Blood Genesis

Handout
     The following is a quick reference handout for the weapons collected in the last session of Blood Genesis.
     As a reminder, here are some of the maneuvers that many firearms can do:
     Aiming: The attacker adds one die to her attack dice pool for a single shot per turn spent aiming. The maximum number of dice that can be added in this fashion equal the attacker's perception. A scope may add two more dice in the first round of aiming. It is not possible to aim at a target moving faster than walking speed.
     Automatic Fire: The attacker unloads the entire ammunition into one attack on a single target. This adds +10 to the dice used to target, but increases the difficulty by +2 due to the weapon's recoil. Similarly, "strafing" allows you to shoot at multiple targets, and then divide those successes among the possible targets. Either maneuvers are only permissible if there's at least half of the clip there in the first place.
     Multiple Shots: An attacker can split their die pool for one or more extra shots. A weapon may not fire more shots per turn than its Rate.
     Three-Round Burst: Unlike automatic fire, this maneuver fires only three shots within one single action. The attacker gains +2 dice to hit, and only suffers a +1 difficulty due to recoil.
     Two weapons: A weapon in each hand is considered a multiple shot manuever, modified even more with a +1 difficulty for the offhand. The only benefit with this is that I allow both actions to occur simultaneously, instead of having the second go off at the end of the round.
     Range: A weapon fired within its listed range is considered to be at a difficulty of 6. A weapon can be fired at twice that distance at a difficulty of 8. Weapons fired at point blank range (2 meters) are difficulty 4.
     For those players without a main book, or who would like to use this handout as a quick reference chart, here are the exact stats for the weapons so far in the game:
     
     Lullabye's Micro-Uzi:
Caliber: .45 ACP
Damage: 5 Dice + Successes
Range: 25 yards
Rate: 21*
Clip: 16
Concealment: Can be hidden in a jacket
*Is capable of three-round bursts and full autos
     
     Steven's Colt M-16
Caliber: 5.56 caliber
Damage: 7 Dice + Successes
Range: 200 yards
Rate: 15*
Clip: 20
Concealment: CANNOT be hidden
*Is capable of three-round bursts and full autos; VERY ILLEGAL
     
     Steven's Sawed-Off Hunting Shotgun
Caliber: 12-Gauge
Damage: 8 Dice + Successes
Range: 10 yards
Rate: 2*
Clip: 2
Concealment: Can be hidden in a trenchcoat
*Both shots are fired simultaneously without penalty
     
     Steven's Colt M1911A1 (Colt Automatic)
Caliber: .45 ACP
Damage: 5
Range: 25 yards
Rate: 3
Clip: 7
Concealment: Can be hidden in a jacket
     
     Chris's Ceska Model 61 (Skorpion)
Caliber: .32 ACP
Damage: 3 Dice + Successes
Range: 20 yards
Rate: 15*
Clip 20+1
Concealment: Can be hidden in a jacket
*Is capable of three-round bursts and full autos
     
     Dr. Ulrich's Thompson M1928
Caliber: .45 ACP
Damage: 5 + Successes
Range: 50 yards
Rate: 15*
Clip: 20 (Does not have drum magazine)
Concealment: Can be hidden in a trenchcoat
*Can fire ONLY full-auto without expert precision
     
     IMI Uzi
Caliber: 9mm
Damage: 4 + Successes
Range: 50 yards
Rate: 21*
Clip: 20
Concealment: Can be hidden in a trenchcoat
*Is capable of three-round bursts and full autos
     
     Glock 18
Caliber: 9mm
Damage: 4 + Successes
Range: 20 yards
Rate: 19*
Clip: 19
Concealment: Can be hidden in a jacket
*Is capable of three-round bursts and full autos
     
     Colt Agent (Note: Has a Mister Yuck sticker on it)
Caliber: .38 Special
Damage: 4 + Successes
Range: 12 yards
Rate: 3
Clip: 6
Concealment: Can be hidden in a pocket
     
     "Saturday Night Special"
Caliber: .38 Special
Damage: 3 + Successes
Range: 12 yards
Rate: 3
Clip: 6
Concealment: Can be hidden in a pocket
     
     
     Final notes:
     The night-vision scopes acquired are starlight scopes; they reduce difficulty modifiers for darkness by 1.
     The laser sight equipment acquired add one more die to aiming if the attack is within 30 yards or less.
     The telescopic scopes, detailed under "aiming," require one hour and 20 rounds of amunition to insure that it is aligned properly.
     There were two silencer/suppressors acquired: one for the colt automatic, and one that could silence the Colt Agent or "Saturday Night Special." If a silencer is added to the colt automatic, it can then only be hidden in a trenchcoat. If either of the other two weapons are given a silencer, they change from pocket-size to jacket-size.
     The dozen grenades taken are fragmentation grenades. They do 12 damage at the focus of the explosion, and one less per yard of distance from the blast.
     
     Ammo Collected:
     As mentioned in the game, ammo was gathered even from weapons not taken during the spree. Here are how many rounds of each caliber that was taken from Valentine's storage.
     
     .45 ACP 94
     5.56mm 50
     9mm 150
     .32 ACP 30
     12-gauge 24
     .38 Specials 36

Blood Genesis   |  Setting   |   Characters   |   Unfolding Events   |   Thicker Than Water