Saturday, February 8, 2014

Swords! Boomerangs! Arrows!

Futurist's Guide to Gadgets: Weapons Catalog!
Day Two: Melee Weapons, Missile Weapons, Trick Arrows, & Trick Boomerangs!

Melee Weapons                                                                                                              
Aluminum Baseball Bat, Crowbar, or Lead Pipe [BODY: 4, Strike: 1 (Lethal)]
Axe [BODY: 4, Claws: 2]
Axe, Battle [BODY: 5, Claws: 3]
Axe, Hand [BODY: 4, Claws: 1]
Axe, Stone [BODY: 2, Claws: 2]
BAYONET [BODY: 5, Claws: 1] Attached to a rifle, it increases the weapon’s Claws to 2.
Bill, Glaive, or Naginata (Pole Blade) [BODY: 4, Claws: 2]
Billy Club [BODY: 2, Strike: 2]
Broad Sword [BODY: 6, Claws: 3]
Broken Bottle [BODY: 1, Claws: 1, R#6]
Caltrop [BODY: 1, Claws: 1 (Full Force), R#2] Misc. Bonus: Targets must roll a Perception Check to Notice caltrops. Characters with the Thief (Security Systems) subskill can roll that instead. If they fail, then their OV/RV is reduced to 0 against it as they step on it. Their RV may be increased if they are wearing heavy boots. The caltrop attacks with AV/EV equal to its Claws. RAPs are APs subtracted from the target’s movement rates. These APs must be Recovered as lost power APs. 
Cat O’Nine Tails [BODY: 3, Strike: 1] Length of 0 APs
Chain [BODY: 6, Strike: 1 (Lethal), Snare: 2 (No AV)] Length of 0 APs
CHAIN, MYSTICAL [BODY: 8, INFL: 1, AURA: 1, SPIRIT: 8, Snare: 8 (Mystic Link), Force Shield: 8 (Linked to Snare, The chain can be spun to create a shield), Stretching: 2 (Only used to increase the chain’s length)] Also requires the Exotic Weapons subskill to use.
Chainsaw [BODY: 7, Claws: 4 (Full Force), R#4]
Chainsword [BODY: 4, Claws: 3 (Full Force), R#4]
Club or Wooden Baseball Bat [BODY: 3, Strike: 1]
Dagger [BODY: 8, Claws: 1] Can be used as a thrown weapon with the Diminishing and Half STR Limitations.
Electric Lance [BODY: 4, Claws: 1, Lightning: 2 (No AV, No Range), R#3] -2 CS bonus to RV if used while mounted.
Electric Whip [BODY: 4, Snare: 3, Lightning: 3 (No Range, Power linked to Snare), R#4]
Excalibur [BODY: 25, Claws: 5 (Mystic Linked), Misc. Vulnerability: Excalibur is used to defend the realm of England. If it used in combat for selfish reasons, it will shatter on any blow that slays the target]
EXCALIBUR’S SCABBARD [BODY: 12, Regeneration: 12 (Mystic Link)]
Fighting Stick [BODY: 6, Strike: 1]
Flail [BODY: 4, Strike (or Claws if spiked): 2 (Lethal)] -1 CS to OV when performing Disarms.
Flaming Sword [BODY: 8, Claws: 2, Flame Being: 5] Flame Being is linked to Claws. Both attack powers are Mystic Linked.
Force Pike [BODY: 4, Claws: 2, Lightning: 5 (No AV, No Range, Power linked to Snare), R#2] Can be used to Block lightsabers. A variation on this weapon is the Electro-Pole. It has all of the same stats except that it uses Strike instead of Claws.
Halberd or Pole Axe [BODY: 4, Claws: 3]
Kama or Sickle [BODY: 3, Claws: 1]
Katana [BODY: 9, Claws: 3]
Klingon Bat’leth [BODY: 9, Claws: 3]
Klingon D’k tahg [BODY: 9, Claws: 1]
Knife [BODY: 9, Claws: 1]
Kusari-gama [BODY: 3, Claws: 1, Snare: 3 (No AV)] Length of 0 APs
Lance [BODY: 3, Claws: 2] -2 CS bonus to RV if used while mounted
Laser Sword [BODY: 4, Heat Vision: 8 (No AV, No Range), R#4] Can be used to Block lightsabers.
Lasso/Lariat [BODY: 5, Snare: 6 (No AV, Does not count as BODY)] 3 APs long. This weapon cannot be used to cause damage unless it is used to strangle.
