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Caanon
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« on: September 24, 2009, 07:42:15 PM » |
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Black Market:
Down the twisting back streets and dimly lit alley ways lays the Market. Anything and everything is for sale at these markets of vice and violence. But one must be careful, these dens of seduction often house traitors and mutants, excess runs rampant as the individual seeks their own pleasure with many the dark corner and dead end.
The Market is shop where your character can buy various items to help them on their journey. These items are bought with Loyalty points, should your character spend all their loyalty points they will count become a Traitor the same way as if they lost their Loyalty points through duelling. Duellists only gain access to the Market at level 3 and can go again when they gain their next level.
Items for Sale
Traps and Snares, (3 points): Once use only, if an opponent flees duel they are captured on a roll of 4+. This item is always in use but will not be used if the trap fails.
Hounds: (Varies): If enemy is uninjured (does not roll a 1 or 2 on the injury roll) at the end of a duel a hound may be released to capture them. The enemy Character is captured on a roll of 4+. Hound may be bought as one use only for 3 points or a trained hound for 8 points. Trained hounds may be used an indefinite amount of times (but only once per duel) and must be named before being used. Trained Hounds escape if the owning character is captured.
Lock Box (8 points): A captured character is not allowed to use a random piece of wargear or weapon. Conversely a character may also store one piece of wargear or shop item in the lock box instead. Thus if they are captured they will not lose said item but will not be able to use it in duels while it is in the lock box. Ground cars cannot be put into a Lock Box.
Shackles (4 points): A captured character is at -1 priority for the first turn and may only be used on one character at a time.
Toxins (4 points): Once use only. Character will always wound enemy on 4+ in HtH (note this can affect agile). State before duel begins whether toxins are being used.
Poisoned blades/ Hollow Points (6 points): One use only. Causes automatic injury (i.e. there is no roll to see if character is injured, just roll on the injury table). State before duel begins if poisoned blades/ Hollow points are being used.
Armour Piercing rounds/ Vibro Knife (3 points): One use only. All the characters weapons have an additional -1SV mod. State before duel whether item is being used.
Scope/ Laser sight/ Extra Ammon (4 points): The character may reroll one failed to hit roll in the shooting phase. A weapon may only have one scope, extra ammo or laser sight but may combine all three. Item is always in use. If Duellists is captured these mods are considered Destroyed and must be purchased again.
Stummers/ Screamers (1 point): One use only. Character gains +1 Priority in the first turn of the duel. This item is always in use.
Weapon Smith (Varies): The character has custom work done on their weapons. Shooting Weapons: Turn rapid fire or pistol weapon into Assault 2 (4 Points for RF, 6 for Pistol)
+1 Shot (5 points)
Turn 2 handed weapon into one handed weapon (7 points + 7 to count a CCW)
CCW: Turn 2 handed weapon into one handed weapon (7 points)
Gains -1Sv mod on roll to wound of 6 (6 points)
-1 Enemy attack (6 points)
All mods are destroyed if a Character is captured on a roll of 4+
Ground Car (6 Points): The character has access to the Market at all times. If a character is captured their Ground Car is considered to be destroyed, pranged, torched, stripped or stolen ect. The character loses the ground car and must buy another.
Doctor (Varies): The character hires and black Market Doctor to heal it's wounds.
To heal a light wound a character will pay 2 points (Light wounds include Partially Deafened, Shell Shock, Hand injury)
To heal a heavy wound costs 4 points (heavy wounds include Chest wound, Arm Wound and Old Battle Wound)
To heal a serious wounds costs 6 points (Grevious Wounds and Blinded in one Eye)
*Multiple injuries will be healed on a one on one basis (BS will be treated as a light wound otherwise match to appropriate wound)
Posse: The character hires some help to aide them in quests and other events. Hired help is not taken into consideration for difficulty of quest Goons (4pts): Easy NPC Stats Grunts (8pts): Medium NPC Stats Soldier (12pts): Hard NPC Stats
Lions share: There is a chance at the end of a quest or event your posse might turn on you because you haven’t paid them enough or they simply want more. If this is done your character must kill his posse to pass the quest ect.. Goons will revolt on a failed roll of 4+, Grunts on 3+ and Soldiers 2+.
Slave Trade: A captured character may be sold on the black markets at any price the owner wants
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