Vampires, Werewolves And Humans Roleplay
Vampires, Werewolves And Humans Roleplay => Guides & Tutorials => Topic started by: VWH-RP on September 25, 2019, 17:19:33 PM
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You Need To Apply
You need to apply for them in the character related applications section (http://vwh-rp.tk/index.php?board=40.0). If your character owns a Wonder or any other similar item that employs supernatural-based power effects (e.g.: Wonders, Fetishes, Talents (Not abilities), Relics, etc.) or doesn't employ supernatural-based power effect but it is considered valuable or rare (e.g.: Silver Great Sword, C4 Explosive, etc.).
Getting The Item From Another Player
If you're giving a certain item empowered with supernatural powers, you are obligated to make sure the player (User of the item) has all the knowledge regarding the item in question. You're directly responsible for the actions related to the item. Be aware of the consequences. Same rules apply if you're taking (forcefully) such item from someone roleplayly.
Cross-Game Items
If your character is receiving an item that was already applied and approved in the character related applications section (http://vwh-rp.tk/index.php?board=40.0) and the item in question is a cross-game item (e.g.: The item was created with Lore of Forge which is from DtF game and your character is a Vampire (VtM game).) you're obligated to apply (http://vwh-rp.tk/index.php?board=40.0) for the item again.
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This is an extensive list of melee weaponry and their specific effect, as well as cost. Please guide yourself when making an application and make sure your custom weapon is similar to the ones here.
