). Base damage is 12 points (Bullet type).

TASER DEVICES

There are five different types of tasers characters might acquire - all five use the same basic game mechanic. A target hit by any sort of taser suffers a base five points of Bash damage. In addition, the victim must make a Constitution (doubled) roll (or use the Muscle Score) at a penalty of five plus the Success Levels of the attack. On a failure, she's knocked out. Even if the target manages to stay conscious, the shock gives a -2 penalty to all actions (including resisting another shock) for the next four Turns. Multiple shots have cumulative penalties.

Tasers and electronic devices are usually an interesting mix. With some robots, the massive jolt of electricity causes the robot to short-circuit. In this case, the base penalty on the Constitution roll should be increased by five (to 10 plus the Success Levels of the attack roll). On the other hand, your well-made robot (or cyborg bio-demonoid) simply absorbs the energy, suffering no ill effects whatsoever. As always, the GM gets to decide the effects on a case-by-case basis!

With the exception of the Hand Taser, all of these electrical weapons use a Dexterity and Gun Fu roll to determine the Success Levels of an attack.

Hand Taser

This is that little thing that looks like an electric razor, also known as a stun gun. You have to press it against the target - use Dexterity and Getting Medieval instead of Gun Fu, and they need to be within two yards. A hand taser holds 20 charges (Clip Value 1).

Taser Cannon

Ever seen Ghostbusters? The taser cannon is basically a taser rifle attached to a hefty backpack-sized generator. It’s got two things going for it. The first is that it never runs out of juice—at least, not unless you decide that it would be dramatically exciting for it to do so. Second, once a shooter has hit a target with a taser cannon, she can maintain the beam. This allows her to keep the same attack roll for subsequent attacks, so she doesn’t have to make a new Gun Fu roll (although she can choose to do so if she wants to try for a better result). The shooter can maintain the electrical connection until the target moves far enough so that some other object or obstacle comes between shooter and victim. The taser cannon is an extremely bulky weapon, and about as far from unobtrusive as you can get. Despite its imposing size and appearance, it uses pistol ranges — without a conductor, pure electricity just doesn’t go that far.

Taser Pistol (Police)

This is the taser you regularly see on Cops - it fires small darts with wires attached to them out to a range of about fifteen feet (using Dexterity + Gun Fu), and then uses these wires to continuously apply electrical shock to the subject. In short, this acts like a hand taser, but can repeatedly apply a shock as per a taser cannon (but you can't change the shot once you've fired it.) The taser must be manually reloaded once they have been fired, requiring three Turns.

Taser Pistol (SciFi)

This compact pistol fires an electrical pulse at pistol ranges, inflicting damage and having effects as listed; it trades this compactness for limited ammo supply - a full charge provides five shots (Clip Value 3).

Taser Rifle

This rifle has the same range as the pistol mentioned above; the big difference is that you can brace the weapon for better sniping (for those times you need to detain from a distance), and it holds more charge; 30 shots on a single battery (Clip Value 1).

THOMPSON SUBMACHINE GUN

The classic of gangster movies, the Thompson (or “Tommy Gun”) is the most recognizable for having the drum magazine in between the handles. Not exactly the best weapon against vampires, but if Al Capone shows up with zombie goons, this could be the gun that tips the balance. Also not big on the aiming front, the Tommy Gun is best used by hosing down everything in the area. With a drum magazine that holds 100 rounds, it is brutally effective in the hosing area. The gun uses Dexterity and Gun Fu roll, does 12 points of Bullet damage and can fire automatic or bursts (Clip Value 1 in burst mode, Clip Value 2 in automatic mode).

TRANQUILIZER GUN

Great for bringing down animals without hurting them. Also good for dealing with werewolf friends and for taking down subjects you need to bring in alive. A typical dose of tranquilizer is a narcotic poison with a Strength of 6. Each Success Level in the poison roll reduces the victim’s Strength by one level. If reduced to 0, the target falls unconscious for one hour. Reduce this unconsciousness time by 10 minutes per Constitution level (minimum of 10 minutes). Vampires and some supernatural beings recover twice as fast. Skeletons and other nonliving things that are entirely immune to poisons, obviously, can't be tranquilized.

