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Contexto para la educación y el desarrollo docente .1 El sistema de educación pública de la India

In document PREPARAR A LOS MAESTROS PARA EDUCAR (página 140-143)

Un estudio del programa Dream-a-Dream de la India

5.2 Contexto para la educación y el desarrollo docente .1 El sistema de educación pública de la India

on many variations, and so it is relatively easy for Nearsiders to line their pockets, if they so choose.

Of course, value is in the eye of the buyer. The barter system is most often used on variations that have had their economies ruined by the disasters of Diver-gence. Someone on Ice Box, for example, may be willing to trade thousands of dollars for a warm coat that might cost $40 in the normal world.

GMs can quickly adjust values up and down by multiplying or dividing Earth1 prices, depending on the items’ relative scarcity or abundance on the varia-tion where it’s being traded. Use a rule of thumb of doubling the Earth1 value of items that would be in low supply and moderate demand on another varia-tion. Triple the Earth1 value of items that would be in low supply and high demand on another variation.

Above all, GMs should use their own vision of each variation’s needs, as well as the motivations of the non-player characters involved in bartering to deter-mine a fair trading value.

T

ypes of equipmenT

In addition to run-of-the mill equipment that bestows no additional bonuses or penalties to its users, there are six types of special equipment in Broken Rooms:

1. Equipment with intrinsic qualities.

2. Equipment that makes use of particular Skill Concentrations.

3. Trinkets imbued with one-time-use Meridian effects.

4. Talismans that can store excess Momentum.

5. Artifacts imbued with permanent, but weak, Meridian effects.

6. Ridiculously powerful Relics imbued with per-manent, powerful and sometimes multiple Meridian effects.

i

nTRinsic

q

uAliTies

Equipment that is built in such a way that it automati-cally grants a specific bonus or drawback to anyone using it.

Just like character Qualities, equipment Qualities can have both positive and negative effects, based

Equipment

on the situation. Items with intrinsic qualities should be given descriptive names, with adjectives such as trusty, flimsy, flashy, shoddy, beautiful, nasty, or even ob-noxious, to name a few. The GM should describe what specific +/- 1d benefits or drawbacks the item might have, depending on various situations.

Examples:

l A big scary gun grants a bonus to Intimidation rolls when using it, but it is also more difficult to con-ceal.

l A jaunty hat, revealing dress or horn-rimmed glasses may grant a bonus or invoke a penalty to social interactions, depending on the circumstances.

l A flashy diamond bracelet could help get you into certain social circles, or it could help get you robbed.

l Well-made lock picks may provide a bonus to breaking and entering, but they will also look suspi-cious to law enforcement if they discover them on you.

l A lucky rabbit’s foot may grant one bonus per day on a particular type of check.

l A finely tuned rifle would provide a bonus to aiming, assuming its sensitive sights weren’t jostled beforehand.

l A big, bulky coat might keep you warmer, but it will also restrict movement.

c

oncenTRATions

Equipment that provides bonuses or additional uses for those who have the appropriate Skill Concentration training.

Some equipment might not be usable by charac-ters who are Unfamilar (10+) with it, while other types of equipment cannot be used to their fullest potential

by characters who are not Professionals (7+) or even Experts with them (6+). See the weapon descriptions beginning on page 181 for more information.

Examples:

l A whip might be used to retrieve an object, or as a grappling hook for anyone with a Professional Skill (7+) Concentration in Personal Combat: Armed.

l A rapier can be used to attack twice per round by someone with at least a Trained (8+) Skill Concen-tration in Personal Combat: Armed.

l A character who is Trained (8+) in Deception:

Sleight of Hand and at least Familiar (9+) with Personal Combat: Armed receives a 1d synergy bonus when using the cane gun, wrist pistol and other hidden fire-arms.

l Advanced demolitions can only be used by Pro-fessionals (7+) in Tradecraft: Military Engineer.