Axes
1 A hatchet is a single-handed striking tool with a sharp blade on one side used to cut and split wood.
4 _
5 Damage (Type): Strength + 1 (Lethal)
6 Difficulties: 6 (attack); 8 (parry); 7 (disarm).
7 Concealment: Jacket
8 _
9 No Unique Interactions.
1 A tomahawk is a type of single-handed axe, traditionally resembling a hatchet with a straight shaft
4 _
5 Damage (Type): Strength + 2 (Lethal)
6 Difficulties: 6 (attack); 6 (parry); 7 (disarm).
7 Concealment: Jacket
8 _
9 No Unique Interactions.
1 Consists of an axe head with a handle.
4 _
5 Damage (Type): Strength + 3 (Lethal)
6 Difficulties: 7 (attack); 7 (parry); 8 (disarm).
7 Concealment: None
8 _
9 No Unique Interactions.
1 A long and heavy axe designed for combat.
4 _
5 Damage (Type): Strength + 6 (Lethal)
6 Difficulties: 7 (attack); 8 (parry); 8 (disarm).
7 Concealment: None
8 _
9 Two-handed weapon; very heavy , requires Strength 3 or more to employ.
1 A long shaft with an axe head on the very end.
4 _
5 Damage (Type): Strength + 3 (Lethal)
6 Difficulties: 7 (attack); 6 (parry); 8 (disarm).
7 Concealment: None.
8 _
9 Requires two hands to employ properly; +2 difficulty if used one-handed.
Blades
1 A knife or dagger with a long slender blade and needle-like point.
2 Its blade's narrow cross-section tip reduces friction upon entry, allowing the blade to penetrate deeply.
4 _
5 Damage (Type): Strength + 1 (Lethal)
6 Difficulties: 4 (attack); 6 (parry); 5 (disarm).
7 Concealment: Pocket
8 _
9 Penetrates up to 3 points of armor.
1 A handle with a sharp metal blade attached to it. It's a regular knife, really.
4 _
5 Damage (Type): Strength + 1 (Lethal)
6 Difficulties: 4 (attack); 6 (parry); 5 (disarm).
7 Concealment: Pocket
8 _
9 No Unique Interactions.
1 A handle with a slightly longer blade than knives.
4 _
5 Damage (Type): Strength + 2 (Lethal)
6 Difficulties: 5 (attack); 6 (parry); 6 (disarm).
7 Concealment: Jacket
8 _
9 No Unique Interactions.
1 A handle with a longer blade for effectiveness when it comes to range and damage.
4 _
5 Damage (Type): Strength + 2 (Lethal)
6 Difficulties: 6 (attack); 6 (parry); 7 (disarm).
7 Concealment: Trenchcoat
8 _
9 No Unique Interactions.
1 A sword with a curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands.
4 _
5 Damage (Type): Strength + 2 (Lethal)
6 Difficulties: 6 (attack); 6 (parry); 7 (disarm).
7 Concealment: Trenchcoat
8 _
9 May be used two-handed for an additional +1 damage die.
1 A very large and very heavy two-handed sword.
4 _
5 Damage (Type): Strength + 6 (Lethal)
6 Difficulties: 5 (attack); 7 (parry); 7 (disarm).
7 Concealment: None.
8 _
9 Two-handed weapon; very heavy , requires Strength 3 or more to employ
1 A blunted, prong shaped metal baton, with two curved prongs projecting from the handle
4 _
5 Damage (Type): Strength + 1 (Lethal)
6 Difficulties: 5 (attack); 6 (parry); 6 (disarm).
7 Concealment: Jacket
8 _
9 Add one die to dice pool when used to block, and add two dice to dice pool for disarming attempts.
1 A long sharp blade with a hook near the tip.
4 _
5 Damage (Type): Strength + 3 (Lethal)
6 Difficulties: 7 (attack); 6 (parry); 8 (disarm).
7 Concealment: Trenchcoat
8 _
9 Used in pairs. Otherwise, requires two hands to employ properly; +2 difficulty if used one-handed.
10 Add one die to dice pool when used to block, and add two dice to dice pool for disarming attempts.
Clubbing Weapons
1 A cylindrical club made of wood, rubber, plastic or metal.
4 _
5 Damage (Type): Strength + 1 (Bashing)
6 Difficulties: 5 (attack); 6 (parry); 6 (disarm).
7 Concealment: Trenchcoat
8 _
9 No Unique Interactions.
1 A smooth wooden or metal club
4 _
5 Damage (Type): Strength + 2 (Bashing)
6 Difficulties: 5 (attack); 6 (parry); 6 (disarm).
7 Concealment: Trenchcoat
8 _
9 No Unique Interactions.
