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Contexto Regional (Urabá Antioqueño)

In document UNIVERSIDAD CATÓLICA LUIS AMIGÓ (página 59-65)

REFERENTES CONTEXTUALES

2.3. Contexto regional y local

2.3.3 Contexto Regional (Urabá Antioqueño)

The following weapons may be used during the game.

Their base damage codes are gathered in a convenient and spill-proof container in Appendix I (see p. 137).

AXE: Used by fire departments and medieval knights, although for different purposes. Long-handled axes can be wielded two-handed (add +1 to the effective Strength of the character). Does base damage of 5 x

Strength points (Slash/stab type). This drops to 4 x Strength points of base damage when the axe is thrown. BASEBALL BAT: Basic sporting goods, used in a nonsporting way. Typically used two-handed (add +1 to the effective Strength of the character). Does 4 x Strength points of base damage (Bash type).

BATON: This covers any small stick—a police baton, a belaying pin, or half of a busted pool cue. Good for smacking people around and making ‘em respect authority.

Base damage is 3 x Strength points (Bash type).

popular among the rich elite. It is also called an Elephant Gun.

The Blunderbuss has a funnel-shaped barrel, making it the most ludicrous looking weapon of the era. Still, at some point, an exceedingly clever man used a long wooden bullet, reinforced at the back of the lead, to create th first of the mythical “wooden bullets” feared by vampires worldwide.

The Blunderbuss requires a Dexterity and Gun Fu roll to use. With wooden bullets, it may be used with the Through the Heart Combat Maneuver, suffering the usual -3 penalty. The wooden bullet does 15 points of Slash/stab damage, and gains the x5 bonus vs. Vampires if their hearts are successfully targeted (no doubling if the dusting fails). Normal ammo does 25 points of Bullet damage. The gun takes a Turn to reload after each shot.

BUFFALO RIFLE: The Big Ass Pistol of the rifle world, a Buffalo Rifle will drop a one-ton quadruped in it's

tracks, and will do much the same for most two-legged critters. The gun usually has one or two shots, after which it must be reloaded (takes about one Turn). Base damage is 22 points (Bullet type). Buffalo Rifles are available in games set in the Old West and after.

BOW: Neat old-fangled weapon for killing people at various ranges. The maximum effective Strength

when using a bow is five. That means if the user’s Strength is greater than five, the base damage tops out at 20. Otherwise, a bow does 4 x Strength points of base damage (Slash/stab type).

CHAINSAW: The ultimate power tool of destruction, chainsaws in real life are more dangerous to their

wielders than any intended victim, but we'll not go against a dozen horror movies here. Just to keep things interesting, we'll make them a bit chancy, though. On an attack roll of one, roll again. If the second roll is a failure or a “one” result, the character has hit herself with the saw. Major ouch-time.

Using a Chainsaw requires a Dexterity and Getting Medieval -3 roll, or a Dexterity and Mr. Fix-it -3 roll, or just the Combat Score -3. Its base damage is 6 x (Strength +1) points (Slash/stab type; to a max base damage of 60).

CROSSBOW: See bow. Not as fast, but easier to use and way cool-looking. Base damage is a fixed 16 points (Slash/stab type). Even cooler folks sport a little crossbow with a pistol grip. That model does 10 points of base damage (Slash/stab type). Either type needs reloading after each shot.

DYNAMITE: Early dynamite was simply sawdust soaked in nitro. Nowadays, it's much more sophisticated.

Still, you light it (or use a detonator) and it goes boom.

Use a Dexterity and Getting Medieval roll (or sports if your field of expertise involves throwing) or the Combat Score. With three or more successes, the stick goes exactly where you want (usually at the feet of an unsuspecting vamp). Any less, and it goes a little astray (minimum damage imposed). On a failure, the stick doesn't land close enough to the target to do any damage. Base damage for olden-days dynamite is 20 points at “Ground Zero”, 12 points within a ten yard radius and five points within a twenty yard radius (all Bash type). Modern stuff does 25, 15, and 6 points respectively.

ENERGY DISRUPTOR: A ray gun for Far Future or high-tech games. Wielding this puppy requires a normal

Dexterity and Gun-Fu Roll, or the Combat Score. The gun fires beams that do 15 points of base damage (Bash type). Triple the damage (after modifiers and armor are applied to living tissue. Oh, and any armor (natural or worn) that gets in the way of the beam protects with only half of its Armor Value. Obviously not available in most settings, unless aliens from another planet or particularly vicious nerds invade your Series. The shot capacity is up to your Directory (how big is your battery?)

