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Mundane Weapons on
GarouMUSH
Introduction
and disclaimer
Weapon
laws in Washington
State
Guns and
Garou
Using
firearms on GarouMUSH
Specialty
munitions
Silver ammo
Weapons
that aren't guns
GMINFO
and
weapons
Introduction
and
Disclaimer
The following document is an attempt
to
summarize mundane weapons (mostly guns) and worldview as pertains to
firearm use and availability on GarouMUSH.
Its intent is to be used as a
generalized
gaming resource for GarouMUSH players and GMs.
This guide is not intended to be used as a factual guide
to weapons
possession and use in the state of Washington or any other state.
This guide is also not designed to accurately reflect the capabilities
of individual weapons. (Frankly, we don't care if a Marine sniper with
a mil-spec sniper rifle can put holes in quarters from 2 kilometers
away while tapdancing and shooting left-handed.) It is a guide for what
most characters on the game are capable of.
Weapon
laws in Washington
State
Background checks
All firearm purchases require a
background
check. This involves querying a legal database and a social/mental
health database.
You can not purchase, possess, or be
in
control of any firearm if one or more of the following applies to your
PC:
- You have
committed a violent crime,
certain felony drug crimes, or vehicular assault/homicide crimes.
- You have been
convicted of a felony or
committed certain crimes against members of your own household.
- You have been
involuntarily committed for
mental health treatment.
- You are under 18.
(Exceptions: Those
under 18 but over 14 may possess and use a rifle or shotgun if they
have passed a hunter’s safety course and a hunting permit or a firearm
safety course, which limits shooting activities to a range or private
property where permission to shoot has been granted. The minor must be
under adult supervision.)
- Handguns may not
be possessed by people
under 21. (Exceptions: People between 18 and 21 may possess handguns if
the handgun is kept in their place of abode, business, or on real
property that is under the owner’s control.)
Ballistic
fingerprinting
This is not currently in effect in Washington.
However, individual guns leave a specific “fingerprint” that allow
forensic science to determine if a gun was used in one or more crimes
based upon microscopic barrel markings on the bullet.
Concealed
Weapons
Permit
You can carry a concealed pistol
(defined as
a gun with a barrel 16” or less in length) in Washington State
if you meet the following conditions
- You must be
eligible to possess a firearm
in Washington
State.
(See Background Checks above.)
- You must be at
least 21 years of age.
- You have a
concealed carry permit issued
by either Washington
State or
a reciprocating state.
- You do not have
an outstanding warrant
for your arrest.
- You have not been
ordered to forfeit a
firearm within the last year by the State of Washington.
Concealed weapons may not be legally
carried
in the following locations:
- Any building used
for, or in connection
with, judicial proceedings.
- Mental
institutions and hospitals.
- Any establishment
that serves alcohol.
- Airports.
- Jails or law
enforcement areas.
- State parks.
- Banks.
- Public and
private schools and
universities.
Concealed weapon violations carry a
maximum
90 days in jail and/or a maximum $1,000 fine. The concealed weapon
permit will also be revoked for a period of three years.
Knives,
clubs, and other things that make you go “ow!”
It is unlawful to carry, conceal,
exhibit,
draw, or display any sword, knife, club, or other weapon apparently
capable of producing bodily harm. These carry only a misdemeaner
charge, however. So long as they aren't actually used to poke, bash,
smack, or threaten people--which are all new charges!
Private
firearm sales (between people, not an actual gun dealer)
You can sell a gun to someone if….
- You have no
reason to believe they are
ineligible to possess a firearm.
- You obtain their
signature, name, date of
birth, sex, height, weight, race, address, phone number, and date of
the transaction.
- You record all
information about the
firearm (serial number, model, make, barrel length, etc.) and the price
paid for it.
- You record
information from two types of
government-issued identification cards (driver’s license and social
security card typically).
- You record the
nature of the
transaction
Registration of guns
Records of the gun and owner must be
sent to
the chief of police within six hours of purchase. A gun owner must keep
a record of all guns they own and how they were acquired or disposed
of. Lost guns must be reported.