Lasso of Truth [BODY: 35, Snare: 15 (No AV, Does not count as BODY, Mystic Link; the target’s DEX/AURA acts as the OV/RV of the snare and the target’s AURA acts as the AV/EV of escape attempts; Hero Points may be spent to increase the length of the Lasso with no upper limit), Compel Truth: 15 (No Range), Exorcism: 15 (Power Linked to Snare- the power’s abilities end when the target is freed; Also exorcizes Illusion and Mental Illusion powers- the lasso not only forces a target to speak the truth, it forces the target to see the truth)] This weapon cannot be used to cause damage unless it is used to strangle. Also requires the Exotic Weapons subskill to use.
Lightsaber [BODY: 5, Energy Blast: 8 (No AV, No Range), Reflection/Deflection: 8 (No AV, Linked to Energy Blast), R#2] Also requires the Exotic Weapons subskill to use. Only a weapon so designated in its description can Block a lightsaber. All others are attacked along with the blocker as if with a Multi-Attack. Wounds caused by lightsabers do not bleed. Defenders reduced to negative integers in Body do not lose any further Body. However, any wound that decreases a target’s Body to negative integers severs a limb, usually a hand, and Stuns the injured target. This represents a Jedi Lightsaber (blue, green, or violet). A Sith Lightsaber (red) has +1 AP of Energy Blast. A Double-Bladed Lightsaber has +1 AP of Reflection/Deflection, but on the roll of double ones, the user attacks himself. All lightsabers can be used to Block lightsabers.
Long Sword [BODY: 8, Claws: 2]
Lucerne Hammer or Pole Hammer [BODY: 4, Strike: 3 (Lethal)]
Mace [BODY: 8, Strike: 2 (Lethal)]
Magic Hammer [BODY: 7, Strike: 3 (Diminishing, Lethal, Half STR), Lighting: 5 (No AV), Returns]
Magic Spear [BODY: 6, Claws: 3 (Mystic Linked, Diminishing, Half STR), Gliding: 2 (added to STR to determine range), Returns]
Magic Sword [BODY: 18, Claws: 4 (Mystic Linked)]
Maul or Two-Handed Mace [BODY: 9, Strike: 3 (Lethal)]
Metal Whip [BODY: 4, Strike: 1] Length of 0 APs. -1 CS to OV when performing Disarms and Take Aways.
Mjolnir [BODY: 40, Strike: 6 (Mystic Link), Weather Control: 20, Flight: 11 (Mystic Link), Dimension Travel: 15 (Travel Only, Extra Time), Teleportation: 24 (Extra Time, Mystic Link), Geas: Only the worthy may lift Thor’s hammer] Also requires the Exotic Weapons subskill to use.
Monofilament Whip [BODY: 4, Claws: 2, R#3] Whip is 0 APs long.
Morningstar [BODY: 9, Claws: 2]
Nunchakas [BODY: 2, Strike: 2]
Pike [BODY: 3, Claws: 2] +1 CS to OV when defending against a Charge Attack. 1 AP long.
Quarterstaff [BODY: 7, Strike: 1]
Rapier [BODY: 7, Claws: 1]
Sai [BODY: 8, Claws: 1] -1 CS to OV when performing Disarms and Take Aways. Can be thrown as a weapon with the Diminishing and Half STR Limitations.
Scimitar or Falchion [BODY: 8, Claws: 2]
Scythe [BODY: 6, Claws: 2]
Short Sword or Gladius [BODY: 7, Claws: 1]
Spear or Partisan [BODY: 4, Claws: 3] Can be thrown as a weapon with the Diminishing and Half STR Limitations.
Stun Baton [BODY: 4, Strike: 1, Stun: 5 (No AV, No Range, Power linked to Strike), R#4]
Telescoping Lance or Staff [BODY: 6, Strike: 2, R#2] Telescopes to 7’ to be used as a staff. Can be thrown as a weapon with the Diminishing and Half STR Limitations.
Tetsubo or Pole Club [BODY: 4, Strike: 2 (Lethal)]
Trident or Military Fork [BODY: 4, Claws: 3] Can be thrown as a weapon with the Diminishing and Half STR Limitations.