1 A tool consisting of a metal bar with a single curved end.
4 _
5 Damage (Type): Strength + 1 (Lethal)
6 Difficulties: 6 (attack); 6 (parry); 7 (disarm).
7 Concealment: Jacket
8 _
9 No Unique Interactions.
1 A long stick with smoothed and blunt edges.
4 _
5 Damage (Type): Strength + 1 (Bashing)
6 Difficulties: 6 (attack); 6 (parry); 7 (disarm).
7 Concealment: None
8 _
9 No Unique Interactions.
1 A long and heavy stick with blunt edges that's made out of metal.
4 _
5 Damage (Type): Strength + 3 (Lethal)
6 Difficulties: 7 (attack); 6 (parry); 8 (disarm).
7 Concealment: None
8 _
9 Two-handed weapon; very heavy , requires Strength 3 or more to employ.
1 A weapon with a heavy head on a solid shaft
4 _
5 Damage (Type): Strength + 2 (Lethal)
6 Difficulties: 6 (attack); 7 (parry); 7 (disarm).
7 Concealment: None
8 _
9 No Unique Interactions.
1 Two sticks connected at one end by a short chain or rope.
4 _
5 Damage (Type): Strength + 2 (Bashing)
6 Difficulties: 7 (attack); 6 (parry); 8 (disarm).
7 Concealment: Trenchcoat
8 _
9 Add one die to dice pool when used to block, and one to the difficulty of enemy block attempts.
1 A club made out of wood and spiked with nails or other instruments.
4 _
5 Damage (Type): Strength + 2 (Lethal)
6 Difficulties: 6 (attack); 6 (parry); 7 (disarm).
7 Concealment: Trenchcoat
8 _
9 No Unique Interactions.
1 A massive wooden club spiked with nails or other instruments.
4 _
5 Damage (Type): Strength + 4 (Lethal)
6 Difficulties: 7 (attack); 7 (parry); 8 (disarm).
7 Concealment: None
8 _
9 Two-handed weapon; very heavy , requires Strength 3 or more to employ.
Fist-Extension Weapons
1 A flat, beavertail-shaped leather impact weapon that is weighted with lead on at least one end.
4 _
5 Damage (Type): Strength + 1 (Bashing)
6 Difficulties: 4 (attack); 6 (block); 8 (disarm).
7 Concealment: Pocket
8 _
9 No Unique Interactions.
1 Pieces of metal shaped to fit around the knuckles.
4 _
5 Damage (Type): Strength (Lethal)
6 Difficulties: 6 (attack); 6 (block); 8 (disarm).
7 Concealment: Pocket
8 _
9 No Unique Interactions.
1 Pieces of metal shaped to fit around the knuckles and decorated with spikes for more harm.
4 _
5 Damage (Type): Strength +1 (Lethal)
6 Difficulties: 6 (attack); 6 (block); 8 (disarm).
7 Concealment: Jacket
8 _
9 No Unique Interactions.
1 Pieces of metal shaped to fit around the knuckles and fitted with small sharp blades.
4 _
5 Damage (Type): Strength +1 (Lethal)
6 Difficulties: 6 (attack); 6 (block); 8 (disarm).
7 Concealment: Pocket
8 _
9 No Unique Interactions.
1 Pieces of metal shaped to fit around the knuckles and fitted with long sharp blades.
4 _
5 Damage (Type): Strength +2 (Lethal)
6 Difficulties: 6 (attack); 6 (block); 8 (disarm).
7 Concealment: Jacket
8 _
9 No Unique Interactions.
1 A type of push dagger characterized by its H-shaped horizontal hand grip.
4 _
5 Damage (Type): Strength +2 (Lethal)
6 Difficulties: 6 (attack); 6 (block); 7 (disarm).
7 Concealment: Jacket
8 _
9 Penetrates up to three points of armor and adds one die when used to parry.
1 A fan with sharpened blades.
4 _
5 Damage (Type): Strength +2 (Lethal)
6 Difficulties: 5 (attack); 6 (block); 6 (disarm).
7 Concealment: Jacket
8 _
9 Adds one die when used to parry and one to the difficulty of enemy blocking.
1 A flat metal ring approximately 38 cm (about 15 inches) in diameter.
2 One of its sides is padded as the handle and the other segments have protruding blades.
4 _
5 Damage (Type): Strength +3 (Lethal)
6 Difficulties: 6 (attack); 6 (block); 7 (disarm).
7 Concealment: None
8 _
9 Adds two dice to disarm attempts.
Notes:
• This list is not complete.
• Prices may change.
• Some prices need to be updated/set.
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NOTE:
• This is the extensive version of the ranged weapons.
• These prices may change.