Item Quality Examples

Quality Effect

Warm/Cozy +1d to resist effects of cold

Big/Huge/Massive -1d to action checks involving item concealment; +1d to appropriate intimidation checks Scary/Creepy +1d to appropriate intimidation

checks

Fancy/Flashy/Jaunty +1d to appropriate social checks, -1d to checks involving item concealment

Well-made/Sturdy/

Awesome +1d to item’s primary function Lucky +1d per day to a check involving

the item

Fragile/Delicate -1d to resist breaking

Bulky/Awkward/Heavy -1d to athletics checks involving the item

Solid/Strong +1d to resist breaking Beautiful/Adorable/

Charming +1d to appropriate social checks involving the item

Small/Tiny/Petite +1d to concealment checks involving the item

Fast/Quick +1d to initiative checks involving the item

Bizarre/Strange -1d to appropriate social checks involving item

Awful/Crappy/Shoddy/

Makeshift -1d to item’s primary function Ugly/Repulsive/Nasty -1d to appropriate social checks

involving the item

Equipment

T

RinkeTs

Equipment that has been imbued with Meridian ef-fects. Player characters need not know the Meridian themselves to benefit from the effect. However, once the Meridian effect has been unleashed, it is gone.

See page 93 for information on creating Trinkets.

T

AlismAns

Equipment that can be used to store excess momen-tum for later use.

These rare items allow Nearsiders to bleed excess Momentum they earn, above and beyond the maximum amount they could normally save, into the items. They can then access the item’s Momentum for use when their personal Momen-tum pool is empty. The maximum MomenMomen-tum an item can hold is equal to the character’s Depth. A Talisman can only be used by the Nearsider who created it. For more information on creating Talis-mans, see page 92.

A

RTifAcTs

Traveling through broken rooms can sometimes alter Trinkets, making their one-time effects permanent.

These are known as Artifacts. Anyone — even an HbA- person — can use an Artifact. They do not need to be activated with Momentum.

Examples:

l A prybar imbued with an Opener Meridian effect that receives a bonus when used to pop a lock or pry open a door.

l A compass imbued with a Finder Meridian ef-fect that always points to the nearest broken room.

l A sledge hammer imbued with a Breaker Me-ridian effect that receives bonuses to break certain objects.

l Shoes imbued with a Moving Meridian effect that provide a bonus to Athletics/Running checks.

R

elics

Some Artifacts are even more potent and strange.

These are Relics, items that have not just traveled to other variations, but from other Nearsiders — older iterations of the network of worlds. While no one is certain how this can even be possible, many are found on the Reef, or in the possession of Exiles, the

mad Nearsiders who claim to have survived previous Convergences.

Relics are important to Exiles. They provide an anchor of sorts, allowing them to remember more about their previous life than they might normally be able to. Without Relics, Exiles only have hazy memo-ries at best, and many do not even realize that they are Exiles until they find or recover one of their Relics.

Every Exile has one or more Relic that is inher-ently linked to them. In the hands of other Nearsiders, Relics are much like any other Artifacts. While they

Caliber and Rate of Fire

When the variables of form factor, caliber, ammunition and action are taken into consideration, there are hundreds of different types of firearms. For purposes of simplified game play, those choices have been combined into groups, such as large-caliber pistols or assault rifles. These groups are in-tended to provide sufficient distinction to range and damage without getting bogged down in details.

Likewise, rate of fire has been boiled down into three weapon qualities: single-fire, semi-automatic and automatic.

These qualities enable characters who are familiar with their weapons to perform special combat maneuvers, such as Burst, Spray, and Double Tap. See page 157 for more informa-tion on these and other maneuvers.

Remember that bursts and spraying bullets with a fully

automatic weapon uses up ammunition quickly. It normally

requires one move action to reload, but some guns require

additional time as noted in the weapon descriptions. Don’t

forget to track ammunition use.

