Larp:Equipment: Difference between revisions

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|This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.
|This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.
This weapon can be concealed in a long or heavy coat (1) or in a jacket (2).
This weapon can be concealed in a long or heavy coat (1) or in a jacket (2).
|General
|Advanced
|1 or 2
|1 or 2
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Revision as of 18:55, 20 October 2022

This is a PROPOSAL and has not been implemented.

Purpose: The current equipment rules are really held together with string and duct tape. In order to make weapons and equipment more manageable to procure and understand, I am proposing this complete overhaul of the equipment rules.

Equipment Generation System

In order to allow both flexibility and simplicity, Dark Skylines uses an equipment generation system.

To begin, choose one of the following equipment categories:

  • Melee Weapons: Hand-to-hand combat weapons, such as swords, knives, and clubs
  • Ranged Weapons: Weapons capable of inflicting damage at a distance, such as pistols, rifles, flamethrowers, and bows
  • Protective Gear: Equipment that protects a character from damage, such as armor or shields.
  • Non-combat or Miscellaneous Gear: Equipment for use in non-combat challenges, such as lock-picks, a laptop, or a vehicle.

After you’ve chosen the item’s equipment type, you may choose qualities for the item from the associated list of bonuses. There are three types of qualities:

  • General Qualities, which are things that impact how an item works or functions (Like an Accurate rifle or Ballistic armor)
  • Advanced qualities, which change how an item appears or alters its value (like a Nondescript cell phone or a Stylish car), and which do not count toward the weapon's limit for General Qualities.
  • Negative Qualities which impose penalties on an item's function.

Most items have limits on how many General Qualities they can have. These fall into basic categories.

  • Junk items have no general qualities, and represent the lowest of trash items or things that can be bought for less than $50. They have a base cost of 1 for combat items and 0 for non-combat items.
  • Common (base cost 1) items are Cheap, easily obtained, or improvised gear and have only one general quality. They have a base cost of 1.
  • Uncommon (base cost 2) equipment has up to two general qualities. Under most circumstances, no item may have more than two qualities. They have a base cost of 2 for combat items and 1 for non-combat items.
  • Rare equipment has more than two qualities, and cannot be gotten by normal means.

Characters cannot use two weapons or receive bonuses from anything but the weapon in their primary hand, unless they possess the Ambidextrous merit. For more information on the Ambidextrous merit, see Chapter Five: Merits and Flaws, page 248.

Obtaining Equipment

If you want to try to obtain equipment during a downtime, you must expend a combination of temporary Resources and Influences dots to do obtain them. Combat equipment, vehicles, and specialized equipment usually has a base cost of 1 (to get a junk item). Non-combat, otherwise legal equipment generally doesn't have a base cost.

If you utilize at least 3 Underworld in the purchase of weapons, they receive the Advanced Quality Untraceable—the serial numbers are filed off or maybe the whole thing was 3D printed, making it much harder to be traced by mundane mortal investigation. Conversely, if you utilize at least 3 Elite, they receive the Advanced Quality Legitimate meaning it has ownership papers and is registered, meaning it is more likely to stand up to scrutiny to mortal authorities. Weapons purchased with only resources don't get either of these.

Quality List

General Weapon Qualities
Quality Effect Type Cost
Accurate I, II, or III You receive a +1, +2, or +3 wild card bonus when using this weapon. This bonus applies both for purposes of determining whether or not your test pool is greater than your opponent’s and whether or not you score exceptional successes. General 1, 2, or 3
Antique This weapon was created generations ago. While it may have some minor negatives (it may be more fragile or more difficult to use), it is also rarely considered a weapon by standard law-enforcement individuals. You can usually convince mortals that the weapon is nonfunctional, purely prop or artistic, and thus can more easily smuggle it into otherwise weapons-restricted areas. A weapon with this quality sells for three times normal value Advanced 2
Armor Piercing Armor Piercing: This weapon ignores the bonuses and special abilities of protective gear. General 2
Artisan This item is an exquisite, artistic example of its kind. This item’s beauty will trigger the clan weakness for members of the Toreador clan. Characters with a Crafts skill of 3 or higher who score an exceptional success while creating this item may add the Artisan quality; characters with a Crafts skill higher than 5 may add the Artisan quality without needing an exceptional success. Adding the Artisan quality in this manner does not consume a quality slot. A weapon with this quality sells for three times normal value. Advanced 2
Brutal If you win (not tie) the final test in a challenge while using this weapon and your test pool is greater than your target’s pool, your attack scores an exceptional success. This occurs even if you lost or tied on a previous test in that challenge. This is an exception to the rule requiring you to win all tests in a challenge in order to be eligible for an exceptional success. Items with this quality require both hands to wield and cannot be wielded ambidextrously with another weapon. This weapon cannot possess the Concealable quality General 2
Cold Iron / Cold iron Ammunition This weapon is made from cast, poured, or “pig” iron: iron that has never “known the heat of a forge.” This weapon inflicts aggravated damage against fae and other individuals who are vulnerable to cold iron. General 2
Concealable I or II This item is unusually small for its type and easy to miss on casual inspection. When in its sheath, in a pocket, or otherwise hidden, this weapon is impossible to notice visually. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Weapons that require two hands to wield cannot benefit from this quality.