WHIP

Favored tool of adventurers, archaeologists and professional dominatrixes (dominatrices?), whips do not inflict a lot of damage, but they are loud, painful, and can entangle and trip victims. Your typical bullwhip also has a lot of reach, so it works more like a ranged weapon out to five to seven yards. Like lassos, they need space to work, and the minimum distance of two yards to be effective.

Whips use a Dexterity and Getting Medieval -2 roll, or Dexterity and Wild Card (Whip) roll, or the Combat Score -2. The damage is not spectacular (2 x Strength Bash), but it really, really smarts. No matter what, the victim loses her next action due to the ouch factor. Worse, if she fails to make a Willpower (doubled) roll minus half the Strength of the attacker (round up), she is paralyzed by pain for an entire Turn.

Whips can also be used to entangle or grab stuff (like guns, cigarettes and, if you're really good, full glasses without spilling a drop). Targeting a limb incurs a -2 penalty. A small object (gun, stake, knife) is at -4, and something small and fragile (cigarette) is at -6. These attacks do no damage – if the limbs are entangled, use the lasso rules.

WINCHESTER RIFLE

References the Winchester rifle, of course, or other similar repeating rifles of the Old West era. These guns do 18 points of Bullet damage. They hold 15 bullets (Clip Value 1).

Firearms - Accessories

LASER SIGHTS

A common accessory on handguns, a laser sight generates an easily visible red dot of light on the point where the gun is currently aiming. Laser sights have a battery life of ten minutes of constant use; professional models are rugged enough to withstand an ordinary blow, while cheap consumer models tend to break if struck. Either way, a laser sight adds +1 to all Gunshot and Aim rolls as long as the target is within twenty yards while turned on (and adds +2 to any Notice check used to detect their presence. Laser sights are not subtle.)

RIFLE SCOPE

Scopes traditionally are used on hunting and sniper rifles for improved accuracy and performance at long ranges. Scopes for military use typically provide a +3 to Gun Fu; civilian models generally add a +1 or +2. Scopes are typically used for magnification (necessary to hit targets at incredibly long ranges), and many modern scopes are battery-powered and have additional capabilities - for example, light amplification or infrared scopes can reduce the effects of darkness penalties on Gun Fu, etc, when the scope is used. The effects of this are up to the GM.

SILENCER

One of the problems with guns is that they are noisy. Still, anyone who's seen a spy movie knows that's what silencers are for. Firearms require a silencer specifically machined for the gun it is to be used with, and imposes a -1 penalty on the Gun Fu roll, but anyone around needs to make a Perception and Notice roll to hear the sound of the shot, modified for distance (someone standing right next to a shooter is still likely to hear the shot if they can hear) and circumstances (those engaged in other activities are more likely to miss the telltale 'spfft!' noise.

Special Ammunition

Having the right firearm for a mission is good. Having the right ammo for the right firearm is even better. Here’s how.

Darts

Dart pistols, injectors, micro-injectors, needlers, and tranquilizer rifles all use the same type of ammunition - darts that inject a chemical into the target’s bloodstream. The nice thing about such weapons is that the ammo can be adjusted to fit the needs of the current battle. Common payloads include:

  • Tranquilizer: This powerful sedative has a poison Strength 6 and takes effect every three Turns. Every Success Level reduces the target’s Strength by one. If Strength reaches zero, the victim falls unconscious for one hour.
  • Toxic Venom: A poison with Strength 5, this takes effect every Turn and reduces Constitution. When Constitution reaches zero, the victim dies. This is an extremely deadly toxin; a lesser venom might only take effect once every minute.
  • Paralysis: This poison has Strength 5 and takes effect every Turn. It reduces Dexterity; if the target’s Dexterity falls to zero, she is paralyzed for 10 minutes, although she remains aware of her surroundings. While weaker than the tranquilizer, it is considerably faster.
  • Hallucinogen: This Strength 5 poison affects Perception. If Perception drops to zero, the victim begins to hallucinate; the exact nature of her visions are left to your tender mercies. A typical hallucinogen takes effect once every three Turns, but stronger and weaker doses are available.
  • Homing: Sometimes it’s more important to track an HST than to poison it. This nasty little barbed dart is designed to embed itself within a target’s flesh. It only inflicts a base two points of Slash/stab damage, but it is a bear to remove. Getting it out requires a Dexterity and Doctor roll with two or more Success Levels, and the victim takes four points of Slash/stab damage per attempt. The approximate location of the dart can be tracked with a bioscanner, to a maximum range of two miles.
  • Sanctifier: Holy water has a devastating effect on vampires, especially if it is applied internally. This thinking led to the development of the sanctifier dart, which injects its victim with a dose of holy water. While this has little effect on most creatures, it burns through the body of a vampire, inflicting 40 points of damage. Some demon species are also vulnerable to holy water, and suffer the same effect.
  • Willbreaker: This drug is often used by Sanguine agents who possess hypnotic powers and wish to soften the minds of intended prey. It is a Strength 4 poison that acts every five Turns. Each Success Level reduces the target’s Willpower by one. Willpower cannot be reduced below one by this drug, and any effects wear off after an hour has passed.

The problem with drugs is that their effects are unpredictable across species. A chemical that works fine on humans may have no effect on a demon, or vice versa. If a military organization is sending troops to combat a known threat, they will be outfitted with appropriate weapons - but if an unexpected enemy makes an appearance, the drugs may be useless against them. Also, certain creatures—notably vampires—recover from being drugged far more quickly than humans do. Ultimately, it’s up to the GM to decide how effective certain drugs are against the forces of evil.

Holy Bullets

Inventive weaponmasters are constantly developing new weapons for use against the forces of darkness. Holy bullets are forged from a mixture of lead and consecrated silver, and each bullet contains a tiny reservoir of holy water. Any vampire struck by a holy bullet takes an additional six points of damage. This damage comes from the holy water and what amounts to blessed shrapnel; it is not Bullet damage and is only added if the bullet penetrates any armor the target is wearing. Holy bullets are considered to be silver for purposes of damaging werewolves or affecting creatures only injured by silver weapons. If you decide that other demon species are harmed by holy water or silver, holy bullets would affect them as well.

Wooden Bullets

During World War II, a number of countries used wooden bullets for training purposes. In the modern age, these bullets have a new use. In combination with the Through the Heart maneuver, wooden bullets allow a shooter to dust a vamp. Of course, wooden bullets have a number of drawbacks, which is why they aren’t used all the time. A wooden bullet may splinter and shatter in the barrel of a gun (increase effective Clip Value by 1 to represent this increased chance of weapon jamming). In addition, wooden bullets don’t have the stopping power of lead. Damage from a wooden bullet is decreased by four points before armor is applied. A vamp hit by a wooden bullet still gets to reduce the damage by a factor of five, unless a heart shot dusts him.

Holy Oil

This ingenious concoction incorporates holy water into a fine oil that can be spread over a weapon. When applied to a hand weapon that inflicts Slash/stab damage, holy oil adds two to the user’s effective Strength for purposes of determining damage against vampires or other demons harmed by holy water. This extra damage is only added in after the weapon penetrates any armor. In addition, a vampire can be dusted by any strike from a weapon coated with holy oil. The oil eventually rubs off of the weapon - on an attack die roll of one or two, the holy oil ceases to be effective.

Armor

Armor is popular in fantasy and medieval realms, but cautious characters in any world may decide to avail themselves of it, and the occasional demon or secret society uses archaic armor even in modern times. Armor works by absorbing or deflecting some of the force of an attack, keeping sharp stuff away from the character’s vitals and cushioning against impacts. Armor has, not surprisingly, an Armor Value. This number subtracts damage from an attack. Depending on when it was made, it might be more suitable against Bullet than Slash/Stab and Bash attacks. Some creatures may have natural armor in the form of scaly skins or bony plates. Many types of armor (padded, chain, and leather, in particular) can also be found in horse versions, called barding. It works the same but protects the horse, of course. Horses don't like to be in barding for too long - it chaffs and makes them grumpy (not good for battle readiness.)

Armor has its disadvantages too: it can be cumbersome and it can attract unwanted attention. Walking around in a full knight’s suit of armor is going to make heads turn. Not to mention, it’s illegal to wander around in body armor in most modern countries unless you have proper authority to do so. In addition to the armor described below, some creatures may have natural armor in the form of scaly skin or bony plates.