Two-Handed Scimitar or Tulwar [BODY: 8, Claws: 3]
Tuskan Gaderffii [BODY: 8, Strike: 2 (Lethal)]
Two-Handed Sword or Claymore [BODY: 8, Claws: 3]
Vibro-ax [BODY: 6, Claws: 4 (Full Force), R#4]
Vibro-blade [BODY: 7, Claws: 3 (Full Force), R#4]
Vibro-dagger [BODY: 6, Claws: 2 (Full Force), R#4]
Vulcan Lirpa [BODY: 8, Strike: 2(Lethal), Claws: 1]
Wakizashi [BODY: 7, Claws: 2]
War Hammer [BODY: 6, Strike: 2 (Lethal)]
War Pick [BODY: 5, Claws: 2]
Whip [BODY: 3, Strike: 1, Snare: 4 (No AV)] Length of 0 APs
Wooden Stake [BODY: 9, Claws: 1] On a devastating attack, the stake can impale a vampire’s heart and kill it instantly


Missile Weapons                                                                                                           
Arrows and bolts have a BODY of 1.
Bola [BODY: 2, Snare: 4 (No AV, Snare Only)] A bola is 0 APs long.
Bola Launcher [STR: 5, BODY: 3, Ammo: 1, R#3] Use the weapon’s STR to determine the distance and speed of bolas thrown by this weapon.
Boomerang [BODY: 3, Strike: 2 (Diminishing, Half STR), Gliding: 1 (adds to STR to determine range), Returns]
Bow, Composite [STR: 7, BODY: 5, Projectile Weapons: 3 (No AV, Lethal, Uses bow’s STR as Range)] A character must have a STR of 3 or higher to use this bow.
Bow, Compound [STR: 7, BODY: 4, Projectile Weapons: 3 (No AV, Lethal, Uses bow’s STR as Range)] A character must have a STR of 3 or higher to use this bow.
Bow, Long [STR: 8, BODY: 4, Projectile Weapons: 3 (No AV, Lethal, Uses bow’s STR as Range)] A character must have a STR of 3 or higher to use this bow.
Bow, Magic [BODY: 4, Magic Blast: 5 (No AV), R#2] A magic bow does not use arrows. Instead it fires bolts of mystical energy. Also requires the Exotic Weapons subskill to use.
Bow, Short [STR: 6, BODY: 3, Projectile Weapons: 3 (No AV, Lethal, Uses bow’s STR as Range)] A character must have a STR of 2 or higher to use this bow.
Can of Mace or Pepper Spray [BODY: 1, Sensory Block: 4 (No AV, Only affects vision, Full Force), R#2]
Combat Disc [BODY: 7, Strike: 1 (Diminishing, Half STR), Gliding: 1 (adds to STR to determine range)]
Crossbow, Heavy [BODY: 4, Projectile Weapons: 5 (No AV, Lethal), Ammo: 1, R#2] It takes 2 phases to reload this weapon.
Crossbow, Light [BODY: 4, Projectile Weapons: 5 (No AV, Lethal), Ammo: 1, R#2] It takes 2 phases to reload this weapon.
Crossbow, Pistol [BODY: 5, Projectile Weapons: 5 (No AV, Lethal), Ammo: 3, R#2] It takes 2 phases to reload this weapon.
Crossbow, Repeating [BODY: 4, Projectile Weapons: 5 (No AV, Lethal), Ammo: 6, R#3] It takes 2 phases to reload this weapon.
Daikyu [STR: 8, BODY: 4, Projectile Weapons: 3 (No AV, Lethal, Uses bow’s STR as Range)] A character must have a STR of 3 or higher to use this bow.
Dart, Posoned [BODY: 1, Poison Touch: 5 (No AV, Diminishing, Half STR), R#3]
Electric Net [BODY: 4, Snare: 5 (Snare Only), Lightning: 3 (No Range, Power linked to Snare), R#4] The net is 0 APs square (10’ by 10’). -1 CS when performing Multi-Attacks.
Grapple Gun with Swingline [BODY: 4 (the gun’s BODY, not the line’s), Snare: 4 (No AV), Ammo: 1, R#3] Swingline is 3 APs long.
Harpoon Gun [STR: 5, BODY: 3, Ammo: 1, R#3] Use the weapon’s STR to determine the distance and speed of harmoons thrown by this weapon.
Javelin, Pilum, or Harpoon [BODY: 2, Claws: 3 (Diminishing, Half STR)]
Net [BODY: 4, Snare: 5 (No AV, Snare Only)] The net is 0 APs square. -1 CS to OV when performing Multi-Attacks
Net Launcher [STR: 5, BODY: 4, Ammo: 1, R#4] Use the weapon’s STR to determine the distance and speed of bolas thrown by this weapon.