Bows
1 A short and recurved bow that shoots accurately at close range.
4 _
5 Damage (Type): 4 (dice)
6 Difficulties: 6 (60); 8 (120);
7 Concealment: None
8 Clip: 1; Arrows
9 Fire Rate: 1
10
11 Interactions/Notes:
1 A bow that gives a mechanical advantage with its pulley/cam system.
4 _
5 Damage (Type): 5 (dice)
6 Difficulties: 6 (100); 8 (200);
7 Concealment: None
8 Clip: 1; Arrows
9 Fire Rate: 1
10
11 Interactions/Notes:
1 A long and curved wooden bow used to shoot more accurately at long range.
4 _
5 Damage (Type): 5 (dice)
6 Difficulties: 6 (120); 8 (240);
7 Concealment: None
8 Clip: 1; Arrows
9 Fire Rate: 1
10
11 Interactions/Notes:
1 A short and retractable hunting bow.
4 _
5 Damage (Type): 3 (dice)
6 Difficulties: 6 (60); 8 (120);
7 Concealment: Jacket
8 Clip: 1; Bolts;
9 Fire Rate: 1;
10
11 Interactions/Notes: Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded.
1 An improved bow that uses projectile bolts.
4 _
5 Damage (Type): 5 (dice)
6 Difficulties: 6 (90); 8 (180);
7 Concealment: Trenchcoat
8 Clip: 1; Bolts;
9 Fire Rate: 1;
10
11 Interactions/Notes:
1 A heavier and more powerful improvement of the original crossbow.
4 _
5 Damage (Type): 6 (dice)
6 Difficulties: 6 (100); 8 (200);
7 Concealment: None
8 Clip: 1; Bolts;
9 Fire Rate: 1;
10
11 Interactions/Notes:
1 A 5-shot snub-nosed revolver.
4 _
5 Damage (Type): 4 (dice)
6 Difficulties: 6 (12); 8 (21);
7 Concealment: Pocket
8 Clip: 6; .38 Special
9 Fire Rate: 3
10 _
11 No Unique Interactions/Notes
1 A double-action revolver featuring a full length under-barrel ejection-rod lug and six round cylinder.
4 _
5 Damage (Type): 6 (dice)
6 Difficulties: 6 (35); 8 (70);
7 Concealment: Jacket
8 Clip: 6; .44 Special x .44 Magnum x .45 Colt
9 Fire Rate: 2
10 _
11 Interactions/Notes: N/A
1 A short recoil,operated, locked-breech semi-automatic 9mm pistol.
4 _
5 Damage (Type): 4 (dice)
6 Difficulties: 6 (20); 8 (40);
7 Concealment: Pocket
8 Clip: 17+1; 9x19mm (9mm) x .10mm x .45 ACP x .40 S&W
9 Fire Rate: 4; (If modified, may be fired automatically or in 3 round burst)
10 _
11 Interactions/Notes:
1 A very powerful magazine-fed semi-automatic commercial handgun.
4 _
5 Damage (Type): 5 (dice)
6 Difficulties: 6 (30); 8 (60);
7 Concealment: Jacket
8 Clip: 7+1; .50 Action Express (.50AE) x .44 Magnum
9 Fire Rate: 3;
10 _
11 Interactions/Notes:
Rifles
1 A bolt-action centerfire sniper rifle.
4 _
5 Damage (Type): 8 (dice)
6 Difficulties: 6 (200); 8 (400);
7 Concealment: None
8 Clip: 7+1; 30.06
9 Fire Rate: 1;
10 _
11 Interactions/Notes:
SMG's
1 An american compact, blowback operated machine pistol.
4 _
5 Damage (Type): 4 (dice)
6 Difficulties: 6 (25); 8 (50);
7 Concealment: Jacket
8 Clip: 30+1; 9mm x .45 ACP
9 Fire Rate: 3
10 _
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays.
1 A german made roller-delayed blowback, closed bolt sub machine gun.
4 _
5 Damage (Type): 4 (dice)
6 Difficulties: 6 (50); 8 (100);
7 Concealment: Trenchcoat
8 Clip: 30+1; 9mm
9 Fire Rate: 3
10
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays.
1 The AK-47 is a simple, reliable fully automatic rifle that can be manufactured quickly and cheaply.
2 The design allows the gun to endure large amounts of foreign matter and fouling without failing to cycle.
4 _
5 Damage (Type): 7 (dice)
6 Difficulties: 6 (150); 8 (300);
7 Concealment: None
8 Clip: 42+1; 7.62 x 39mm
9 Fire Rate: 3
10
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays.