Armor Table
Armor Type Armor Value Notes
Apocalypse Armor 18 Self-contained environmental protection suit
Battle Gear 14 Covert, yet effective
Bulletproof Armor 15(7) 15 vs Bullet/Bash, 7 vs Slash/Stab
Chain Mail 8(4) 8 vs Slash/Stab/Bash, 4 vs Bullet
Covert Armor 6(3) 3 vs Bash, 6 vs other
Flak Jacket 10 Halved against Slash/Stab attacks
Hardened Leather Armor 4 Stiff leather armor, possibly studded
Leather Armor 3 Breastplate, helmet and arm and leg protectors
Leather Jacket 2 A leather jacket, such as worn by bikers
Metal Helmet 16 Only vs Head Shots; other helmets use AV as armor
Military Armor 40 Halved against Slash/Stab weapons
Padded or Quilted Armor 1 Cloth padding that offers minimal protection
Plate Armor 20(10) Very heavy; second value is used against Bullet attacks
Plate Mail 16(8) Second value is used against Bullet attacks
Small Shield 15 +1 to Off-Hand Block; if Block succeeds by 1 or less, apply AV to attack
Medium Shield 20 +2 to Off-Hand Block; if Block succeeds by 2 or less, apply AV to attack
Large Shield 30 +4 to Off-Hand Block; if Block succeeds by 4 or less, apply AV to attack
SWAT Armor 30 Halved against Slash/Stab attacks

Battle Gear: Cool, black, and the latest in commando protection, this has Armor Value 14, and when worn in combination with dark clothing, provides a +1 to stealth related Acrobatics or Crime rolls—unless the operative happens to be sneaking around a brightly lit white room.

Bulletproof Armor: Whether a vest or a bodysuit, this stuff is made of Kevlar and composite materials. It provides 15 Armor Value against bullets and bashing, seven against Slash/Stab weapons.

Chain Mail: These finely woven metal links are heavy, but they provide 8 Armor Value. This value is halved against firearm attacks.

Covert Armor: When on a stealth mission, the stylish warrior can’t always wear a bulletproof vest. This covert armor is the cutting edge of undercover protection; while incredibly resistant to any sort of penetration, covert armor appears just like normal cloth. That wool sweater could save your life! Covert armor only has Armor Value 3 against Bash damage, but that increases by three against all other damage types.

Flak Jacket: Standard-issue commando gear in olive green or camouflage patterns. When combined with appropriate clothing in an appropriate environment, it provides the wearer with a +1 to all stealth-related Acrobatics or Crime rolls. Lighter than full SWAT gear, it has Armor Value 10.

Leather Armor: This could be a mutant's X-coveralls or a suit for a man without fear. It could be just a leather breastplate, helmet, and greaves. Armor Value is 3 or 4 (for hardened leather).

Leather Jacket: Looks cool and may have plenty of zippers or metal attachments. Provides two points of armor protection.

Metal Helmet: Only covers the head but it covers it well. Grants 16 Armor Value (assuming the attack is a Head Shot). Other types of helmets exist; use the particular armor for the specifics.

Military Armor: This top-of-the-line ceramic and Kevlar covering provides 40 Armor Value. This is halved against Slash/Stab weapons.

Padded or Quilted Armor: This stuff looks pretty silly (imagine yourself surrounded by thin pillows) but it's better than being bare-assed. Its Armor Value is 1.

Plate Armor: This is the fancy stuff you see in museums around the country. Covers the entire body and is a bear to get around in (can't move much more than a slow walk). It provides 20 Armor Value, halved against Bullet damage.

Plate Mail: This is chain mail reinforced by solid metal plates. It provides 16 points of Armor Value. This value is halved against bullet attacks.

