Difference between revisions of "DarkNight Character Material"

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(Shatter)
(Firearms)
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| R7 Wild Boar Hunting || R || 6 || CAF || 1 || 5 || 45M || 400u
 
| R7 Wild Boar Hunting || R || 6 || CAF || 1 || 5 || 45M || 400u
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|Shotgun - Double Barreled || R || 2 || 10g || 1/2 || 9/10 || 5m || 400u
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|Shotgun - Pump Action || R || 6 || 10g || 1 || 9 || 8m || 1200u
 
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| DN74 || P || 20 || 10MM || 3/1 || 3.5k || 12M || 2000u
 
| DN74 || P || 20 || 10MM || 3/1 || 3.5k || 12M || 2000u

Revision as of 08:26, 11 December 2010

Firearms

Item Size Clip CAL ROF RCL Range Cost
Steel Death P50 P 8 CAF 1 2 10M 150u
Cold Shadow SMG P 30 CAF 3 5 10M 250u
Screaming Eagle AR R 20 CAF 2 4 15M 300u
R7 Wild Boar Hunting R 6 CAF 1 5 45M 400u
Shotgun - Double Barreled R 2 10g 1/2 9/10 5m 400u
Shotgun - Pump Action R 6 10g 1 9 8m 1200u
DN74 P 20 10MM 3/1 3.5k 12M 2000u
DN80 P 40 10MM 5/1 7/1 15M 6000u
DN100 R 25 10MM 5/1 /8/1 20M 13000u
DN540 R 20 12.7mm 3 10 120M 15000u
GA47 P 12 10mm 2 2 10m 1500u
DN 130 Spectre R 15 12.7mm 1 8 180m 70000u
'Terminator' Sniper Cannon R 10 17mm 1 15 540m
'Project 4' Sniper Rifle R 10 12mm 1 8 75m

Close Combat

Item Damage PEN AD Weight Cost
Knife 1 0 0 400g 5u
Club/Bat 2 -1 0 3.5k 20u
Sledgehammer 3 -1 1 5.5k 35u
Sword (1H) 2 0 1 1.5k 10u
Sword (2H) 3 0 1 2.5k 15u
MAC Knife 4 1 1 0.75kg 1200u
Pacifier Baton 5 0 5 1kg 1000u
GASH Fist 4 4 2 1kg 1600u
Chain Axe 5 4 3 3kg 1500u

Armour

Armor PV Head ID Torso ID Arms ID Legs ID Weight Cost Additional
Striker Motorcycle Protection 1 5 5 5 5 2.5k 100u
CAF Padquil Flak Vest 3 - 8 - - 3.5k 200u
00775. DN Ablative Flak Vest 4 - 8 - - 4k 250u
00775. DN Ablative Flak Jacket 4 - 8 6 6 5k 500u
00985.DN Body Armour 5 6 12 8 12 - 425u
00875.DN Bodysuit (Resigel) 6 - 14 10 12 - 5000u
01000.DN Power Armour 11 20 60 45 55 - 25000u -1 DEX +1 STR

Ammunition

Calibre Damage PEN AD Cost
CAF – Pistol 2 2 1 1u
CAF – Rifle 3 3 1 1u
10mm Pistol – standard 5 4 2 20u
10mm Pistol – AP 1 7 1 40u
10mm Pistol – HP 9 1 4 60u
10mm Pistol – HEAP 7 6 3 40u
10mm Rifle – standard 8 5 2 20u
10mm Rifle – AP 4 8 1 40u
10mm Rifle – HP 12 2 4 60u
10mm Rifle – HEAP 10 7 3 40u
12.7mm Rifle – standard 13 9 3 60u
12.7mm Rifle – AP 9 12 2 100u
12.7mm Rifle – HP 17 6 7 120u
12.7mm Rifle – HEAP 15 11 6 100u
12.7mm Rifle – HESH 26 4 6 140u

Drugs

Shatter

Shatter is a very dangerous pharmaceutical. It is produced in sporadic amounts by DarkNight and force fed to members of the public and DarkNight operatives. The nature of the drug consists of a very powerful stimulant that acts in a similar way to Ultra Violence. The chemical make-up of the drug is completely wrong, DarkNight were trying to copy SLA, which has given rise to Shatter having a mutant strain of DNA alteration codes laced through it. This can and does alter the victim's body.

Operatives using Shatter do so by sacrificing their use of UV and Blaze UV, they may never again benefit from the effects of either type of UV, indeed the drugs are now a poison to them, causing them to suffer effects similar to detoxing on any form of UV.

Game Effects; 1 free phase per round, 2 hours duration, no Phys or Cool rolls for 6 hours, users take no pointof bruising damage if a weapon’s damage and penetration fail to exceed their armour, the user’s ignorance of their injuries negate any modifiers to rolls due to wounds and serious injuries, duration 1 hour.

Addiction: -1 Phys per dose, +3 Ranks Psychosis.

Detox. Effects: -1 Str, -1 Phys, -1 Hits permanent. -2 Concentration permanent. Addiction: Continuous.

Cost: 200u per dose. (The price is deliberately low for DarkNight operatives)

Special: After a number of uses equal to the characters Physique, the user is said to be ’saturated’ with the drug and a Physique test is made (modified by the number of doses in the users system, as usual). If the test succeeds, the mutant DNA strain may enhance one of the following characteristics by +1 permanently; Str, Dex, Phys or Cool.

Physique will still be determined by the base Strength and Dexterity of the character. Maximum advancement is base stat + 50% (roundup).

For example, Danny Boy, A Frother with a Strength of 10 and a Dexterity of 9 has a Physique of 10. Once he has taken 10 doses of Shatter, he Must make a Physique test, when he has taken twenty doses, he must test again, and so on.

An increase in the attribute is achieved through the successful Physique Test. Racial maximums are ignored.

Failure at an attempt means that the mutant DNA strain has altered the characters body in an uncontrolled way. The Gamesmaster will impose a change on the Frother. The change may be in such things as an extra limb, either stunted and useless or tiny and perfectly formed, blindness, deafness, heightened sense of smell or taste, gross deformity in a limb or facial feature, sudden spurt of growth (or shrinking), or any other random mutating effct the DM decides. Failure does not mean the Character does not test again at his next saturation point, and the GM may rule at a future passed test the effect reversed instead of an attribute increase.