FLAMETHROWER: Flamethrowers are nasty. Seriously nasty. So horrible are these weapons that the

Geneva Convention banned their use. It doesn't mean that there aren't any out there, it just means that the U.S. Military doesn't officially have any. However, the flame-thrower is probably the most efficient anti-vampire (and anti-anything else for that matter) weapon around. Rather than the incendiary gel used in military flamethrowers, these are the details of your average homegrown flamethrower. MacGyvered together in the chem-labs to trash the Big Bad in true A-Team style.

Using a flamethrower requires a Dexterity and Gun Fu roll -2, or the Combat Score -2. base damage is six points (Fire type), then three points per Turn until somebody puts the target out. Anything flammable hit by the burst ignites. The average tank can hold 10 “bursts” of fuel.

FLAMETHROWER (makeshift): In an emergency, a handy way to fend off vamps is with the the most essential

grooming item; hairspray. This track has been done in hundreds of movies, but in reality is a naked flame produces a “burst” as a real flamethrower (only at close range – three yards at most). Base damage is three points (Fire type), then three points per turn until the target is put out. Your average beauty product holds about five “bursts” before you're going to have a bad hair day. We did warn you not to try this at home – on an attack roll of “one” again, the flame back-flashes to the can causing the damage to the wielder. Not cool. Defiantly not cool.

FLARE GUN (Signaling Pistol): Hey, you might not be on a boat, but you could still be in trouble. This little

pistol can be bought at any camping/leisure store for about $75. Used mainly to attract the attention of the Coast Guard or mountain rescue, it's also ideal for hitting vamps or other light/fire-sensitive demons.

Using a Dexterity and Gun Fu roll, or the Combat Score, the signal flare can impale the victim and ignite. Base damage fore the flare is nine points (Fire type). The victim then makes a Dodge roll. If successful, she is blinded for one Turn but otherwise escapes further damage. If failed, the flare catches in her clothing, causing five points (Fire type) damage per Turn (until she can get far away or cover it with something – flares are almost impossible to put out, even underwater) and blinding her for that duration. The flare pistol itself holds one flare at a time, and reloading it takes one Turn.

GRENADE: When you have to clear out a vamp lair and you don't have a superstar around to help you,

grenades are the way to go. Grenades make a lot of noise, attract a lot of attention, and have a knack of not going where you wanted to throw them. But in enclosed spaces, they do they job just fine, thankyouverymuch.

Use a Dexterity and Getting Medieval roll (or Sports if you field of expertise involves throwing), or the Combat Score. With three or more successes, the grenade goes exactly where you want it (usually at the feet of a group of vamps). Any less, and it goes a little astray (minimum damage imposed). On a failure, the grenade doesn't even land close enough to the target to do any damage Base damage for the grenade is 30 points at “Ground Zero”, 20 points within a three yard radius, and eight points within a five yard radius (all Bash type).

HOLDOUT GUN: These small, concealable weapons are just the sort of thing you attach to a tricky little

extensible mechanism up your sleeve. Or for those not so clever with their hands, a boot works just fine. In any event, they usually hold one or two shots, and do 12 points of base damage (Bullet). Any roll to notice them suffers a -4 penalty.

KNIFE: Switchblades or easily concealed knives, used by thugs and lowlifes. Base damage is 2 x Strength points (Slash/stab type). This drops to 2 x (Strength -1) points when the knife is thrown.

A smaller version is called a pigsticker. Kinda cute actually, s’long as the handle isn’t sticking out of your body. Does 2 x (Strength - 1) points of damage (Slash/stab type). This drops to (Strength -1) points when the pigsticker is thrown.

The Big Knife is your typical ohmygodthatsabigknife (known as a short sword in other times). Does 3 x Strength points of base damage (Slash/stab type).

LASSO: This is a great non-lethal weapon, perfect for capturing hostages or villains your character needs

to take alive.Or, if she lassoes someone around the neck, she gets to be her own lynch mob. Lassos need some room to work – indoors is not good, unless you're in a cathedral or huge warehouse. They need a minimum distance of three yards between Lasso Gal and the chosen victim; maximum is the throw range for the user. Lassoing uses a Dexterity and Getting Medieval -4 roll, or the Combat Score -4. On a successful “hit”, the victim's arms are roped to her sides. This weapon usually does no damage unless the neck is targeted, in which case it does (2 x Strength) base damage (Base; tripled against living, breathing beings after Success Levels and armor are accounted for).