Equipment

Gear Examples/Description

Batteries Watch, cell phone, flashlight, laptop

Binoculars Small, medium, large Blanket Solar, wool, waterproof Bolt cutters

Books Manuals, reference, paperbacks, hardbacks

Camera Digital, secret

Camp kit Fire starter, compass, multi-tool, bedroll

Candles Cane Cell phone

Chain Small, medium, heavy

Clothing kit Camouflage, upscale, business, workout, everyday, uniform, desert, arctic, laborer

Compass

Computer Desktop, laptop, handheld

Container, dry goods Cardboard box, wooden box, metal box, map case, trunk, crate

Container, liquids Bottle, vial, jar, thermos, cup Crowbar Small pry bar, large tire iron Cutlery Camping, standard, silver Disguise kit Wigs, robe, glasses, makeup,

accessories, small prosthetics, glue Drink Water, alcohol, energy, coffee

Drugs Prescription, illegal

Duct tape Fire starter

First aid kit

Bandages, clotting agent, antiseptic, antibiotic, burn relief, aspirin, pain killers, eyewash, tweezers

Fishing kit Hooks, line, sinkers, collapsible rod, floats

Flares Road, flare gun

Flashlight LED, helmet, handheld, large Glass cutter

Glasses Magnifying, prescription

Glue Epoxy, rubber cement, superglue

Grappling hook

Hammer Ball peen, claw, sledge Handkerchief

Insect repellent

Jewelry Brooch, necklace, ring, earring

Gear Examples/Description

Lantern Battery, propane, kerosene Laser pointer

Lighter Disposable, flip-top

Locksmith kit Picks, files, small hammer, wax, wire, blank keys

Magnifying glass

Makeup kit Lipstick, eyeliner, foundation, blush, mascara, tweezers Map

Matches Book, waterproof

Mirror Signal, compact

Multi-tool

Musical instrument Harmonica, flute, violin, guitar, bugle

Pack Backpack, gym bag, laptop bag, rucksack, purse

Playing cards

Pliers Needle nose, channel locks, vice grips

Pocket knife Swiss army, locked blade Poison Rat killer, pesticides, herbicides,

household chemicals Radio Transistor, satellite, two-way Rope

Saw Hacksaw, handsaw, coping saw

Screwdriver Phillips, standard, hex

Sewing kit Needles, thread, thimble, scissors

Shovel Foldable, large

Spikes Small, medium, large

String Kite, twine

Tape recorder Cassette, digital Tent

Tobacco Cigarettes, cigar, pipe, chewing

Toiletry kit Soap, washcloth, perfume/cologne, sponge, toothpaste, toothbrush, brush

Trash bags

Travel Food Canned goods, dried meats, bread, crackers, chips, trail mix

Watch Wrist watch, pocket watch

Waterproof storage Freezer bag, evidence bag, sealed plastic container

Whistle Standard, dog

Wire Thin, thick

Wire cutter

Writing utensil Pen, pencil, marker

Equipment

only “unlock” memories for their actual owners, a Relics will sometimes “whisper” thoughts and ideas to another Nearsider holding it, including lost mo-ments from long-since-gone variations.

R

Anged

W

eApons

The further away your target, the harder it is to hit them. Some equipment can overcome the increased Difficulties associated with short, medium, long and extremely long ranges. Other types of equipment are only effective at point-blank or close ranges. Un-less otherwise noted in the weapon descriptions, ranged weapons bestow no Difficulty penalties at point-blank or close ranges, while melee weapons can only be used at point blank ranges.

Distance Range Default

Difficulty Point Blank Touch to 3 ft. +1d

Close 4 - 15 ft. +1d

Short 16 - 75 ft. +1d

Medium 76 - 450 ft. +2d

Long 451 - 1200 ft. +3d

Extremely Long 1201 - 4800 ft. +4d

Beyond 4801+ ft. +5d per 1200 ft.

R

Anged

W

eApon

d

escRipTions AnTi-pReAcheRgun

Prevalent on Earth9, this weapon causes mild discom-fort to humans but will disrupt electronic equipment and nanotechnology. A few “standard” models are mass produced, but APGs can be built using appro-priate parts and components. They emit a series of focused electromagnetic pulses. The PREACHER na-novirus is especially vulnerable to an APG.

Effective Range: Short.

Special: Only damages anyone or anything infected with the PREACHER nanovirus, along with rendering unshielded electronics useless for a number of rounds equal to the damage that would have normally been taken. Requires 20 minutes to charge the APG via an electrical outlet.