Shotguns
1 A sawed off double barrel shotgun.
4 _
5 Damage (Type): 8 (dice)
6 Difficulties: 6 (10); 8 (20);
7 Concealment: Jacket
8 Clip: 2; 12 Gauge
9 Fire Rate: 1
10
11 Interactions/Notes:
1 An american pump action shotgun.
4 _
5 Damage (Type): 8 (dice)
6 Difficulties: 6 (20); 8 (40);
7 Concealment: Trenchcoat
8 Clip: 5+1; 12 Gauge
9 Fire Rate: 1
10
11 Interactions/Notes:
1 An Italian semi-automatic shotgun.
4 _
5 Damage (Type): 8 (dice)
6 Difficulties: 6 (25); 8 (50);
7 Concealment: Trenchcoat
8 Clip: 6+1; 12 Gauge
9 Fire Rate: 3
10
11 Interactions/Notes:
1 An American automatic combat shotgun.
4 _
5 Damage (Type): 8 (dice)
6 Difficulties: 6 (50); 8 (100);
7 Concealment: None
8 Clip: 32+1
9 Fire Rate: 3
10
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays.
Misc
1 A conducted electrical weapon.
4 _
5 Damage (Type): 5 (static damage)
6 Difficulties: 6 (5); 8 (10);
7 Concealment: Pocket
8 Clip: 1;
9 Fire Rate: 1;
10
11 Interactions/Notes: Bashing damage, not lethal; adds no extra damage from successes scored.
Military Weapons
1 An American medium general-purpose recoil-operated and short-recoil operation machine gun.
4 _
5 Damage (Type): 12 (dice)
6 Difficulties: 6 (800); 8 (1600);
7 Concealment: None
8 Clip: 100; .30 Caliber
9 Fire Rate: 5;
10
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays.
1 An American short recoil-operated heavy machine gun.
4 _
5 Damage (Type): 16 (dice)
6 Difficulties: 6 (1000); 8 (2000);
7 Concealment: None
8 Clip: 200; .50 BMG (12.7x99mm NATO);
9 Fire Rate: 5;
10
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays.
1 A 30 mm hydraulically driven seven-barrel Gatling-style auto-cannon.
4 _
5 Damage (Type): 15 (dice)
6 Difficulties: 6 (1200); 8 (2400);
7 Concealment: None
8 Clip: 100; 30mm;
9 Fire Rate: 8;
10
11 Interactions/Notes: Gun may fire full-auto, three-round bursts, and strafing sprays/Not man-portable; must be mounted on vehicle.
1 An American single-shot, shoulder-fired, break-action grenade launcher.
4 _
5 Damage (Type): 6 (dice)
6 Difficulties: 6 (400); 8 (800);
7 Concealment: None
8 Clip: 1;
9 Fire Rate: 1;
10
11 Interactions/Notes:
1 A mechanical incendiary device designed to project a long, controllable stream of fire.
4 _
5 Damage (Type): 3/AGG per turn on fire.
6 Difficulties: 6 (60); 8 (120);
7 Concealment: None
8 Clip: 5; Napalm/Gasoline;
9 Fire Rate: 1;
10
11 Interactions/Notes: Burn Area: 3; Blast Power: 2; Burn: Yes
1 A device that launches an often unguided, rocket-propelled projectile.
4 _
5 Damage (Type): 12-16 (dice)
6 Difficulties: 6 (500+); 8 (1000);
7 Concealment: None
8 Clip: 1; Small Rocket;
9 Fire Rate: 1;
10
11 Interactions/Notes: Small Rocket: Burn Area: 10; Blast Power: 20-30 (dice); No Burn
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Dumping things that might spark ideas for you fellas (All from APSD application, so you might wanna tweak it here and there)
1 An American made round rubber pellet filled with Oleoresin Capsicum.
2 Upon impact, the casing will burst and spray the target with Pepper spray.
3 The victim will suffer the same penalties as being pepper-sprayed (Blindness, skin irritation, stunning).
4 This bullet will do Bashing damage and can be used in Pepper-ball Gun only.
5 Fills two meter radius with tear gas, and spreads a small rating below.
6 _
7 Toxin Rating: 1
8 Toxin Disperse: 2-meters (lasts 2 rounds from impact)
9 Special: Clouds of toxins inflict damage per turn spent within the cloud without protection.
1 An American made handheld pepper spray, filled with Oleoresin Capsicum.
2 The victim will suffer the same penalties as being pepper-sprayed (Blindness, skin irritation, stunning).
3 The item does 3/B static damage.
5 Fills two meter radius with tear gas, and spreads a small rating below.
6 _
7 Toxin Rating: 1 (Bashing)
8 Toxin Disperse: 2-meters (lasts 2 rounds from impact)
9 Special: Clouds of toxins inflict damage per turn spent within the cloud without protection.
*Cost should be refunded as this should be standard equipment.