Figuring out who is in control requires Resisted Action rolls – use Strength (doubled) or the Muscle Score. The winner gets to pull the loser around or knock her to the ground. If the legs are targeted (impose a -2 penalty), the victim resists at -4 to her Strength roll (or -8 to the Muscle Score). Lasso is a tough maneuver to learn, but it can also be taken as a Wild Card Skill.

MUSKET: Can't be a musketeer without a musket, y'know. These big guns are not very accurate (use

pistol ranges) and reloading is a bear. Way back then, most people carried a sword or knife or bayonet around, just in case. This puppy is available from the “Three Musketeers” era all the way to the end of the Civil War (and still available in the hands of collectors or war-reenactment fans even after that). Damage is 17 points (Bullet type). Reloading a musket takes 12 Turns, minus the Success Levels of a Dexterity and Gun Fu roll.

PISTOL: Your typical handgun, this covers most police issue weapons (.38s, 9mm, and so on). Revolvers are stuck at six shots per gun; pistols can have as many as 17 rounds in a magazine. Base damage is 12 points (Bullet type).

A popgun is a small-caliber, easily concealed gun, used by cheap criminals, little old ladies who want protection and other wimpy gun-owners. Does base 9 points of Bullet damage and generally has 10 bullets.

On the flip side, a Big Pistol is a .357 Magnum, a .45 Colt, old west style Colt Peacemakers, and other “makes big holes in people”- type weapon. Most of these guns have less than 10 shots in their magazines (revolvers have six shots). Base damage is 15 points (Bullet type).

Moving to the ridiculous, a Big Ass Pistol is the kind of gun that shoots through buildings. Just the thing to put the Dirty in your Harry. Includes .44 Magnums, Eagle .50 cals, and other massive hand cannons. Often a sign of insecurity: give wearers a hug and tell ‘em it’s not the size that matters but how you use it—but don’t be surprised if you get shot. Big Ass Pistols tend to have a low bullet capacity (under 10 shots). Does 18 points of base damage (Bullet type).

PORTABLE SUN: A pulp-era combination of mad science and dangerous magic, this is one of the ultimate

anti-vampire tools. Worn on a harness, this heaven lantern fires a beam of “sunlight” at the undead. The lantern itself must be charged with six hours worth of direct sunlight (tricky in Britain, what with the weather and all). At full charge, it holds two minutes of solar energy. Range is minimal though, limited to the average room, but if

caught in the cone of light any vampire faces damage as if from the mid-day sun. Also a useful tool for as a high power search light or other light source.

QUARTERSTAFF: Basically a long stick, very nifty for attack and defense. A pool cue can double as a quarterstaff, and the narrow end makes a decent stake substitute (use Stake damage for the “sharp” end). Used with both hands (damage bonus already factored in).

Base damage is 3 x (Strength + 1) points (Bash type).

RIFLE: Your basic deer-hunting rifle, typically .30-06 or .308 caliber. These weapons usually are either single-shot or have 5-10 rounds in a magazine. Does 20 points of base damage (Bullet type).

Standard issue military weapons usually have a 20- to 30-round magazine. Can fire bursts. Base damage is 16 points (Bullet type). Illegal in most places, except for the military and SWAT teams.

High power sniper rifles such as a Barrett .50 caliber hold 10 shots and deal 30 points of Bullet damage. RIPPERS: Concealed just under the fingernails, these are retractable steel blades that can be used in

close combat or for food preparation. These nasty little cyberitems do 2 x Strength Slash/stab damage, and use either a Dexterity and Kung Fu roll, or a Dexterity and Getting Medieval Roll, or the Combat Score.

ROCKET LAUNCHER: For thems what requires the big bang. But it ain't easy. Without military knowledge,

this item is about as useful as a big drainpipe. Sure, your character could swing it around like a big club, but to really take out the demons she needs a Gun Fu 3 or better, one or more levels of the Military Rank Quality, (or a handy friend who happens to know how to use heavy weapons).

Using a rocket launcher requires a Dexterity and Gun Fu -2 roll, or the Combat Score -2, or the Combat Score -2. Base damage is 100 points at the point of impact, 35 points within a two yard radius, and ten points within five yards (all Fire type). You definitely don't want to fire this thing at anyone standing too close to you! Maximum range is roughly 150 yards. These stats are for a relatively small and portable launcher. If the gang manages to snatch more than one shell, reloading takes five Turns.

SHOTGUN: Ssshhh, we’re huntin’ scwewy wabbits ... and blowing them into little pieces. Sawed off versions suffer a -2 when rolling, but are easier to conceal. Does base 20 points of Bullet damage

and has two bullets.