Shields: Shields make it easier to block strikes. An Off-Hand Block maneuver by a combatant equipped with a small shield gains +1 (such as a buckler), a medium shield (such as a Viking's round shield or kite shield) gains +2, and a tower shield (such as a scutum) gains +4. If the Parry would have succeeded without the shield's bonus, it's a clean deflect and no damage is taken. Otherwise, damage is calculated as normal but the shield provides additional Armor Value protection of 15 for a small shield, 20 for a medium shield, and 30 for a tower shield. A shield can also be used offensively with a Dexterity and Getting Medieval roll. It does 2 x Strength Bash damage and allows a Strength (doubled) Resisted Action to knock the target prone.

SWAT Armor: For the heavy ordinance squads of boys in blue. This armor grants a boffo 30 points of protection, halved against Slash/Stab weapon attacks.

Grenades

When you have to clear out a lair of demons or a roomful of zombies and you don't have a superstar around to help you, grenades are the way to go. Grenades make a lot of noise, attract a lot of attention, and have a knack of not going where you wanted to throw them. But in enclosed spaces, they do they job just fine, thank you very much. Note that this is for professionally-manufactured grenades, not home-made bombs and molotov cocktails.

All grenades share a few common characteristics. The big trick is hitting the right spot, which is not as easy as it sounds. Grenades use the Throw Weapon maneuver (or the Combat Score). With three or more Success Levels, the grenade goes exactly where thrown. With one or two Successes, the throw is off-line (apply minimum damage). On a failed roll, the grenade doesn’t end up anywhere close to where it was aimed, which could be very bad for innocent bystanders in the area. The range of a grenade is two yards plus two yards for each Strength level of the tosser.

Grenades also come in handy 40mm grenade shell format, for those who prefer to have more distance between them and the things they want exploded or gassed or blinded or whathaveyou.

Now, on with the pretty explosives:

Concussion Grenade

This is the boring old grenade you’ve seen in every army move since the beginning of time. Pull the pin, throw, and three seconds later, boom - instant explosion. The grenade inflicts a base 30 points of damage to everything within a yard of ground zero, 20 points within three yards and eight points within five yards. All damage inflicted is Fire type.

Fragmentation Grenade

Concussion grenades are designed to blow things up. Fragmentation grenades are just plain intended to kill people. As above, the grenade inflicts a base 30 points of damage to everything within a yard of ground zero, 20 points within three yards and eight points within five yards, but all damage inflicted is Stab type (and thus typically doubled after armor).

Daylight Grenade

A daylight grenade, also known as a “sun bomb,” is a sphere of hard translucent plastic developed by the same folks who brought us the sun gun. When activated, a sun bomb illuminates a 15-yard area with the equivalent of full daylight. The light lasts for two Turns. Any vampires caught in the area takes 20 points per Turn if they cannot shield themselves from the light; otherwise damage is reduced to only two points. Two or more grenades can illuminate a wider area, but there’s no “stacking the sun” for additional damage. While these devices rarely kill vampires, they’re great for softening up a room.

Flashbang Grenade

This device produces a brilliant flash of light and a tremendous burst of sound, blinding and stunning anyone caught nearby. Anyone within 10 yards of the point of impact and facing the grenade must make a Dexterity (doubled) roll; Fast Reaction Time and Situational Awareness each add two to the roll. The victim is blinded for five Turns minus the number of Success Levels on the Dexterity roll (this can be zero). In addition, those within five yards of ground zero must make a Constitution (doubled) roll. Acute Hearing subtracts two from this roll, while Impaired Hearing adds two. This victim is stunned and unable to take any action for two Turns minus the number of Success Levels obtained from the Constitution roll. Eye or ear protection may add to the respective rolls or negate the need to roll completely, at your discretion.

White Phosphorous Grenade

This unpleasant weapon does the same damage as a basic grenade, but also scatters fragments of white phosphorous. Anyone caught within a yard of ground zero gets hit with fragments; these continue to burn for 30 rounds, inflicting three points of Fire damage each Turn. In addition, the grenade creates a cloud of thick smoke that fills a 10-yard area. Phosphorous fragments burn through armor. Consider the AV to be additional Life Points - damage only reaches the character once the “life points” of the armor have been exhausted. If the character can completely remove the armor before the phosphorous burns through, she is safe. Water does not put out phosphorous fragments. An Intelligence and Doctor roll with at least two Success Levels can remove a fragment, provided the doctor has a sharp implement to work with. Each roll inflicts three points of Slash/Stab damage on the victim - it’s hard to be delicate when you’re dealing with white-hot metal shards.