Serial
numbers
Every modern gun has a serial number. Many guns that were
used in a
crime get their serial numbers filed off and pawned/sold on the
underworld market so as to distance the criminal/shooter from the crime
and prosecution at a later date. Likewise, purchasing a gun that has
had the serial numbers filed off and then hanging on to them
indefinitely tends to be a bad idea—particularly if you’re ever caught
with one or a search warrant gets issued. Ballistic fingerprinting of
bullets shot from the same gun, a gun which is in a different owner’s
possession, even if the serial number has been filed off, may link the
current owner to a crime that they never committed. Buyer beware!
Silencers
Really,
really illegal in Washington state; however, they're not terribly
difficult to acquire outside of Washington or off the web. Installing a
silencer onto a pistol requires that the pistol be modified with a new
barrel with a screw-on attachment that the silencer (about $300) can be
screwed onto.
The silencer component and the extended pistol barrel effectively
double the length of the pistol, increase bulk, and make it harder to
conceal. This is why the silencer and pistol are often assembled right
before use. These are good for about 100-200 shots.
Streetwise characters or people that are fairly familiar with firearms
can make an improvised silencer from materials found at a hardware
store for about $15 bucks and with a half day to a day of free time.
Home brew silencers are even bulkier than the commercial ones and have
to be duct-taped (or otherwise rigged to attach) to the pistol--they
don't break apart or put together particularly well like the screw-on
commercial silencer and barrel modification. These are good for about
50-100 shots.
Regardless of whether the silencer is custom made or commercial,
getting caught with one is a one-way trip to jail. Being caught using
one is automatic grounds for premeditated attempted (or succesful)
murder.
Silencers slow bullets down to subsonic speeds and often alter the
trajectory of the bullet in the process (particularly home brew
silencers). Halve the ranges of any gun using a silencer. Home brew
silenced weapons cannot use ranges beyond that of "combat
range"--typically about 20-30 feet. Additionally, reduce the damage
done by silenced weapons by two damage levels. "Silencers" do not
produce complete silence. The gun will still make a noise at about the
same volume as a normal-volume cough. Silencers work only with
semi-automatic weapons--revolvers and shotguns cannot be silenced.
Waiting periods
Washington State
has a
5-day waiting period for handguns, but not sporting rifles or shotguns.
Guns and Garou
Gun damage to garou
Humans, garou, and other supernaturals can all soak the
damage--potentially all of the damage, especially from the lighter
firearms.
A garou in crinos form will take no or little damage from pistols.
Rifles and other powerful weapons that can kill a human with just one
shot tend to simply do moderate damage against a crinos garou,
typically just slowing them down a bit. In summary, guns are not as
effective against garou--particularly those in crinos when they have a
supernaturally enhanced stamina and soak roll.
Garou that are not in breed form can heal 1 level of non-aggravated
damage per round. Normal bullets inflict normal damage that can be
healed. A garou incapacitated by bullets will be perfectly fine again
and not have a scratch on them in under 20 seconds.
Normal bullets cannot kill a garou unless there is a coup-de-grace
follow-up attack or a massively traumatic headshot. A garou taken down
by bullets is going to get back up again unless several bullets are
pumped into its brain or the head is removed--or the head is almost
literally blown off by a high-powered bullet.
Guns,
Renown, and
Garou culture
Garou are traditionalists when considered as a culture.
Guns are still
relatively new to them and are generally seen as being dishonorable
weapons--particularly if used against another Garou. The Glass Walkers
and Bone Gnawers--long-time urban tribes--are more accepting of
firearms, particularly of their utility in the cities where gunshot
wounds draw far less attention than animal maulings and "bear" or "wild
dog" attacks.
Garou who use firearms in battle collect less Glory than those who do
not. The exception to this rule is for Glass Walkers (they're
Weaver-tainted already), Bone Gnawers (they're weak and honorless to
begin with), and ragabash (they're bucking the system). Ahrouns that
are not Walkers will likely take a renown hit for using firearms, and a
member of a strongly traditional tribe (Silver Fangs, Wendigo, etc)
will probably lose more renown than they gain in a fight if they use a
firearm.
