Nocturne V.2
A World of Darkness Sim
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ARMOR RULES
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You may wear just 1 armor + 1 helmet at the time. FULL OUTFITS may not be added to.
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The maximum permitted defense for armor is a total of 5.
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You CANNOT perform any type of martial arts while wearing PLATE ARMOR or BOMB DISPOSAL SUIT
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Heavier armors makes it harder to dodge (Dexterity + Athletics rolls). These penalties don't affect stats involved, just the dodge roll itself. Those armors are best used with parry (Dexterity + Melee), blocking (Dexterity + Brawl), or soaking (Stamina + Athletics) instead.
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Garou may not benefit from armor bonuses while in Crinos/Hispo/Lupus forms for balancing reasons.
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Armor can only protect from -impact- attacks where an outside physical or elemental force is acting on the target.
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Non physical, Non Elemental based magic attacks cannot utilize armor defence, unless the armor in itself is classified as -magical-
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Metal armor def bonus is -inverted- unless it is classified as magical vs electrical attacks.
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-------------------------------------------------------[ARMOR]-------------------------------------------------
NAME: TOUGHENED CLOTHES (Example, Motorcycle leathers, Tactical Swat Jumpsuit, Fencing suit, Judo, Karate Gi.)
DEF BONUS: +1
XP COST: 10 XP
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ARMOR NAME: HELMET (Example Motorcycle/Police Riot)
DEF BONUS: +1
PENALTY: -1 Perception (open face helmets may hinder hearing so the perception penalty still applies)
XP COST: 15 XP
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ARMOR NAME: KEVLAR VEST
DEF BONUS: +2
XP COST: 20 XP
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ARMOR NAME: PATROL UNIFORM (as warn by patrol officers, Border Guards, Cash Couriers.)
DEF BONUS: +3
NOTE: Consists of Toughened Clothes and Kevlar Vest
XP COST: 40 XP
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ARMOR NAME: CHAIN MAIL VEST / LEATHER ARMOR
DEF BONUS: +3
NOTE: Can be paired with helmet only
XP COST: 40 XP
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ARMOR NAME: OPPERATOR OUTFIT (As worn by Infantry, Swat Teams etc )
DEF BONUS: +5
PENALTY: -2 Dodge and -2 Perception rolls
NOTE: Full Outfit. Toughened Clothes and Kevlar & Plate Vest & Helmet
XP COST: 60 XP
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ARMOR NAME: PLATE ARMOR (medieval knight Armor + Helmet)
DEF BONUS: +5
PENALTY: -2 Dodge and -2 Perception rolls
NOTE: Full Outfit .Comes with it's own helmet
XP COST: 60 XP
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ARMOR NAME: BOMB DISPOSAL SUIT (Armor + Helmet)
DEF BONUS: +5
PENALTY: -2 Dodge and -2 Perception rolls
NOTE: Full Outfit . Comes with it's own helmet and reduces fire damage by 1 health point per turn.
XP COST: 60 XP
------------------------------------------------[PROTECTIVE]--------------------------------------------------
GAS MASK
Allows wearer to ignore gas May be worn with armor
XP Cost: 10
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HEART SHIELD
Allows vampire ignore stakes while it is worn. May be worn with armor
XP Cost: 40
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NECK GUARD
Allows wearer to ignore bite attempts to the neck while it's worn. May be worn with armor
XP Cost: 30
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------------------------------------------------[SECURITY & SPY]--------------------------------------------------
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CCTV NON HACK SOLUTIONS
Hacking is just one option for dealing with CCTV cameras.
One can always -shoot- a video camera Composure + Firearms +Firearm bonus Difficulty 14+
One can always -shoot- a video camera Composure + Firearms +Firearm bonus Difficulty 16+ with a paint ball gun thus blinding it.
One can always bring a signal Jammer to suspend the recording while in range of it.
One can skilled in Electronics can roll Intelligence + Academics Difficulty 14+ (Electronics) To disable the camera manually.
Hacking is generally only required to retrieve video evidence or delete video evidence from a CCTV camera.
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SECURITY CAMERA
Allows to have a camera in your home/business/haven
Notes: Others may roll wits + perception, difficulty 16+ to spot it.
Video is recorded to cell or laptop Hackers need to hack cell or laptop to disable camera.
XP Cost: 15
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SECURITY CAMERA ENCRYPTED
Allows to have a camera in your home/business/haven.
Notes: Others may roll wits + perception, difficulty 16 to spot it.
Video is recorded to server Hackers need to hack server to disable camera.
XP Cost: 20
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SECURITY CAMERA HOME, ANALOG
Allows to have a camera in your home/haven
Notes: Others may roll wits + perception, difficulty 16 to spot it.
security camera that is unable to be hacked. Records to video tape located on premises. Lost video can not be retrieved.