Pellet, Flash [BODY: 1, Flash: 5, R#2]
Pellet, Nerve Gas [BODY: 1, Poison Touch: 6 (No AV, Gas Effect, Full Force), R#2]
Pellet, Sleep Gas [BODY: 1, Sleep: 5 (Gas Effect, Full Force), R#3]
Pellet, Smoke [BODY: 1, Fog: 5 (Full Force), R#2]
Pellet, Stun [BODY: 1, Stun: 5 (No AV, Explosive Radius, Full Force), R#2]
Pellet, Tear Gas [BODY: 1, Sensory Block: 5 (Gas Effect, Full Force, Affects vision only), R#2]
Sling [BODY: 2, Projectile Weapons: 3 (No AV, Lethal, Diminishing, Half STR)]
Throwing Axe or Tomahawk [BODY: 3, Claws: 1 (Diminishing, Half STR)]
Throwing Hammer or Club [BODY: 4, Strike: 1 (Diminishing, Lethal, Half STR)]
Throwing Knife [BODY: 6, Claws: 1 (Diminishing, Half STR)] The attack power of this weapon represents throwing multiple weapons at a target. If attacking multiple targets, reduce the attack’s total EV by one for each target and apply the Multi-Attack modifiers.
Throwing Star or Dart/Shuriken [BODY: 6, Claws: 1 (Diminishing, Half STR)] The attack power of this weapon represents throwing multiple weapons at a target. If attacking multiple targets, reduce the attack’s total EV by one for each target and apply the Multi-Attack modifiers.


Trick Arrows                                                                                    
          The powers of a trick arrow replace the EV (Projectile Weapons power) of any bow they are used with, but not the AV (DEX or the Missile Weapons subskill). Trick arrows can only be used once before needing to be replaced.
Trick arrows are heavier and clumsier than normal arrows and thus have a shorter range. Reduce the STR of bows by 1 AP to reflect this. Crossbows use their Projectile Weapons’ APs as range, so reduce that by 1 AP when firing trick bolts.
Normal Arrow [BODY: 1, Projectile Weapons: 3 (No AV, Lethal, Uses bow’s STR as Range)]
Normal Crossbow Bolt [BODY: 1, Projectile Weapons: 5 (No AV, Lethal)]
Acetylene Torch Arrow [BODY: 1, Heat Vision: 8 (No AV, Lethal, Full Force, No Range), R#2]
Acid Arrow [BODY: 1, Acid: 8 (No AV, Full Force, No Range), R#2]
Aerated Polymer Arrow [BODY: 1, Webbing: 2 (No AV, Used to create a cushion only, adds APs to a falling character’s RV against falls), R#2]
Anesthetic Arrow [BODY: 1, Sleep: 8 (No AV, Full Force, Gas Effect), R#2]
Black Out Arrow [BODY: 1, Darkness: 8 (No AV, Full Force), R#2]
Bola Arrow [BODY: 1, Snare: 8 (No AV, Snare Only, Full Force), R#2] Cannot be used to Multi-Attack.
Boomerang Upgrade [Adds the Returns advantage to a trick arrow]
Boxing Glove Arrow [BODY: 1, Projectile Weapons: 6 (No AV, Non-Lethal, No Range- Uses bow’s STR as Range)]
Bug Arrow [BODY: 1, Radio Communications: 12, R#2]
Cable/Grapple Arrow [BODY: 1, Snare: 6 (No AV, Full Force), R#2] Line is 5 APs long
Crescent Blade Arrow [BODY: 1, Claws: 1 (Full Force, Adds to the bow’s STR)]
Cryonic Arrow [BODY: 1, Ice Production: 8 (No AV, Full Force), R#2] Only covers a 0 AP area or volume.
Drill Arrow [BODY: 1, Digging: 9 (No AV), R#2] Lethal and Full Force if used to attack a living target.
Electrical Arrow [BODY: 1, Lightning: 8 (No AV, Full Force, No Range), R#2]
Explosive Arrow [BODY: 1, Bomb: 8 (No AV, Full Force), R#2]
Extinguisher Arrow [BODY: 1, Fog: 4 (Can be used to extinguish fires, Full Force), R#2]
Flare Arrow [BODY: 1, Flame Being: 6 (No AV, Lethal, Full Force), R#2]
Flash Arrow [BODY: 1, Flash: 8 (No AV, Full Force), R#2]
Glue Arrow [BODY: 1, Glue: 8 (No AV, Full Force), R#2] Only covers a 0 AP area or volume.