1 An semi-automatic Italian gun, modified by the Americans, Less Than Lethal Shotgun.
2 The shotgun would be colored differently than normal lethal shotguns, and would have green markings.
3 It will bare APSD markings.
4 _
5 Damage (Type): 7 (dice)
6 Difficulties: 6 (25); 8 (50);
7 Concealment: Trench Coat
8 Clip: 12+1; 12-Gaguge Beanbag Rounds.
9 Fire Rate: 3
10 _
11 Interactions/Notes: Can only fire beanbag rounds.
1 An American-made 12-Gauge round filled with rubber pellets.
2 This bullet will do Bashing damage and can be used in LTL Benelli Nova only.
1 A specialized grenade used for clearing rooms in a non-lethal way.
2 When the String Grenade explodes, it will release an array of rubber pellets in the area.
3 _
5 Blast Area: 3 (10 Inch increments, then -1 per yard from blast area).
6 Blast Power: 10 (Static damage dice)
7 Concealment: Pocket
1 A police issued riot helmet, lightened and rigged for police use.
2 The helmet would have a face guard visor, letting the officer see through it.
3 It would have APSD markings on the front and back, and a small light to the left side of it.
4 _
5 Soak Rating: 4; Bashing, Lethal, Aggravated.
6 Dexterity Penalty: None
7 Protection Area: Head.
8 Bypass Difficulty: +1
13 _
18 The helmet has embedded tracking devices and dark blue marks. Removing them will destroy the object.
19 Employing this helmet publicly as a civilian requires you to wear a label or declare it preemptively.
*Cost should be refunded as this should be standard equipment.
1 An American-made round pellet made from soft-to-hard rubber material.
2 This bullet will do Bashing damage and can be used in APSD Carbine.
1 An fully-automatic police modified paintball gun, known as the Pepper-Ball Gun.
2 The pepper-gun would be colored differently than normal lethal shotguns, and would have green markings.
3 It will bare APSD markings as well, and would resemble a paintball gun.
4 _
5 Damage (Type): 5 (dice)
6 Difficulties: 6 (25); 8 (50);
7 Concealment: Trench Coat
8 Clip: 50+1; OC-Balls or Paint balls.
9 Fire Rate: 5
10 _
11 Interactions/Notes: Can only fire OC-Balls or Paintballs, normally does Bashing damage.
1 Specialized bullets that can do serious damage when needed. Upon impact it turns into a fiery haze.
2 This bullet does Aggravated damage, and can fit 5.56mm caliber rifles only.
3 Caliber: 5.56mm
1 An American-made baton/nitestick, baring APSD markings.
4 _
5 Damage (Type): Strength + 1 (Bashing)
6 Difficulties: 5 (attack); 6 (parry); 6 (disarm).
7 Concealment: Trenchcoat
8 _
9 No Unique Interactions.
*Cost should be refunded as this should be standard equipment.