This weapon can be concealed in a long or heavy coat (1) or in a jacket (2).

Advanced 1 or 2
Deadly When comparing test pools to see if you achieve an exceptional success when using this weapon, you gain a +5 bonus to your test pool. General 2
Disabling This weapon is designed to remove an opponent’s weapon from her grasp. While using this weapon, it does not cost a Willpower to use the Disarm combat maneuver; however, as per any use of that combat maneuver, you deal no damage during a turn in which this maneuver is used. General 2
Fast This weapon is extremely aerodynamic in its use. You receive a +3 bonus to your initiative when fighting with this weapon. General 2
Flaming The weapon is on fire, such as a torch or a lit flare. Even if a weapon is capable of having this quality, the quality is not always active. A character must spend a simple action to light the weapon on fire. Once lit, the weapon will burn for 5 full turns. Flaming weapons inflict aggravated damage to vampires. While the weapon is on fire, characters wielding it suffer a -2 penalty to attack test pools. Vampires wielding a flaming sword must make an immediate frenzy test. General 2
Masterwork This is a magnificent, one-of-a-kind item. This item’s beauty will trigger the clan weakness for members of the Toreador clan. It may have one story�related (non-combat) effect, such as the ability to sever chains or create a soft musical sound when wielded. Characters with a Crafts skill of 5 or higher who score an exceptional success while creating this item may add the Masterwork quality to that item. The Masterwork quality does not consume a quality slot. A weapon with this quality sells for five times normal value. Advanced 3
Trip This weapon is designed to trip or knock people to the ground. While wielding this weapon, you may perform the Knock Down combat maneuver without spending Willpower. You can only use this benefit once per fight General 2
Quick Draw This weapon is specifically designed to be drawn quickly. You do not need to expend a simple action to draw this weapon, although you must still wait for your turn in the initiative order. Weapons that require two hands to wield cannot also have the Quick Draw quality. General 2
Silver/Silver Ammunition This weapon is edged with, plated with, or made of silver. This weapon inflicts aggravated damage against werewolves and other individuals who are vulnerable to this metal. General 2
Staking When fighting a vampire who has damage in her Incapacitated wound track, you may use this wooden weapon in combination with the Pierce the Heart combat maneuver to stake that vampire. You must still pay all costs for the Pierce the Heart combat maneuver. General 1
Strange Composition This weapon is edged with, plated with, or made of some unusual material. It may inflict aggravated damage on creatures that are vulnerable to this material, at your Storyteller’s discretion. Otherwise, it just looks cool. General 1-3
Ranged Weapon Qualities
Quality Effect Type Cost
Ammo Capacity I or II This weapon holds up to 30 (I) or 100 (II) rounds, rather than the default maximum of 12. Items with Ammo Capacity II require both hands to wield and cannot be wielded ambidextrously with another weapon. General 1-2
Automatic By expending 6 rounds of ammunition in a single burst, you can spray an area rather than targeting an individual. Choose up to three targets within three steps of each other. When targeting multiple enemies with this quality (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend a point of Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. Weapons with the Automatic quality cannot also have the Spread quality General 2
Incendiary Ammunition This weapon fires incendiary bullets or releases a narrow gout of flame. In either case, it inflicts aggravated damage on vampires. General 3
Knockback This weapon inflicts a serious amount of impact. On a successful hit with this weapon, you may choose to move your target up to 2 steps away from the point of impact. Further, targets that are not Stamina focused are knocked prone. General 2
Rapid Reload You do not need to expend a simple action to reload this weapon, although you must still wait for your turn in the initiative order. General 1
Spread You can spray a small area rather than targeting an individual. Choose up to three targets within one pace of each other. When targeting multiple enemies with this power (up to three), you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. You inflict your victory condition on every target you defeat in this challenge. This weapon cannot hold more than six rounds unless it also has the Ammo Capacity quality. Weapons with the Spread quality cannot also have the Automatic or Long Range qualities. General 3
Armor Qualities
Quality Effect Type Cost
Ballistic This type of protective gear applies a + 3 bonus to your defensive test pools when resisting ranged attacks. Further, it applies a +1 bonus to your defensive test pools when resisting Brawl or Melee attacks. General 2