AssAulTRifle

Also known as a machine gun, these rifles are typi-cally used by military and are not readily available to the general public.

Effective Range: Long; -1d at point-blank range.

Special: -2d to concealment attempts. Can be used as a semi-automatic or automatic.

Axes, ThRoWing

Heavy blades attached perpendicularly to shafts, axes come in many shapes and sizes. More useful than knives, they’re also more difficult to conceal. Larger axes, such as battle axes, do more damage than hatchets.

Effective Range: Short for throwing axes.

Special: Throwing axes are specially balanced weap-ons. Other axes cannot be thrown effectively. Large axes require two hands to wield.

BolAs

Weights attached to cords, bolas can be used to

en-Equipment

tangle the limbs of opponents.

Effective Range: Close.

Special: A Concentration in Personal Combat: Thrown Weapons is required to entangle targets with bolas.

chAin

This versatile piece of equipment can be called into action as a weapon that has the ability to entangle its targets.

Effective Range: Close.

Special: A Concentration in Personal Combat: Armed is required to use a chain to entangle targets. Modern armor is doubled vs. chains.

cRossBoW

Modern crossbows mount a short bow on a gunstock, just like their ancient counterparts. However, today’s composite crossbows are capable of longer ranges.

They can be equipped with scopes and silencers.

Effective Range: Medium for standard crossbows, short for pistol crossbows.

Special: Crossbows grant +1d to Larceny: Stealth checks when attempting to fire unnoticed. Characters who con-centrate on Marksmanship: Archery and are Trained (8+) in Deception receive a +1d when using pistol crossbows.

gRenAdes

Fragment grenades are designed to break into pieces upon detonation, sending shrapnel at their targets.

Concussion grenades are designed to cause damage by explosion alone, and are especially effective in en-closed areas. Smoke and flash grenades are often used to flush people out or stun them. These military and law enforcement weapons are not readily available to the public.

Effective Range: Short.

Special: Concussion grenades receive +1d when used in enclosed areas of 15 sq. ft. or less. Anyone who is successfully attacked with a concussion grenade is stunned for one round. Anyone who is successfully at-tacked by a smoke grenade is incapacitated for one round while coughing and must leave the smoke-filled area to recover, but is otherwise uninjured.

heAvyARTilleRy

Howitzers, mortars and cannons are hard to come by

be towed to be moved. They require special training to aim and fire accurately.

Effective Range: Extremely long; cannot be used at point-blank or close range.

Special: A Concentration in Marksmanship: Artillery is required to use.

heAvymAchinegun

Often attached to military vehicles because of their weight, heavy machine guns cannot be held and fired accurately from a standing position. When not mounted, they are typically fired from a prone position.

Effective Range: Long; -2d at point-blank range.

Special: Cannot be concealed on a person; must be shot from a tripod; one full round to reload. Can be used as semi-automatic or automatic weapons.

JAvelin

The javelin is a light spear intended to be thrown.

Effective Range: Short.

Special: Modern armor is doubled vs. a javelin.

k-TechAssAulTRifle

K-tech is a generic term for any K’thari technological innovation that has been modified by mankind for their use. On Earth4, it is not unusual in vehicles, aircraft and, of course, weaponry. By feeding a K-Tech rifle small chunks of meat (usually 4 to 10 oz. per “reload”) the weapon generates roughly 100 tiny, surgically sharp hair-like needles that tear through flesh and bone.

Effective Range: Medium; -1d at point-blank range Special: It takes about an hour to fully recharge. While the weapon is recharging, standard rounds can be loaded and fired. Can be used as semi-automatic when firing standard ammo, or as a semi-automatic or auto-matic when firing needles.

k’ThARiheAvyplAsmAcAnnon

This shoulder-mounted cannon is similar to mankind’s rocket launcher, but more deadly. Plasma cannons fire bolts of supercharged ionized plasma at very high temperatures, vaporizing anything they touch.

Effective Range: Long; -2d at point-blank range.