1 A specialized grenade used for clearing rooms in a non-lethal way.
2 When the Flashbang explodes, it will release a chemical reaction that both deafen and blinds those in the area.
3 _
5 Blast Area: 3 (10 Inch increments, then -1 per yard from blast area).
6 Blast Power: 8 (Static damage dice)
7 Concealment: Pocket
8 Burn: None.
10 _
11 Interactions/Notes: It does Bashing damage, can cause stunning, blind-fighting, and deafening.
1 An American single-shot, shoulder-fired, break-action grenade launcher.
2 The weapon would bare APSD markings of blue and black.
4 _
5 Damage (Type): 6 (dice)
6 Difficulties: 6 (400); 8 (800);
7 Concealment: None
8 Clip: 1;
9 Fire Rate: 1;
10
11 Interactions/Notes: Shoots only M-79 sized canisters.
1 A specialized grenade used for clearing rooms in a non-lethal way.
2 When the CSC explodes, it will release a chemical reaction that blinds those in the area.
3 Can only be used with a M-79 Launcher.
4 _
5 Blast Area: 4 (10 Inch increments, then -1 per yard from blast area).
6 Blast Power: N/A (Fills a two meter radius with tear gas, and spreads rating below)
7 Toxin Rating: 1 (Bashing)
8 Toxin Disperse: 2-yards (lasts 4 rounds from impact)
9 Special: Clouds of toxins inflict Bashing damage per turn spent within the cloud without protection.
10 Burn: None.
11 Concealment: Pocket
12 _
13 Special: May cause blind fighting, and skin irritation.
1 A specialized grenade used for clearing rooms in a non-lethal way.
2 When the CSG explodes, it will release a chemical reaction that blinds those in the area.
4 _
5 Blast Area: 4 (10 Inch increments, then -1 per yard from blast area).
6 Blast Power: N/A (Fills a two meter radius with tear gas, and spreads rating below)
7 Toxin Rating: 1 (Bashing)
8 Toxin Disperse: 2-yards (lasts 4 rounds from impact)
9 Special: Clouds of toxins inflict Bashing damage per turn spent within the cloud without protection.
10 Burn: None.
11 Concealment: Pocket
12 _
13 Special: May cause blind fighting, and skin irritation.
1 A police issued gas mask, lightened and rigged for extensive use.
2 The headgear would have a face guard visor, letting the officer see through it.
3 It would have APSD markings on the front and back, and a oxygen filter.
4 _
5 Soak Rating: 3; Bashing, Lethal, Aggravated.
6 Dexterity Penalty: None
7 Protection Area: Front-Head.
8 Bypass Difficulty: +1
9 _
10 The mask has embedded tracking devices and dark blue marks. Removing them will destroy the object.
11 Employing this mask publicly as a civilian requires you to wear a label or declare it preemptively.
12 Special: The headgear may cause difficulties to your sight, all visual perception rolls are at +1 difficulty.
13 Special: Continuous usage would require to change the filter, make sure to keep it on up to a scene before changing.
1 An attachment to the officer’s belt area, that provides multiple holders and pockets for ease of use.
2 Various places to hold handcuffs, flashlights, batons, handguns, and other items of such use.
*Cost should be refunded as this should be standard equipment.
1 An American-made Explosives Ordnance Disposal Kit, that will quicken the process of defusing bombs.
2 The kit, with proper knowledge (Demo 2+ or Technology 3+) will provide -2 difficulty for the first turn.
3 Any turn after that is at -1 difficulty, until the bomb is completely defused.
1 A 2-yard long camera with adjustable diagonals to see through weird angles and under doors.
2 It projects what it sees onto a handheld device with possible hookup to audio.
3 The camera can emit audio into headsets if need be, and can project in night vision as well.
4 Though due to the quality of the technology, any perception roll made with it is at +1 difficulty.
1 A PSG1 Sniper Rifle is a semi-automatic rifle that can use 7.32mm caliber bullets.
2 The gun has APSD markings on it, blue and black stripes, and a sling for ease of use, and a tripod.
4 _
5 Damage (Type): 8 (dice)
6 Difficulties: 6 (200); 8 (400);
7 Concealment: None
8 Clip: 15+1; Caliber: 7.32
9 Fire Rate: 3;
10 _
11 Advanced Targeting Scope: A scope with thermal and NV filters is attached to the weapon.
12 If you take a full turn to aim, the difficulty of the subsequent shot is reduced by 2.
13 _
15 The weapon comes with a dark blue tint, demarking it as a Angel Pine Sheriff's Department weapon.
16 Employing this weapon publicly as a civilian requires you to wear a label or declare it
preemptively.