Chest Plate This type of protective gear has a hardened piece of metal over your chest and another over your upper back, effectively shielding your heart from damage. You cannot be targeted by the Pierce the Heart combat maneuver. General 2
Concealable This armor is small and form-fitting, designed to be worn under normal clothing. You must be physically patted down, targeted by supernatural powers, or targeted with an electronic detector in order for the weapon to be revealed. Protective gear with the Concealable quality cannot also have the Full Body quality General 2
Full Body This type of protective gear applies a +3 bonus to pool comparisons for the purpose of avoiding exceptional successes from Brawl, Melee, or Firearms attacks. However, Full Body armor is extremely obvious and cannot be covered with bulky outerwear. Anyone glancing at you can easily tell you’re wearing this type of protective gear. General 2
Hardened This type of protective gear applies a +3 bonus to your defensive test pools when resisting Brawl or Melee attacks. Further, it applies a +1 bonus to your defensive test pools when resisting ranged attacks. General 2
HazMat This quality indicates that the equipment is specifically designed to shield against a certain type of hazardous environment. When you create this armor, choose one perilous circumstance, such as heat, methane gas, or deep-water pressure. While wearing this gear, you are protected from this type of environmental hazard. (Storytellers should use common sense as to the limitations of this quality.) Note that HazMat gear isn’t designed for combat use. If you are successfully hit with a piercing or slashing attack, such as bullets, claws, or swords, the HazMat protection stops functioning until the gear is repaired. General 1
Impact Absorption You are not affected by the Knockback quality of ranged weapons, and you are unaffected by the Knock Out or Knock Down combat maneuvers. General 1
Rugged I, II, or III This quality indicates that the gear is particularly hardy and capable of absorbing damage. The first time you are hit by a Physical attack while wearing this armor, the damage dealt by that attack is reduced by 1 (I), 2 (II) or 3 (III) points. This reduction occurs before reduction caused by Fortitude or similar supernatural powers applies. Rugged armor can absorb normal or aggravated damage. The player wearing the armor may choose which damage is absorbed, if more than the specified points are dealt. Once expended, rugged armor must be repaired or replaced before this effect can be used again. General 1-3
Misc Equipment qualities
Quality Effect Type Cost
Flashy This piece of gear is curious and notable, gaining attention easily. When you are using this gear, it may distract nearby individuals, causing them to forget to ask other questions or be unable to concentrate on what you are saying or doing. While this is not a supernatural effect, such items can be very useful in redirecting the attention of mortals so they do not notice nearby breaches of the Masquerade. General 1
Nondescript This item is somewhat common to look at, with no particular distinguishing features and no signs of exceptional quality or value. When other things around it are stolen or destroyed by random causality, this particular item has a way of avoiding notice and managing to remain completely overlooked. Advanced 1
Secure This item is exceptionally hard to compromise. If it has a lock, hidden compartment, computer protocols, or other protective functions, the item gains a +3 wild card bonus to resist all attempts to discover or gain access to the secure area. General 2
Streamlined This piece of equipment is optimized to perform its function faster than most tools of its type. When using this item for its intended purpose, you can use a simple action to perform a test that would ordinarily take a standard action to complete, or you can finish a downtime task in half the time the task would ordinarily require. General 2
Stylish Your equipment, clothing, or other gear is stylish, expensive-looking, and utterly cutting-edge. Those who recognize and value such items will consider you very important, and they are more likely to allow you access to reserved seating, restricted areas, or private rooms. They may also give you the benefit of the doubt, allow you to bypass lines, or attempt to impress you. At the Storyteller’s discretion, stylish equipment can reduce the difficulty of feeding, effectively granting you an additional level of Herd (maximum 6). Advanced 2
Sturdy This item is a particularly solidly-built object of its type. While other items shatter if they take a significant impact, this item can suffer 5 health levels of damage before becoming nonfunctional. General 2
Superior This piece of equipment gives you a +1 bonus to your test pool when used for its intended purpose. For example, a Superior set of lock-picks gives you a +1 bonus when using the Security skill to pick a lock. A Superior computer gives you a +1 bonus when performing any standard Computer skill test. You cannot benefit from the Superior quality if you do not have the appropriate skill to use this item. This quality may be applied multiple times to a single item. General 2