Smoke Grenade

Smoke grenades do exactly what you would think - generate intense clouds of smoke. Once activated, colored smoke (red, green, orange, gray, yellow, blue, white, black, or violet) spills out, filling an area approximately 10 yards in diameter. This inflicts no direct damage, but all targets in the area must succeed at a Constitution (doubled) roll or do nothing but cough and choke; defenses are at -2, and no attacks may be taken while coughing. Smoke grenades also obscure an area; anyone looking into or out of an area flooded with smoke suffer a -2 to their Perception rolls for vision, and anything nearby suffers a -2 to Perception rolls for smell or taste. The cloud lasts for approximately two minutes before beginning to disperse, although wind disperses it much more quickly. The cloud lasts much longer in an enclosed space. Smoke grenades are often used to create signals visible from the air - useful for marking targets or calling in rescue operations. Smoke grenades can be used to disperse other aerosolized substances such as tear gas and pesticides – see below.

Tear Gas Grenades

Tear gas grenades contain irritants that cause similar effects to smoke grenades, and also inflict one point of Bash damage per Turn one remains in the gas cloud, and also effectively blinds anyone who does not have eye protection and fails a separate Constitution (doubled) roll. Those who are wearing adequate eye protection do not suffer this effect, but still have a -2 to Perception rolls for vision in or out of the cloud.

Holy Vapor Grenade

This 'holy hand grenade' is commonly used by sacred militant orders with decent armouring skills. Similar in nature to a smoke grenade, it emits a cloud of mist impregnated with holy water. The cloud spreads out to fill an area 10 yards in diameter. Vampires caught in the cloud suffer two points of damage each Turn, and suffer a –2 penalty on all rolls or Scores due to the intense pain. The mist has little effect on vision. Under normal conditions it disperses within a minute - a strong wind may blow it away more quickly.

Other Equipment

AIR STRIKE

An air strike is not available to the general public - and even the military only tends to call it in during wartime or when things have gone horribly wrong. It draws a lot of attention, it takes resources that aren't always on call at any given moment, and it's likely to cause a lot of collateral damage. Coordinating an air strike requires an Intelligence and Wild Card (Artillery) roll. Three Success Levels gets the strike on target. With only two successes, the boom is roughly 20 yards off. One success brings it in 50 yards off. Failure means the hit isn’t even close; the strike could come down on a nearby village or on the spotter’s own position. An air strike inflicts 300 points of Fire damage within a 20-yard radius of ground zero, 75 points of fire damage out to 50 yards, and 25 points of Fire damage to everything within 100 yards of the blast point.

BIOSCANNER

This handy device utilizes advances in surveillance, electronics, and sensor technology to form a compact unit that a trained military professional can use in the field. Certain vigilante outfits may have developed something similar for their own use. To a casual observer, it looks much like a touch-screen phone or game system.

Any type of roll with a bioscanner requires at least minimal training (provided by the manufacturer of the device). Given time, a technically oriented character can figure the scanner out by making an Intelligence and Mr. Fix-It roll, but she suffers a –4 to all rolls until she gets some Wild Card (Electronic Surveillance) skill training.

MilSpec-Secure versions of this device are at a -8 to Computer rolls to attempt to crack the device's internal encryption, a -4 to attempts to reverse-engineer or monitor it using other skills, and may be fitted with a self-destruct mechanism that permanently destroys the unit if it detects unauthorized attempts to tamper with its core hardware or firmware. They typically require a special interface to upload or download information to the device or perform other functions, and customization beyond intended parameters is usually frowned upon.

Versions designed by less security-conscious sorts are at a -4 or less to Computer rolls to attempt to crack the device's functions, but often offset this with added functionality (such as wireless web access, removable memory cards, USB data connection / recharging, etc).