Using
firearms on
GarouMUSH
Introduction
and
worldview
Popular TV, movies, and books will present readers with a
really broad
range of how guns get used. Everything from John Woo films where people
gracefully deliver death from dual-wielded pistols firing as fast
possible while the shooter is doing backflips across a room to GI Joe
cartoons where soldiers blaze away with machineguns and never manage to
shoot anyone.
Reality, as tends to often be the
case, lies
more in-between these two extremes.
On GarouMUSH, weapon “realism” tends to be more on the
lines of X-Files
or your average cop show, where people rarely hit things at range in
the heat of the moment. If you’ve ever shot a pistol, rifle, shotgun,
or machinegun in real life—you’ll know that this is pretty much what
happens in the really real world.
Here's the basic firearm premises for GarouMUSH:
- If you have time to stop, be still,
aim for a bit, and then
shoot, you can hit things at a much further distance.
- If you're in the thick of a fight,
dodging blows or
bullets, getting hit in any way shape or form, moving, or otherwise
operating under less than optimal conditions, you're not likely to be
able to hit anything at range--even if your weapon can shoot much
further.
- The more bullets you try to shoot
in a round, the harder it
gets to hit things and the more likely it is that you'll accidentally
hit something you didn't intend to hit.
Firearm Range and Damage
Table
The following table will help to break down some basic
information
about what kind of range you can expect your gun to be accurate at.
This doesn't mean you'll hit a target at that range, but that the
average person with basic firearm training has about a 50/50 chance of
hitting something at that range. People with little or no training will
obviously have less chance to hit whereas firearm experts will have a
greater chance to hit.
Firearm type
|
Max range
Single shot.
No distractions.
Shooter is stationary and not dodging or ducking.
One round to aim.
|
Combat range
Single shot.
Distractions or moving.
No time to aim
|
Taking extra shots (after the first),
3-round bursts, or full
auto fire
|
Typical damage level done (before soak) and
notes
|
Light pistols
Most concealed weapons and .22s
|
50 feet
|
20 feet |
15 feet |
4 levels
per bullet
|
Medium pistols
Most handhuns fall in this range. 9mm pistols and .38 revolvers.
|
75 feet |
25 feet |
15 feet |
5 levels per bullet
|
Heavy pistols
"Hand cannons" with a ton of kick, like the Dirty Harry .44
magnum or the .50 cal Desert Eagle
|
100 feet |
25 feet |
15 feet |
6 levels per bullet
|
Shotgun (slugs)
Slugs are simply large single hunks of metal--like a really heavy bullet
|
200 feet
|
30 feet
|
15 feet
Pump-action shotguns can only fire
once per
round.
Semi-auto shotguns can fire twice per round.
|
7 levels
per slug
|
Shotgun (slugs) double-barreled
|
100 feet |
30 feet
Use this range if both barrels are
fired at the same time.
|
15 feet
Use this range only if one barrel is fired, then the second is later
fired in the same round. |
7 levels
of damage for both bullets (not 14 levels of damage for the combined
shot). Each round gets a separate soak roll.
|
Shotgun (slugs) sawed off
|
50 feet |
25 feet |
15 feet
Pump-action shotguns can only fire
once per
round.
Semi-auto shotguns can fire twice per round.
|
7 levels
of damage per slug
If double-barreled, 7 levels of
damage for both bullets (not 14 levels of damage for the combined
shot). Each round gets a separate soak roll.
|
Shotgun (shot)
Shot rounds contain several smaller metal pellets that spread out
rapidly)
|
150 feet |
30 feet |
20 feet
Pump-action shotguns can only fire
once per
round.
Semi-auto shotguns can fire twice per round.
|
7 levels
of damage at 0-30 feet.
5 levels of damage at 31-75 feet.
3 levels of damage at 76-150 feet.
-1 to to-hit rolls because of the wider shot pattern
|
Shotgun (shot) double barreled
|
150 feet |
35 feet
Use this range if both barrels are fired at the same time.
|
20 feet
Use this range only if one barrel is fired, then the second is later
fired in the same round.
|
Both
rounds are soaked as if from separate attacks--not a single massive
attack from one shot. Each round gets a separate soak roll.
