Buffy D6

Table of 
Contents

Introduction

Basics

Characters

Attributes
& Skills

Magic

Actions &
Combat

Equipment

Bestiary

Gamemaster's
Section

Links

Email

Guestbook

VIII.  EQUIPMENT

While important to fighting evil, equipment has less of a focal role in Buffy D6 than it might in other RPG's.  The gear used should fit the setting (wooden stakes instead of flamethrowers), and "gearhead" characters will seem to be a little out of place.  Every once in a while, "heavy artillery" might be brought out--to battle an extremely powerful demon or in a final, climactic fight with an arch-villain.

Finally, from time to time characters may come across magical items.  These should be extremely rare and should be pivotal to a plotline--rarely to be kept permanently or to bestow permanent power upon the user.

     Melee Weapons

     Archaic Missile Weapons

     Firearms

     Armor

     Miscellaneous Gear

     Vehicles
 

 

MELEE WEAPONS

Wooden Stake
Damage:  STR +2
Scale: Character
Skill: Melee Weapons:  Stake
Difficulty: Easy (7) to stab for normal damage.  Moderate (15) to stake a vampire in the heart.
Concealability:  Very Easy (3)
Note:  A wooden stake may be thrown, but the Difficulty increases to Very Difficult (25)..
Image courtesy of Buffyguide.com

Typical Knife
Damage:  STR +1D
Scale: Character
Skill: Melee Weapons:  Knife
Difficulty: Easy (7)
Concealability:  Very Easy (3)
Note:  A typical knife can be thrown, but increase the difficulty by 5.

Typical Throwing Knife
Damage: STR + 2 if thrown, STR +1D if used as a regular knife.
Scale:  Character
Skill: Thrown Weapons:  Knife
Range: 2-3/5/10
Concealability:  Very Easy (3).

Sword
Damage:  STR +2D
Scale:  Character
Skill:  Melee Weapons:  Sword
Difficulty:  Easy (10);  If the wielder attempts to decapitate (cut the head off) an enemy, she must match a Difficult (20) target number + any Dodge or Parry effort by the defending victim.
Concealability:  Difficulty (20).

Battle Axe
Damage:  STR +2D+2
Scale:  Character
Skill:  Melee Weapons:  Axe
Difficulty:  Moderate (12);  If the wielder attempts to decapitate (cut the head off) an enemy, she must match a Very Difficult (25) target number + any Dodge or Parry effort by the defending victim.
Concealability:  Difficulty (20).

Club/Baseball Bat
Damage:  STR + 1D+1
Scale:  Character
Skill:  Melee Weapons:  Club
Difficulty:  Easy (7)
Concealability:  Moderate (15)
Notes:  Clubs are any blunt object made to hit something else hard.  GM's should alter the damage rating depending on the quality of the club.  For example, a broom stick might only do STR + 2 pips of damage while a crowbar might do STR+ 1D+2.

Stunstick
Damage:  STR + 2D stun damage.
Scale:  Character
Skill:  Melee Weapons: Club
Difficulty:  Easy (8)
Concealability:  Moderate (13)
Notes:  Stunsticks look like police batons and unload a heavy duty shock into the target upon a successful hit.  Each stick can land 20 stunning blows before the battery needs to be changed.

ARCHAIC MISSILE WEAPONS

Bow
Damage: STR+1D
Ammo: 1
Range: 2-15/25/50.  Add +15 to the Difficulty if aiming for the heart.
ROF: 1.  Requires 1 action to reload.
Concealability: Very Easy (5)

Crossbow
Damage: 5D
Ammo: 1
Range: 2-15/25/50.  Add +15 to the Difficulty if aiming for the heart.
ROF: 1.  Requires 1 action to reload.
Concealability: Moderate (15)

Crossbow Pistol
Damage: 3D+1
Ammo: 1
Range: 2-5/12/20.  Add +15 to the Difficulty if aiming for the heart.
ROF: 1.  Requires 1 action to reload.
Concealability:  Easy (7)
Notes:  Crossbow Pistols may be wielded one-handed.

