Equipment

#index #rules

Armor

Armor provides some extra HP that is used up before your own, at the cost of being increasingly obvious.

HP bonus Category description
+ 2 Discrete armored vest
+ 4 Thick armored vest
+ 6 Modern full-body armor
+ 8 Medieval full plate

Melee weapons

Melee weapons provide a Weapon Bonus to your Physical Ability when used, which may increase damage but isn't sure to do so.

Weapon bonus Category description Example weapons
+ 1 Easy to hide/explain Knife, Walking stick
+ 2 Possible to hide Sword, Axe, Mace
+ 3 Impossible to hide Huge sword, signpost

Ranged weapons

Ranged weapons simply deal a fix damage and are rarely as lethal as a melee combatant, but for those unwilling to enter / lacking Physical Ability to be efficient in melee it is something. Note that weapons deal double damage if the target is within close range, so for a risk quite good damage can be had.

Ranged weapons require that the user is proficient with the weapon.

Weapon Damage Special rules
Handgun 1 Can be used in melee
Hunting rifle 2
Assault rifle 2
Sniper rifle 2 Longer range, GM discretion
Shotgun 3 Cannot be reloaded in combat
Sawed-off Shotgun 3 Can be used in melee, 2 shots/combat

Sounds of gunfire could cause trouble, silencers can be used and have no impact on damage.


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