7 levels of damage at 0-30 feet.
5 levels of damage at 31-60 feet.
3 levels of damage at 61-90 feet.
1 level of damage at 91-150 feet.
-2 to to-hit rolls if target is within 15 feet because of wider shot
pattern.
-1 to to-hit rolls between 16-50
feet range because of the wider shot pattern.
|
Shotgun, (shot) sawed off
|
90 feet |
35 feet
|
20 feet
Pump-action shotguns can only fire
once per
round.
Semi-auto shotguns can fire twice per round.
|
7 levels
of damage at 0-15 feet.
5 levels of damage at 16-30 feet.
3 levels of damage at 31-60 feet.
1 level of damage at 61-90 feet.
-2 to to-hit difficulty rolls
If double-barreled, roll damage as
if the target was shot two times. Each shot gets a
separate soak roll.
|
Submachine guns or machine pistols
Uzis, Mac 10s, TMPs, etc.
|
100 feet |
35 feet |
25 feet for
single shots
20 feet for 3-round burst fire
15 feet for full auto
|
Single
shots:
5 levels of damage per bullet.
3-round burst fire:
-1 to to-hit difficulty rolls.
7 levels of damage if target is within 20 feet.
5 levels of damage if targer is over 20 feet away.
Full auto, single target:
-3 to to-hit difficulty rolls
10 levels of damage if shooting at one target within 15 feet.
7 levels of damage if shooting at one target between 16-35 feet.
5 levels of damage if shooting at one target between 36-100 feet.
Clip is emptied and must be reloaded the next round.
Full auto, covering fire/multiple targets:
Covers a small area about 15' wide.
-1 to to-hit difficulty rolls.
Anything in that area or that enters that area during the round
(including friendlies) is subject to 5 levels of damage if a hit occurs
(rolled on an individual basis for each target)
Clip is emptied and must be reloaded the next round.
|
Assault rifles
M-16s, AK-47s, etc.
|
200 feet |
35 feet |
25 feet for
single shots
20 feet for 3-round burst fire
15 feet for full auto |
Single
shots:
7 levels of damage per bullet.
3-round burst fire:
-1 to to-hit difficulty rolls.
10 levels of damage if target is within 20 feet.
7 levels of damage if targer is over 20 feet away.
Full auto, single target:
-3 to to-hit difficulty rolls
12 levels of damage if shooting at one target within 15 feet.
10 levels of damage if shooting at one target between 16-35 feet.
7 levels of damage if shooting at one target between 36-100 feet.
Clip is emptied and must be reloaded the next round.
Full auto, covering fire/multiple targets:
Covers a small area about 15' wide.
-1 to to-hit difficulty rolls.
Anything in that area or that enters that area during the round
(including friendlies) is subject to 7 levels of damage if a hit occurs
(rolled on an individual basis for each target)
Clip is emptied and must be reloaded the next round. |
Hunting rifles
|
300 feet |
30 feet |
25 feet |
8 levels
of damage
Range can be doubled to 600 feet if the weapon is braced on a
stationary object or bi/tripod, a scope is used, and a round is spent
aiming.
|
Sniper rifles
(Military grade)
|
400 feet |
30 feet |
25 feet |
9 levels
of damage
Range can be doubled to 800 feet if
the weapon is
braced on a stationary object or bi/tripod, a scope is used, and a
round is spent aiming.
|
Suppresive fire
Suppresive fire is the act of pointing a gun "thataway"
and shooting as
fast as possible. The point of this is not so much to actually hit a
target, but to make opponents keep their heads down temporarily (duck
for cover) in order to buy time or put some distance between the two
groups.
In order to use suppresive fire, the weapon must have at least 6 shots
remaining in it. Suppressive fire uses the entire magazine/clip or 10
rounds--whichever is greater--in one round.
Suppressive fire covers approximately a 15; wide area. Anything in that
area or that enters that area later in the same round has about a 25%
chance of catching one bullet (for minimum damage).
The drawback to suppressive fire is that anything downrange can be shot
accidentally--including friendlies and other things best not shot.