Holy Water
Damage: 5D to vampires only.  Continues to damage the vampire, diminishing at a rate of -1D per round after the first (4D 2nd round, etc.).
Ammo: 1 (per vial).
Range: 2/5/10.
ROF: 1.
Concealability: Very Easy (1)
 

FIREARMS
Firearms are very rarely used in the world of Buffy.  While they hurt vampires, they will not kill them.  But even against demons and other nasties, characters have rarely (if ever) used firearms--even the bad guys don't reach for the guns very often.  Keep that in mind when running the game--characters "gear up" with double-bladed axes, wooden stakes and crossbows, not assault rifles and grenades.  What might not make "practical" sense to a bunch of seasoned gamers who are about to send their characters into a nest of vampires makes perfect sense in the setting of Buffy.  If you're wanting a "hard combat" style vampire game, White Wolf's Vampire is an excellent choice.

The guns listed here are pretty basic.  For  much more detailed lists of firearms, check out Joe's Gun Catalog or Aaron LaBow's weapons list in PDF or Word 2000 formats.  You can use the ranges given below for the weapons that Joe lists (or the ranges listed by Aaron).

Handgun
Damage: 4D
Ammo: 12
Range: 3-10/30/60
ROF: 3 shots per round maximum. No burst.
Concealability: Very Easy (5)
Image courtesy of Buffyguide.com

High-powered Handgun
Damage: 5D
Ammo: 12
Range: 3-7/25/50
ROF: 2 shots per round maximum. No burst.
Concealability: Easy (7)
Notes: -1 pip to all "To-Hit" rolls.

Machine Pistol
Damage: 4D
Ammo: 15
Range: 3-10/30/60
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 5D+2 damage.
Concealability: Easy (7)

Submachine Gun
Damage: 5D
Ammo: 30
Range: 6-10/35/75
ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 6D damage.
Concealability: Easy (9)

Automatic Rifle
Damage: 6D
Ammo: 50
Range: 5-30/100/300
ROF:  Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D+2 damage per burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire resulting in +1D to hit and 6D damage.
Concealability: Very Difficult (25)

Pump Shotgun
Damage: 5D (buckshot) / 6D (solid slug)
Ammo: 5
Range: 2-5/10/20
ROF: 2 shots per round maximum.
Concealability: Difficult (20) for full-barrelled shotguns. Moderate (10) for sawed-off shotguns.
Notes: Sawed-off shotguns do 6D damage at Point Blank range but suffer a -1D cumulative penalty to damage rolls for every 5 meters beyond the first.

Stun Pistol
Damage:  5D
Ammo:  15
Range:  3-10/30/60
ROF: 3 shots per round maximum.
Concealability:  Very Easy (4).
Notes:  Stun Pistols can look like a normal pistol, or just about anything else the designer wishes.  They are created by resistance programmers to deliver a "shock" to recipients that will render the target immobile 1 minute for each point of damage above the Target's opposed Constitution roll.

Stun Rifle
Damage:  6D
Ammo:  15
Range:  5-30/100/300
ROF: 3 shots per round maximum for single shot or Burst:  2 bursts of 3 blasts for 7D damage each (roll separately for each burst).
Concealability:  Difficult (20).
Notes:  see notes on stun pistols, though the Rifle must be larger.
Image courtesy of Buffyguide.com

Dart Rifle
Damage:  None.  See below.  Delivers a dart that is usually loaded with a heavy tranquilizer.
Ammo:  15
Range:  5-30/100/300
ROF: 1 dart.
Concealability:  Difficult (20).
Notes:  Dart rifles fire a dart that is usually tipped with a heavy tranquilizer (7D or 8D potency) that will render the target unconscious (very, very sleepy) for 10 minutes + 5 minutes for every 1 point of "damage" from the tranquilizer that exceeds the target's opposed Resistance roll.  Tranquilizers work on vampires and most demons, though their increased Constitutions may provide some protection above that of a normal human.

Flamethrower
Damage:  6D
Skill:  Shooting Stuff:  Flamethrowers
Ammo:  50 burst/3D
Range:  1-4/8/12
ROF:  1 burst per round maximum.  Can "spray" an entire area (about 10m wide) with a hose-like stream that counts as 4 bursts.
Note:  Flamethrowers are rare, very bulky, and somewhat dangerous.  If the fuel tank (usually worn on the back) is pierced or ignited it will do 9D damage to anyone with 5 meters of the blast center (reduce damage by 1D for each 5 meters from the core blast).



ARMOR
In Buffy, few characters wear body armor on a regular basis.  Those who do are usually military-types, and nobody really likes those guys.  You get the point.