A bioscanner has a number of functions:

  • Chemicals: Many subterrestrials have unique pheromones or other protein signatures. A bioscanner can identify and track this residue. This requires a Perception and Wild Card (Electronic Surveillance) roll on the part of the user. The number of successes determines how easy the trail is to follow; failure means that the trail is too weak to be tracked. If the target creature has been extremely active or if there are many creatures in the area, the proteins may be too prevalent to be tracked effectively. Vampires do not have distinctive protein signatures, as they are derived from humans.
  • Data: A bioscanner contains the latest version of the creator's HST Database. Anyone can look up common HSTs. A character with the Cross-Discipline (HST Research) Quality can use the database to try to identify less common subterrestrials. The user must make a successful Intelligence and Computer roll to access the proper area of the database, after which she can make an Intelligence and Science roll to acquire information on the HST.

* Tracking: It can track the location of any homing dart within two miles, providing direction and distance to the target.

* Thermal: It can perform a thermal scan within a thirty by ninety foot cone, collating the data and providing information on the body temperature and basic nature of all living creatures in this area. If a creature is not in the database, information on its mass, basic shape, and body temperature are provided. This scan can penetrate most materials, although at your discretion it could be blocked by lead shielding or mystical barriers. Thermal scans are an easy way to spot a vampire in a crowd of people. If you want to make things a little more challenging—especially if a character is scanning a crowded area—require a Perception and Wild Card (Electronic Surveillance) roll to pick up the important details (i.e., vampire) in a timely manner.

  • Zelda: Finally, the bioscanner can run certain standardized PDA applications - more technically-minded individuals might customize their bioscanner to play movies, store text files to read later, or play video games.

BOMB

There are two main uses for explosives—hurting folks and blowing up structures. Either way, the Wild Card (Demolitions) skill is needed to set the bomb up properly. The radius of a bomb depends on the amount of explosives on hand. A decent-sized bomb inflicts 80 points of Fire damage within a two-yard radius of the bomb, 40 points of Fire damage to everyone within four yards, and 20 points out to a range of 10 yards. The more explosives packed in, the wider the radius.

BUGS AND SIGINT DEVICES

We could write a whole section of different kinds of bugs, but you know what? We’re not going to. Bugs are easily concealable cameras or microphones that can be stuck to things. Depending on the mission requirements and what’s available at the local equipment depot, bugs could be designed to read heat signatures, trigger alarms or explosives, or other nifty tricks. While we’re on the subject of bugs, we’ll also throw in the idea of SIGINT (a fancy way of saying “Signals Intelligence”) equipment. These are devices designed to intercept signals from any sort of emitter—bugs, radios, telephones, surveillance cameras, and so on. Basically, bugs that can bug someone else’s bugs, in addition to doing things like tapping into phone lines or intercepting radio signals. Another nifty gadget is TEMPEST technology, which allows an operator to pick up signals from a nearby computer and see what’s on the monitor (watching a person's screen without standing behind the user, in other words). Handy, huh? So if an Episode involves bugging, you can pretty much make up whatever type of bug catches your imagination. The real challenge is usually going to be getting in to place the bug.

BUG BUSTERS

Spy movies are full of gear for spotting bugs and blocking transmissions. Again, we’re not going to get into technical details here, but sure, there’s lots of ways to do this. Basically, it’s up to you to decide whether the squad has the proper equipment for the job. Locating a bug is a tricky task that may require specialized skills. Using a device to block transmissions doesn’t require any sort of training—but it’s the kind of thing that attracts attention. The trained bug boy knows just how long to block a signal before it will be noticed; the amateur certainly sets off alarms.

In addition, equipment can be specifically designed to protect against various methods of surveillance against its operation; this typically (and sometimes dramatically) increases the cost of an item to a degree relative to the esotericness of the bug it is meant to counter and the degree to which it impairs operation. What price would you pay to ensure that your communications go unmonitored?

CLIMBING WIRE

Pretty straightforward stuff here—a superstrong grappling line attached to a harness, allowing an operative to quickly rappel down the side of a dam to leap into a demon’s lair. What’s not to like? A climbing line grants a +4 bonus to any roll associated with climbing, assuming there’s time to secure the line. And if the character screws up, she is still attached to the line, which hopefully prevents a messy death. Still, she probably loses a Turn or two as she plays the role of the Amazing Human Pinata.

COMCAM

This spiffy headset unit handles all communications needs. In addition to providing an audio link to the command center, it has a small camera that can relay video images, and a biomonitor, allowing the communications officer to keep an eye on the wearer’s heart rate and other vital signs.