Shooting
or holding two weapons at the same time
Some
folks like putting out lots of lead by using two guns at once--one in
each hand.
The downside of putting out all
that
lead is that accuracy goes way down since the character is not longer
able to use both hands to aim a single weapon, and the character will
be using an "off hand" for one of those weapons.
Anyone shooting (or holding)
two
weapons at once cannot use the maximum range capabilities of either
weapon.
Anyone shooting (or holding)
two
weapons at once must halve the current ranges for the weapon listed.
Anyone shooting (or holding)
two
weapons at once must split their dice pools between both
weapons--meaning they have half the chance of hitting that they had
before.
Obviously, using two weapons at once is not a smart
thing
to do unless you're extremely experienced with firearms and don't plan
to shoot anything further than about 10-15 feet away.
Specialty munitions
Introduction
to specialty munitions
There are a number of specialty
ammunitions
out there that make all sorts of wild claims. (Black Talons immediately
pop into mind, reputedly able to enter the body, spiral around,
bouncing off bones, and then exiting at another point in a completely
different direction after having done incredibly lethal levels of
damage.) Basically, these kinds of munitions are pretty much a sham to
sucker in the easily impressionable and take their money. (A kind GM
might lump them under “hollow points” or “armor piercing” but not
both.) There are, however, a few notable types of non-standard
munitions that will have some effects.
Armor piercing
Basically designed to get a bit more
penetration—like through a standard issue Kevlar vest. These will
negate the effects of light body armor used by police (or the tough
hide of a fomori), but will not punch holes in engine blocks or
whatnot. Armor typically reduces the damage that a bullet will do by
1-3 levels. An armor piercing bullet will reduce the effectiveness of
armor by 1-2 levels.
Hollow points
Designed to expand on impact, these bullets will do ever
so slightly
more damage (1 extra die) to unarmored targets. However, any armored
target or target behind soft cover will have better protection against
these bullets. Decreasing the damage of a hollow point bullet by one
level if the target is armored--in addition to the target's existing
armor bonus.
Rubber bullets
A (generally) non-lethal alternative to bullets that will
leave the
target incapacitated rather than dead. Just don’t keep shooting once
they’re down. Armored targets reduce the damage of a rubber bullet
by one level in addition to the existing armor bonus.
Tracer rounds
Basically treat these as normal
bullets,
except that you can see exactly where the bullet flight path was. This
helps the shooter in adjusting for follow-up aimed (not fired in the
same round) shots to or near the same target. (+1 die for the next
aimed shot in the following round—not cumulative.) It also nicely
advertises the position of the shooter.
Silver ammo
Availability and
cost
Silver bullets are available at most high-end gun stores,
but almost
never in bulk quantities. They’re generally sold as single bullets and
are used for cleaning gun bores (since silver is harder than lead and
helps to blow seriously stuck-on gunk out of the barrel) or as novelty
items. They’re very expensive (about $50-100 per bullet depending on
the size of the bullet and the rarity of the caliber) and large orders
(over half a dozen) will require backordering and shipping delays.
If you have large quantities of
silver
bullets (over 6 bullets), you need to account for where your PC got
them in your GMINFO.
Also, this is the World of Darkness
and most
supernatural agencies know that werewolves do exist and are vulnerable
to silver. They also have long-since realized that anyone purchasing
unusual quantities of silver bullets likely knows about the Garou or is
one. Hence, it is not uncommon (nor unheard of) for people who purchase
unusual volumes of silver bullets to "disappear."
Reduced
accuracy with silver bullets
When they are being made from metal
molds,
silver bullets shrink as they cool. This makes them more inaccurate
that regular bullets because they have more room to “rattle around”
while going down the gun barrel.
Cut the maximum range for all silver
bullets
in half.
Because of this shrinking problem, it is also not easy to
make silver
bullets at home unless your PC is very experienced in making custom
ammunition and has the required custom equipment for making it.
PCs that know anything about guns and silver bullets should be very,
very wary of anyone who gives them a homemade silver bullet. If the
bullet isn't made just right, it could damage the gun barrel or even
cause it to explode. This is no task for amateurs.