SMART GUN: This gun has more computing power than your typical workstation. Linked directly int the

Mindjack, it uses the images from the user's brain to assess ranges, possible targets and movement. It pretty much aims itself, using a complex system of gyros and muscle feedback to the user's hand, giving shooters a +3 bonus on their Gun Fu rolls. As it uses the shooter's eyes to assess targets, it cannot aim where the shooter cannot see, although if she has the IR implants, she will be able to aim in near darkness. The gun does 15 points of Bullet damage and halves any Armor Value. It carries 25 bullets.

SPEAR: Pointy thing at the end of long stick. Fairly common in ancient times; very rare nowadays. Used two-handed (damage bonus already factored in). Base damage is 3 x (Strength + 1) points (Slash/stab type). This drops to 3 x Strength points when the spear is thrown.

STAKE: Usually wood. Usually homemade. Often improvised. Don’t leave home with it. Does base 2 x Strength Slash/stab damage. This drops to 2 x (Strength - 1) points when the stake is thrown.

SUBMACHINE GUN: Basically a pistol that shoots a bunch of bullets very fast. Nice to have in your corner when the going gets nasty. Can fire bursts, and has 30 bullets. Base damage is 12 points (Bullet type).

SWORD: Rapiers, broadswords and other large pieces of cutlery. This also covers katanas and other fancy weapons. Some of these weapons can be used two-handed; in that case, add +1 to the effective Strength of the wielder. They all do base 4 x Strength points of Slash/stab damage. The sword’s daddy is called a Big Ass Sword (a Greatsword if you want to get technical). This heavy metal must be used two-handed (the +1 to

Strength is already built-in). Base damage is 5 x (Strength + 1) points (Slash/stab type).

TASER PISTOL: This is the little boxy device that you often see on TV or in the movies. You press one end

against somebody and they get shocked – big time. It uses a Dexterity and Getting Medieval roll, or the Combat Score, and Cannot be used at range. When hit, the victim takes some damage from the charge, and must make a Constitution (doubled) roll (or use the Muscle Score) at a penalty of five plus the Success Levels of the attack. On a failure, the victim is knocked out. Even if the target manages to stay conscious, the shock gives her a -2 penalty to all actions (including resisting another shock) for the next four Turns. Multiple shots have cumulative penalties. Base damage is 5 points (Bash type).

TASER RIFLE: A bigger version of the Taser Pistol, this weapon fires an electrical charge that does little damage but knocks out most targets, even vampires. Unlike the Taser Pistol, it can be used ranged, and using it in this way requires a Dexterity and Gun Fu roll. When hit, the victim takes some damage from the charge, and must make a Constitution (doubled) roll (or use the Muscle Score) at a penalty of five plus the Success Levels of the attack. On a failure, the victim is knocked out. Even if the target manages to stay conscious, the shock gives her a -2 penalty to all actions (including resisting another shock) for the next four Turns. Multiple shots have cumulative penalties. Base damage is 5 points (Bash type).

recognizable for having the drum magazine in between the handles. Not exactly the best weapon against vampires, but if Al Capone shows up with zombie goons, this could be the gun that tips the balance. Also not big on the aiming front, the Tommy Gun is best used by hosing down everything in the area. With a drum magazine that holds 100 rounds, it is brutally effective in the hosing area. The gun uses Dexterity and Gun Fu roll, does 12 points of Bullet damage and can fire bursts.

TRANQUILIZER GUN: Great for bringing down animals without hurting them. Also good for dealing with werewolf friends and for taking specimens for the Initiative scientists to play with. A typical dose of tranquilizer is a narcotic poison with a Strength 6 (see p. 63). Each Success Level in the poison roll reduces the victim’s Strength by one level. If reduced to 0, the target falls unconscious for one hour. Reduce this unconsciousness time by 10 minutes per Constitution level (minimum of 10 minutes). Vampires and some supernatural beings recover twice as fast.

WHIP: Favored tool of lion tamers, masked vigilantes of the Spanish Old West, and professional

dominatrixes (dominatrices?), whips do not inflict a lot of damage, but they are loud, painful, and can entangle and trip victims. Your typical bullwhip also has a lot of reach, so it works more like a ranged weapon out to five to seven yards. Like lassos, they need space to work, and the minimum distance of two yards to be effective.

Whips use a Dexterity and Getting Medieval -2 roll, or Dexterity and Wild Card (Whip) roll, or the Combat Score -2. The damage is not spectacular (2 x Strength Bash), but it really, really smarts. No matter what, the

In document UNIVERSIDAD CATÓLICA LUIS AMIGÓ (página 59-65)