DarkNight Character Material
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 | 2/1 | 10/9 | 5m | 400u |
Shotgun - Pump Action | R | 6 | 10g | 1 | 9 | 8m | 1200u |
GA47 | P | 12 | 10mm | 2 | 2 | 10m | 1500u |
DN74 | P | 20 | 10MM | 3/1 | 3.5k | 12M | 2000u |
Rifle - Bolt Action | R | 8 | 10mm | 1 | 6 | 15m | 3500u |
Rifle - Automatic | R | 30 | 10mm | 5/1 | 7/5 | 12m | 5000u |
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 |
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 | |
10g Shot Street Make | 7 | 5 | 3 | 5u | may cause jamming |
10g Scrap Buckshot | 8 | 4 | 3 | 3u | may cause jamming |
10g Shot | 9 | 4 | 7 | 60u | |
10g Slug | 10 | 7 | 4 | 80u | |
10mm Pistol – street make | 5 | 3 | 2 | 10u | may cause jamming |
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 – street make | 8 | 4 | 2 | 12u | may cause jamming |
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 |
Explosives
Item | Blast Rating | PEN | Weight | Cost |
Pipe Bomb Components | - | - | - | 100u |
Nail Bomb Components | - | - | - | 200u |
Pipe Bomb | 10 | 0 | 0.8kg | 200u |
Nail Bomb | 15 | 3 | 1.5kg | 450u |
Blast | 0 | -5 | 0.5kg | 200u |
Frag | 10 | 6 | 0.5kg | 300u |
Smoke | n/a | n/a | 0.5kg | 80u |
Riot (Gas) | n/a | n/a | .5kg | 200u |
Characters with the Demolitions (Diagnose) skill may buy components for improvised explosive devices at the costs above, and put them together themselves.
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.