Special: Cannot be concealed on a person; one full

Equipment

Range Weapon Description Damage Rounds Range Special

Anti-Preacher gun EMP gun 0/4 20 Short 2H, SD

Assault rifle/

machine gun M16, SKS, AK-47 assault

rifles 4 30 Long 2H, FA, MW, SA,SD

Axe, throwing 1 1 Short 2H, SD

Bolas 0 1 Close SD

Chain 1 1 Close 2H, AD, SD

Crossbow 2 1 Medium 2H, SD

Grenades Concussion, fragmentation,

flash, smoke 0 or 8 1 Short AE, MW, SD

Heavy artillery Howitzer, mortar, tank 12 1 Long AE, 2H, MW, SD

Heavy machine

gun 6 Long 3H, FA, MW, SA, SD

Javelin 2 1 Short AD

K-Tech assault rifle Modified alien technology 4 30 Medium 2H, FA, KT, SA, SD K’thari Heavy

Plasma Cannon Modified alien technology 12 1 Medium 3H, KT, SD

K’thari Stunner Modified alien technology 2 6 Short KT, SD

K’thari Venom

Pistol Modified alien technology 4 12 Short KT, SD

Knife, throwing 1 1 Close AD

Light

sub-machine gun Uzi, Mauser machine pistol 3 30 Short FA, MW, SA,SD

Longbow 2 1 Short 2H, SD

Molotov cocktail Petrol bomb, gas bomb, fire

bomb 1 for 3

rounds 1 Short AE, AH, SD

Net 0 1 Close 2H, SD

Pepper spray 0 3 Point-blank SD

Pistol crossbow 1 1 Short SD

Pistol, large caliber .44, .45, .454, .50, K-tech 3-4 5 - 30 Short SA, SD Pistol, single-shot Wrist pistol, cane gun, pen

gun 2 1 Point-blank SD

Pistol, small

caliber .22, .25, .32, .38, K-tech 2-3 5 - 30 Short SA

Rifle, hunting 4 8 Medium 2H, SA, SD

Rifle, sniper 4 10 Extremely long 3H, MW

Rocket launcher Bazooka 10 1 Extremely long 2H, MW, SD

Rocket propelled

grenade One shot, reloadable 8 1 Long 2H, AE, MW, SD

Shotgun Sawed off, double-barrel, 20

gauge, 12 gauge, beanbag 0 - 4 2 - 8 Close/Short 2H, SA, SD

Shuriken 1 1 Close AD

Sling 1 1 Short AD

Taser 0 3 Close AD, SD

Whip 1 1 Point-blank AD, SD

Key:

2H = requires two hands, 3H = requires a tripod, AD = armor is doubled, AE = area of effect,

AH = armor is halved, FA = fully automatic, KT = K-Tech, MW = military weapon, SA = semi-automatic, SD = See Description

Equipment

required. Targets that can see the Heavy Plasma Can-non are at -1d for any Bravery checks. Armor is halved vs. the heavy plasma cannon.

k’ThARisTunneR

A common weapon of the K’thari on Earth4, a K’thari stunner looks like it’s alive … because it is. The stunner

“fires” by excreting a liquid that can paralyze its target.

It is reloaded by feeding it meat.

Effective Range: Short.

Special: Unarmored targets must make a Body De-fense Check and achieve successes equal to the dam-age taken or be paralyzed by the weapon’s paralytic biotoxin for a number of rounds equal to the damage taken.

k’ThARivenompisTol

A more potent version of the K’thari stunner, the venom pistol uses a highly acidic, paralyzing liquid goo that can seep through gaps in armor or eat through it.

Effective Range: Short.

Special: Targets must make a Body Defense Check and achieve successes equal to the damage taken or be par-alyzed by the weapon’s paralytic biotoxin for a number of rounds equal to the damage taken. Armor is halved vs. a K’thari venom pistol.

knife

Knives come in all sizes, and a number of shapes. In Broken Rooms, the knife category of weapon includes everything from a pocket knife to a dagger.

Effective Range: Close for throwing knives.

Special: Throwing knives are specially balanced blades.

Other knives cannot be thrown effectively. Modern

Other knives cannot be thrown effectively. Modern

In document PREPARAR A LOS MAESTROS PARA EDUCAR (página 140-143)