Equipment
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.