The comcam is extremely obvious to observers. On an assault mission, this is just fine. For the sneaky or sauve gal-about-town stuff, the little headset with the camera raises suspicions. Each function of a comcam can be performed by a concealable component. Audio communications are handled by a flesh-colored earpiece; if this is spotted, it may be may be mistaken for a hearing aid. A video feed can be hidden in a pair of glasses, a watch, or similar item. Wristwatches also make excellent biomonitors; alternately, a biomonitor patch can be taped over the heart. All of these components require the use of an auxiliary transmitter, which is about the size of a cigarette lighter. Spotting a comlink earpiece requires three Success Levels on a Perception and Notice roll; spotting a camera requires four successes.

ELECTRONIC LOCKPICK

About the size of a PDA, this little device allows a character to manipulate electronic or magnetic locks, ATMs, and the like. This grants a +2 bonus to any roll dealing with electronic systems.

LASER MICROPHONE

This handy device picks up a conversation in a room by bouncing a laser off of one of the windows. Setting up a laser mike requires an Intelligence and Wild Card (Electronic Surveillance) roll; if the bugger gets fewer than three Success Levels, she suffers the same penalties as if she were setting up a bug. A laser mike lets a character listen in on a conversation from far away, and she doesn’t have to actually sneak in and place the bug. But the mike does have one limitation. You know how vampires don’t have reflections? As it turns out, their voices don’t create vibrations in glass either. Those wacky supernatural creatures. So listening into a room and hearing a one-sided conversation could mean a vamp-human discussion… or the gent could just be talking on the phone.

MASTER KEYS

While lockpicks are all well and good, creative and careful groups of merry pranksters and college students, let alone major government organizations, can generally acquire master keys to buildings in any American city given some time, and often can acquire similar keys to other locks. Not so useful when you're in a hurry or when you're exploring an Aztec temple, but when you need to get into the local hardware store after hours and your Crime skill isn't up to snuff, a master key will be your best friend.

MIRROR

That’s right - a plain old mirror. Nothing exciting here. Still, mirrors are useful for looking around corners, signaling for help, avoiding looking directly into an enemy's eyes, and checking out an area for vampires. Many items in the modern era can include a mirror without much expense, and can be used with a Perception and Crime roll to surreptitiously check the people around for reflections (Perception and Notice is used if the viewer isn’t trying to hide her actions).

MIRROR MONOCULAR

This palm-sized scope has a magnification factor of five. Due to a pair of mirrors in the housing, the user is actually seeing a reflected image - look for the people who disappear and there’s the vamps. The monocular can also be mounted on a rifle or pistol and used as a scope.

MOBILE COMMUNICATIONS CENTER

When out in the middle of nowhere, keeping track of the information picked up by comcams, bugs, or SIGINT gear is a bear. The MCC is an extremely fancy laptop computer with a backpack full of extra components, including a second monitor to help track multiple video feeds at once. Getting it all set up requires an Intelligence and Wild Card (Electronic Surveillance) roll; using it is an Intelligence and Computers roll. An MCC can also be used to relay a message to your headquarters of choice through a satellite uplink. Once it’s set up, the MCC is no longer mobile; assembling or disassembling the MCC takes five minutes.

NIGHT VISION GOGGLES

You’ve seen them in everything from army ads on TV to Silence of the Lambs, ‘cause they’re just so darn useful. Night vision equipment used by military personnel uses image enhancement technology as opposed to thermal imaging, which is important when going up against non-warm things like vampires. Effectively, the goggles see up to 200 yards away in anything but perfect darkness. Still, a –1 penalty is imposed on any Perception rolls due to that funky green image.

VAMPIRE DETECTION GOGGLES

Another eccentric invention of the pulp era, this is a complex array of mirrors posing as a heavy set of goggles. The Lenses protrude five inches from the face and weigh heavily on the nose. Even so, due to the partial use of mirrors, vampires appear translucent, almost ghostlike, revealing their nature instantly. Handy, no?

rpg/charloft/rpg/chapter12/modern.txt · Last modified: 2017/06/17 02:41 by 127.0.0.1

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