Shield
Type: Personal protection.
Scale:  Character.
Protection:  Free action to Parry a melee attack (Stabbing, Slashing, Bludgeoning or Hurting People).  Acts as 4D Protection when used as Cover against missile attacks (no free action).
Cost:  Highly variable (depending on style and quality).
Availability:  Common in medieval times. In modern times, many things may be used as a shield:  garbage can lids, brief cases, street signs, etc.  Some shields may provide less protection.
Concealability:  Very Difficult (25)

Leather
Type: Personal clothing.
Scale:  Character.
Cost:  NA.
Availability:  Common.
Concealability:  Very Easy (but usually unnecessary).
Game Notes:  Leather gives +2 pips versus physical damage (but not against energy, heat or cold) and looks really cool.

Kevlar Vest
Type:   Personal body armor.
Scale:  Character.
Cost:  NA.
Availability:  Uncommon.
Concealability:  Moderate.
Game Notes:  Grants +1D+1 against physical damage (but not against energy, heat or cold) and it looks a bit goofy.

Full Body Armor
Type: Modern Military armor.
Scale: Character.
Cost: NA.
Availability:  Rare.
Concealability:  Difficult.
Game Notes:  Grants +2D+2 protection versus all damage but reduces all Dexterity-related skill tests and checks by 1D.

Full Suit of Armor
Type: Medieval armor.
Scale: Character.
Protection:  +2D versus all damage, but reduces Body rolls dependent on dexterity by 2D.
Cost: $3000 (modern)
Availability:  Rare.
Concealability:  Very, very Difficult (30).



MISCELLANEOUS GEAR
    In Buffy D6, characters have access to all the gear players might get in the real world.  Therefore, they can purchase cellular phones (approximately $40 per month for service), personal computers ($500-$3000 depending on the type), walkie-talkies, tools, rope, camping gear, etc.  GMs should just make up prices and attributes for this equipment on the fly.  Statistics for some particular pieces of miscellaneous gear are given below.

EXPLOSIVES
Grenades
Scale:  Character.
Range:  2/5/10.
Cost:  Generally not widely available, but about $20 apiece on the blackmarket.
Damage:

Molotov Cocktails
Scale:  Character
Range: 2/4/8
Cost:  Very inexpensive--easily Scrounged together if alcohol or fuel is available.
Damage:  3D+2 fire damage.  The cocktail's fuel will splash about 1m in all directions from impact and burn for 1D6 rounds.

Pipebombs
Scale:  Character
Range:  2/4/8
Cost:  Very inexpensive--easily Scrounged together if explosive powder is available.
Damage:  4D damage within 2 meters of explosion.  Reduce damage by 1D for each additional 2 meters from site of impact.
Note:  "Pipebombs" include just about every small, makeshift bomb the characters might whip up.



VEHICLES
    In Buffy, folks drive regular old cars (when they can borrow them from their parents!).

Motorcycle
Scale:  Personal Vehicle.
Length:  2 meters.
Cost:  Civilian models:  $2000 (used); $10,000 (new).
Skill:  Burnin' Rubber:  Motorcycles
Speed:  80 kph / 200 kph.
Body:  6D (note this game does not use Scale to add or remove dice).
Maneuverability:  2D.
Crew: 1 (can hold another rider, but increase Piloting Difficulties by 5).
Crew Skill:  5D for professional racers; 3D for standard riders.
Cargo:  Very little: enough for a water bottle, a few camping supplies, and small toolkit.

Jeep
Craft:  4-wheeled, all terrain passenger vehicle.
Scale:  Personal Vehicle.
Length:  3.5 meters.
Cost:  Civilian models:  $7000 (used); $15,000 (new).  Military models:  18,000 (used); 32,000 (new).
Skill:  Burnin' Rubber:  Cars
Speed:  30 mph / 60 mph / 90 mph / 110 mph.
Body:  8D
Maneuverability:  1D.
Crew: 1.
Passengers:  Fits 4 (including driver) comfortably.  Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.
Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high..
Description:  Jeeps are 4-wheeled all terrain vehicles commonly used on outpost worlds where roads are rough or nonexistent.  They tend to be reliable, tough vehicles, but provide little of luxuries and comfort.

Passenger Car
Craft:  Standard, boring sedan.
Scale:  Personal Vehicle.
Length: 4 meters.
Cost:   $7000 (used); $15,000 (new).
Skill:  Burnin' Rubber:  Cars
Speed:  40 mph / 60 mph / 90 mph / 110 mph.
Body:  8D
Maneuverability:  0D for most cars.  Sports cars may have +1-3D.
Crew: 1.
Passengers:  Fits 4 (including driver) comfortably.  Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.
Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high.