Silver and Garou
Nothing kills Garou faster or more
effectively than silver. Garou know this. Kin know this. And lots of
other supernaturals know this. And so the Garou (rightly so) have an
instinctual fear of silver and react very, very, very poorly to anyone
who has a silver weapon of any kind—be it another supernatural,
kinfolk, or another garou.
Some game-related notes about silver
and
silver weaponry:
- If a garou sees a
silver weapon or comes
in contact with it, a frenzy roll is called for immediately--regardless
of whether or not the person with the silver is kin, an ally, or
friendly. If a frenzy occurs and the garou does not Fox frenzy and run
away (renown loss), the Garou will attack the offender until he or she
is dead--or maybe until the silver weapon is removed, broken, or
otherwise no longer even a remotely perceived threat.
- Using a silver
weapon against a garou is,
from a garou or garou-kin perspective, seen and treated as attempted
murder. The offender will likely be killed on the spot or later after a
trial if the offender survives.
- Kin with silver
weapons/ammo tend to have
shorter lives than those without. A kin that tells a garou that they
have silver, thinking that that will stay a garou, may suddenly find
themselves being slaughtered by a frenzied garou. Telling a garou that
you have silver simply puts them even more on edge. If kin do have
silver weapons, they generally tend to hide them and not alert the
garou of their existence. (There’s 1 garou per 10 kinfolk. If a garou
kills a kin, that’s seen as merely being unfortunate--especially if
provoked in any way. If a kin kills a garou (or even brandishes/uses
any kind of silver weapon threateningly against a garou), the kin
better hope the target garou and garou’s tribe is REALLY forgiving.
- A sure-fire way
to attract attention in
the World of Darkness is to place a bulk order for silver bullets—and
there are rumors to that effect within the garou and kin circles. If
you buy silver ammo, buy only what is in the store, buy it once, don’t
come back to that same store, and pay with cash. People that buy silver
bullets in large quantities have a habit of "disappearing" with no
trace.
- A sure-fire way
to get off on the wrong
foot with a garou in a social situation of any kind is to have silver
on you where they can see it—especially in weapon form. It's the
equivalent of wandering around juggling live grenades.
Remember kids, Garou cannot soak any damage caused by
silver unless
they are in breed form--and metis garou always take unsoakable damage
in all forms. (Sucks to be cursed by Gaia.) So a silver bullet is even
more lethal to a garou in crinos than a regular bullet is to a human.
(A human can soak damage from a silver bullet. Garou can't.) A single
shot from a silver bullet, even from a light pistol, can potentially
kill a garou.
One bullet can potentially kill a garou instantly, even if they are in
crinos, regardless of whether they have a base Stamina of 5 (and thus a
crinos Stamina of 8). There's roughly a 25% chance of killing a garou
with a single shot from a medium or heavy handgun. And about a 50-50
chance with a single shot from a rifle or shotgun. Bam. End of story.
Thanks for playing.
Two silver bullets will probably kill a garou deader than dead. Don't
bother trying to Rage heal or MT.
Three silver bullets is so much overkill you’re probably wiping out any
Past Lives the garou victim had.
The act of simply touching silver will immediately burn a garou for 1
point of unsoakable aggravated damage per round. If a bullet (or worse,
shot from a shotgun) sticks in a garou, they take 1 level of unsoakable
damage per round they are not in breed form. Per round pumped into
them. (Metis are screwed unless they can claw it out of themselves
before they die from being cooked from within. Metis should be outright
petrified of silver.)
Weapons that
aren't guns
Tasers, hand-held
Handheld tasers are devices that use electricity to
temporarily and
non-lethally immobilize a target. In order to use one, you must engage
in hand-to-hand combat with the target. This is NEVER a good idea with
a garou as they have rage and multiple actions. However, if a taser is
all you have, it's better than fists and harsh language.
Handheld tasers can deliver between 50,000 and one million volts of
electricity. The difference between a 50K volt taser and a million volt
taser is not the damage dealt, but the penetration that can be achieved
and the area affected. 50K volts will knock out most humans. 150-200K
volts can effectively flatten a crinos. The extra voltage is really
only good for two things: 1) extra penetration if the target is wearing
thick clothes (or has a shaggy fur coat) and 2) making lots of money
through marketing to people who think a million volts will stop a
person faster than 50K volts.