XP Cost: 30
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ALARM
Allows to have an alarm in your home/business/haven triggered with forced entry
XP Cost: 15
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ENCRYPTED CELLPHONE
Effect: Moderate protection against hacking, hacker must subtract 3 from their hack attempt.
XP Cost: 25
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SPY BUG
May be placed in a room to listen in through it. It does not record so you must be actively listening in. This wont work in busy or very large places well.
XP Cost: 25
LASER MICROPHONE
Can be placed on self to either record or to transmit a conversation.
XP Cost: 50
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RADIO COMMS
Effect: A person with this equipment can give others radio comma on a unique channel.
All traffic is unable to be hacked due to the analog nature of it. Only voice may be transmitted.
XP Cost: 25
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------------------------------------------------[MISC]--------------------------------------------------
GRAPPLING HOOK LAUNCHER
Allows to scale the wall of any building in two turns. This does not allow someone turn into spiderman and swing from building to building, this is a height scaling utility. After shooting the hook, the use of this gadget to to scale the building, basically walk up the bulding while using the rope. This allows to set up ambushes, get a better position, get to vintage point, or to escape. One thing for sure, it allows anyone to get on roofs of the buldings or on top of the trees where most players can't get to.
SYSTEM:
ROLL: Composure + Firearms Difficulty 12+
SUCCESS: Just 1 Success is required to secure the grapple.
NOTE: Vertical Accent only. No swinging.
XP Cost: 30
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SIGNAL JAMMER
Blocks digital and radio signals 10 meters from user. Cellphones and radios unable to be used. Interrupts recordings from digital video cameras.
XP Cost: 40
FLASK OF BLOOD
Takes one turn to consume, restores 3 points of vampire bloodpool.
XP Cost: 40
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FIRST AID KIT:
A first aid kit can be in a field bag or a hard plastic case. (must be displayed on character)
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band aids and bandages
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sterile dressings
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eye wash
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disposable sterile gloves
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tweezers
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scissors
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alcohol-free cleansing wipes
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thermometer (preferably digital)
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distilled water for cleaning wounds
NOTE: Correct use of the items in the kit adds +3 to any Intelligence + Academic (survival) rolls regarding first aid.
XP Cost: 10
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ADRENALINE PEN: WORKS ON HUMANS ONLY
Is stabbed into your own thigh or the thigh of another human.
System I: Revive a fallen human with 1 health point for 2 x fallen human's STAMINA turns during which the revived human suffers a negative penalty of 10 for each physical action it attempts. If they are wounded while on 1 point, they fall unconscious immediately.
System II: Give a standing human +2 bonus to any physical rolls for 3 turns. After which they suffer -1 to all physical rolls for remainder of scene as they come off the high.
NOTE: Adrenaline pens can be used on an individual human once per night, regardless if it is a revive or a boost. You cannot revive yourself!, However you may Boost yourself.
XP Cost: 20
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UNIVERSAL HANDCUFF KEY
Allows you to unlock police issue handcuffs. Believe it or not, hand cuffs in use on the same continent use the same key for ease of prisoner transfers this means the handcuffs must be able to be unlocked by any police officer. Universal handcuff keys are not illegal to purchase and most can be found online fairly easily.
SYSTEM: A universal handcuff key should be concealed about your person, most people stick them inside their underwear or in more *ahem* intimate places *within* their body. When escaping handcuffs with a universal handcuff key no roll is required.
A Composure + Stealth roll versus opponents Perception + Wits might be asked for if your character is under guard. Don't forget that you can also undo fellow captives in hand cuffs
NOTE: Does not help with zip ties.
XP Cost: 25
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ADJUSTABLE FREQUENCY DOG WHISTLE:
Heightened Senses, Werewolves and vampires often use some degree of heightened senses to detect you in the dark. However when they do this they are more sensitive to visual, audio and olfactory input.
A simple slider mechanism allows the ultra high frequency of the dog whistle to switch between -training- and -punishment- mode.
SYSTEM I: Training mode: is able to be heard by dogs, wolves, Crinos, Hispo, Glabro and homid forms utilizing primal urge as well as vampires with heightened senses activated. It may be nothing more than a signal for help, or perhaps a lure to a trap.
SYSTEM II: Punishment mode: When utilized all heightened senses users (Crinos, Hispo, Glabro, Lupus, Vampires with heightened senses) Within 20 meters of the user must roll WITS + COMPOSURE Difficulty 18 to avoid becoming overwhelmed with audio input.. If the target fails the roll, they suffer a minus 4 penalty to contested rolls (att/def) and +4 difficulty to feats. If they botch they freeze for the turn.
NOTE: Can only be used in punishment mode on an individual once per night. Using a dog whistle is a FREE action that does not impede combat for the user. However, gas masks cannot be worn, and user must be capable of breath. (Undead cannot use)
XP Cost: 25
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