Hacking Arrow [BODY: 1, Cybertelepathy: 7 (Bonus: 0 APs Range due to wireless capabilities), R#3]
Handcuff Arrow [STR: 8, BODY: 1, R#2] STR is only used to hold targets.
Incendiary Arrow [BODY: 1, Flame Project: 8 (No AV, Lethal, Full Force, Explosive Radius), R#2]
Magnetic Upgrade [Added to Cable Arrow, increases the Snare to 8, but only snares metal. Added to other arrows, it removes the No AV limitation when attacking metal targets]
Net Arrow [BODY: 1, Snare: 6 (No AV, Snare Only, Full Force), R#2] The net is 0 APs square (10’ by 10’). -1 CS when performing Multi-Attacks.
Neural Scrambler Arrow [BODY: 1, Mind Blast: 8 (No AV, Full Force), R#2]
Parachute Arrow [STR: 5, BODY: 1, Gliding: 5, R#2] 
Putty Upgrade [Added to Cable Arrow, increases the Snare to 8 when snaring rough textures. Reduce the Snare to 4 against smooth targets.]
Rocket/Jet Upgrade [Adds Flight: 5 to any arrow] Reliability has to be rolled every phase the arrows flies. It starts at R#2 and increases by 1 every phase. A failed reliability roll indicates that the arrow is out of fuel and it falls useless to the ground.
Scrambler Arrow [BODY: 1, Pulse: 8 (No AV, Full Force), R#2]
Smoke Arrow [BODY: 1, Fog: 8 (Full Force), R#2]
Sonic Arrow [BODY: 1, Sonic Beam: 8 (No AV, Full Force), R#2]
Stun Arrow [BODY: 1, Stun: 8 (No AV, Full Force), R#2]
Suction Cup Upgrade [Added to Cable Arrow, increases the Snare to 8 when snaring smooth textures. Reduce the Snare to 2 against rough targets.]
Tear Gas Arrow [BODY: 1, Sensory Block: 6 (Gas Effect, Only affects vision, Full Force), R#2]
Thermal Arrow [BODY: 1, Heat Vision: 8 (No AV, Full Force, Lethal, No Range), R#2]
Tracker Arrow [BODY: 1, Radio Communications: 10 (Only used to send a tracking signal), R#2]
Vibration Arrow [BODY: 1, Vibe: 8 (No AV, Full Force), R#2]

Trick Boomerangs                                                                                        
   The powers of a trick boomerang replace the EV (Projectile Weapons power) of a normal boomerang, but not the AV (DEX or the Missile Weapons subskill).
Normal Boomerang [BODY: 3, Strike: 1 (Diminishing, Half STR), Gliding: 1 (adds to STR to determine range), Returns]
Bafflerang [BODY: 5, Flash: 7 (No AV), Gliding: 3 (adds to STR to determine range), Returns, R#2]
Batarang w/Line [BODY: 8, Strike: 2 (Diminishing, Half STR), Snare: 7 (No AV), Gliding: 2 (adds to STR to determine range), Returns] Line is 4 APs long.
BOOMerang [BODY: 5, Bomb: 8 (No AV, Full Force), Gliding: 3 (adds to STR to determine range), Returns, R#2]
Laserang [BODY: 5, Heat Vision: 3 (No AV, Lethal), Gliding: 3 (adds to STR to determine range), Returns, R#3]
Programmable Batarang [BODY: 7, Strike: 1 (Diminishing, Half STR), Gliding: 1 (adds to STR to determine range), Radar Sense: 8, Returns, R#3] It takes 1 phase to program this batarang.
Razorang [BODY: 5, Claws: 2 (Diminishing, Half STR), Gliding: 3 (adds to STR to determine range), Returns]
Shockerang [BODY: 1, Lightning: 8 (No AV, No Range), Returns, R#2]
Smokerang [BODY: 5, Fog: 8, Gliding: 3 (adds to STR to determine range), Returns, R#2]
Sonic Boomerang [BODY: 5, Sonic Beam: 7 (No AV), Gliding: 3 (adds to STR to determine range), Returns, R#2]



No comments:

Post a Comment