Tasers do not work instantly. A person hit by a taser still has
whatever momentum they had before they were hit, so a 600-800lb crinos
falling on a human/kin is still going to break a lot of bones and
potentially kill them. And the taser needs to stay in contact with a
person for anywhere from 1-3 seconds in order to disrupt their nervous
system and immobilize them. So a tasered crinos is likely going to get
a clumsy lick in before going down--maybe a couple if they blow rage.
They'll definitely be off balance and not up to par for a good 5-10
minutes after even just a light tazing, though.
Tasers also do not work all the time. Once in a blue moon, some people
are immune or mostly immune to them. The taser that can drop a
pro-wrestler might not even phase an elderly housewife.
Tasers that are not fully charged can give mild electrical burns
instead of stunning a person. These burns are not a particularly
effective means of combat, but are sometimes used as a means of making
people talk. Taser burns, however, count as aggravated damage (1 level
per hit.)
Tasers, pistol-types
These are single-shot tasers that use two darts hooked up
to wires that
lead back to the gun. Once fired, the darts shoot out, strike the
target, and send out between 50-100K of voltage. Pistol tasers do not
pack as much wattage as hand tasers because the darts are designed to
penetrate clothes and get directly into or near the skin of the target.
The big plus with these guns is that they provide a maximum range of
about 20-25 feet, putting some distance between the shooter and the
intended target so that the target will not be able to get close and
melee before it's too late--generally. Again, there are exceptional
individuals that are immune. The big minus is that you get one
shot--better make it count.
Chemical
mace and pepper spray
Nothing says "agony" like
chemical mace
or pepper spray, designed to affect the sinuses and olfactory system,
applied lovingly to a crinos, hispo, or lupus garou. This stuff is bad
enough to immobilize a person with their comparatively less sensitive
noses, so you can imagine that chemical mace or pepper spray is even
more devastating to a lupus, hispo, or crinos with their sensitive
noses. Unlike tasers, where the effects can be shaken off in 5-30
minutes, chemical mace and pepper spray lingers for several hours,
effectively blinding and immobilizing the target. Downsides to these
weapons include their short range (10-20'). Also, they are susceptable
to breezes, which could inadvertently affect (to a lesser extent) the
person spraying the mace or pepper spray if the wind is blowing back
onto them.
Bows and arrows
Use the ranges for firing a
shotgun
with slugs on the above firearms table. Unlike other firearms, a bow
factors in the strength of the user when calculating damage. There's no
set of bow and arrows out there (at least commercially available) that
allows crinos garou to put their full strength into them, and doing so
will simply break the bow. And finding strings that don't break when
pulled back by crinos claws is pretty much impossible. Obviously, bows
can't be concealed. One shot per turn unless rage is spent.
Throwing
knives and similar thrown pointy objects
Use the ranges for firing a small
pistol for
these objects. One throw per turn unless rage is spent.
GMINFO and weapons
If you have firearms, specialty
munitions,
or other weapons of note, be sure to include a few lines in your
character’s &GMINFO attribute.
Some things to think about:
- Where do you keep your weapons
while not
in use? If it’s hidden outdoors someplace, how are you keeping them
maintained?
- Ask yourself what weapons your
character
carries concealed on him or herself on a day-to-day basis, and is it
practical that that large handgun can be concealed effectively on a
small frame with tight-fitting clothes?
- Alter your @desc appropriately if
you are
concealing anything bigger than a small pistol, a knife, or brass
knuckles.
- Is the weapon legally acquired and
possessed?
- Where did you get it?
- How much ammo do you carry?
- Be sure to account for any illegal
or
potentially illegal weapon (submachine gun, assault weapon, or sniper
rifle) in some detail.
- If you want to use a specific
weapon name
(i.e., Colt M1911A), you should include information for the
non-gun-literate GM. (i.e., “X carries a Colt M1911A, which is a
large-sized pistol that holds 11 bullets.) Definitely
do this for any unusual weapons that people may have no clue what it
is.
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