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Equipment

From RetroMUX

+Equip

+equip is a system to keep track of items characters own permanently. In general, there are five types of items that we track:


  • Weapons
  • Armor
  • Vehicles
  • Support Items
  • Magical Items


To get an item, players should put in a '+equireq' that contains the item, its type number, and the justification used as well as any special requests.

+equipreq

The syntax for an equipreq is +equipreq <item>=<explanation>. Please keep in mind these guidance when asking for an item:

Name
Best practice is to include both the type name and number in the requested item, but either works, as long as the item is easily identifiable. For lists of items, it's best to name the job to represent that it is more than one item. Examples might be "starting equip", "firearms locker", or "Arsenal".
Explanation
The Explanation field is for providing the Justification for owning an item, to tell about alterations to a standard item, or to provide the statistics (and source) for a magical item. If you request multiple items, please include the full list of items (preferably with their corresponding numbers).

Justifications

Justifications can be manyfold, but generally fall into one of these categories:

Resources
The most common justification is the Resources Background. It can cover for any item up to its costs within reason. If a car is set cost 4, then with Resources 4 you can afford it.
Self Made
If you have a relevant crafting skill, access to the tools and time, you can make most mundane items yourself. That means, if have craft (automotive), you could build (or re-build) a car.
Magical Items
Any Fetish, Artifact, Chimera, Wonder, Treasure or other item that is more than just a mundane thing. If it has any supernatural effect, it's this. They have a cost based on their power rating. The rating is determined by the Storyteller.
Plot & Roleplay
Sometimes, you pick up a weapon from a foe or get a gun gifted, or something else results in you having an item. Gifting items isn't something that should happen a lot, and it requires both storyteller approval and at least *some* logged scene to be allowable.
Equipment
The Equipment Background can cover the acquisition cost in any other case. It's the Storyteller's decision what falls under it.

Item Lists

1xx - Melee Weapons

Number Name Reference Cost Note
101 Hatchet M20/450 1
102 Tomahawk M20/450 1
103 Axe M20/450 1
104 Great Axe M20/450 3 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
105 Polearm M20/450 1 Requires two hands to employ properly; +2 difficulty if used one-handed.
106 Stiletto M20/450 1
107 Knife M20/450 1
108 Short Sword M20/450 2
109 Sword M20/450 1
110 Broadsword M20/450 2
111 Katana M20/450 2 May be used two-handed for an additional +1 damage die.
112 Great Sword M20/450 4 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
113 Klaive W20/302 X
114 Great Klaive W20/302 X
115 Sai M20/450 1 +1 to dice pool when used to block, +2 to dice pool for disarm attempts.
116 Hook Swords M20/450 1 Used as pair, Requires two hands to employ properly; +2 difficulty if used one-handed, +1 to dice pool when used to block, +2 to dice pool for disarm attempts.
117 Riot Baton M20/450 1
118 Baseball Bat M20/450 2
119 Crowbar M20/450 1
120 Staff M20/450 1
121 Iron Staff M20/450 1 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
122 Mace M20/450 1
123 Nunchaku M20/450 1 +1 to dice pool when used to block, +1 difficulty to opponent’s block attempts.
124 Spiked Club M20/450 1
125 Huge Spiked Club M20/450 2 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
126 Sap M20/450 1
127 Brass Knuckles M20/450 1
128 Spsiked Gauntlet M20/450 1
129 Hand Claws (S) M20/450 1
130 Hand Claws (L) M20/450 1
131 Katar M20/450 1 Penetrates up to three points of armor, +1 to dice pool when used to block.
132 War Fan M20/450 2 +1 to dice pool when used to block, +1 difficulty to opponent’s block attempts.
133 Wind and Fire Wheel M20/450 2 +2 to dice pool for disarm attempts.
134 Chainsaw M20/450 3
135 Chain M20/451 1 May be used to entangle an enemy’s limb at +1 difficulty.
136 Chain Whip M20/451 1 May be used to entangle an enemy’s limb at +1 difficulty.
137 Kusarigama M20/451 1 Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts,May be used to entangle an enemy’s limb at +1 difficulty.
138 Manriki-Gusari M20/451 1 Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts,May be used to entangle an enemy’s limb at +1 difficulty.
139 Flogger M20/451 1 May be used to entangle an enemy’s limb at +1 difficulty.
140 Barbed Cat M20/451 1 May be used to entangle an enemy’s limb at +1 difficulty.
141 Whip M20/451 1 May be used to entangle an enemy’s limb at +1 difficulty.
142 Bullwhip M20/451 1 May be used to entangle an enemy’s limb at +1 difficulty.
143 Pain Dagger W20/ X
144 Ironhammer W20/ X

2xx - Ranged Weapons

Number Name Reference Cost Note
201 Revolver (L) M20/452 2
202 Revolver (H) M20/452 2
203 Pistol (L) M20/452 3
204 Pistol (L) M20/452 3
205 Rifle M20/452 2
206 SMG (S) M20/452 3 Gun may fire full-auto, three-round bursts, and strafing sprays.
207 SMG (H) M20/452 3 Gun may fire full-auto, three-round bursts, and strafing sprays.
208 Assault Rifle M20/452 3 Gun may fire full-auto, three-round bursts, and strafing sprays.
209 Shotgun (sawn off) M20/452 2
210 Shotgun (pump action) M20/452 2
211 Shotgun (semi auto) M20/452 3
212 Shotgun (assault) M20/452 4 Gun may fire full-auto, three-round bursts, and strafing sprays.
213 Biggs X-5 R M20/452 X can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher, Revolver; at the touch of a button, can chamber any type of ammunition loaded in the cylinder, made of composite materials – invisible to metal detectors.
214 Biggs X-5 A M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays, can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher, made of composite materials – invisible to metal detectors
215 Biggs Mjolnir M20/452 X can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher, Rarely issued to unEnlightened personnel, as it tends to jam on a failed roll during unEnlightened use; still, more attuned to Consensus than it was years ago.
216 Castle Graves WW-3 M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays, can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher.
217 Bolan Mk.13 M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays, can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher, Combines a submachine gun main weapon (as per AK-47; 50-shot clip) with auto-shotgun capabilities (as MPS AA-12; 20-shot clip) through the main barrel, plus a grenade launcher under that barrel (as a MP-79/ six-shot magazine). Laser sights. Heavy; requires Strength 3 or better to employ but has relatively low recoil.
218 HIT Mark Chain Gun M20/452 X Gun may fire full-auto, three-round bursts, and strafing sprays
219 Shortbow M20/452 2 take an automatic action to nock and draw, A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action.
220 Hunting Bow M20/452 3 take an automatic action to nock and draw, A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action.
221 Longbow M20/452 3 take an automatic action to nock and draw, A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action.
222 Crossbow (commando) M20/452 3 require two automatic actions to reload, Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded.
223 Crossbow M20/452 3 require two automatic actions to reload.
224 Crossbow (heavy) M20/452 3 require two automatic actions to reload.
225 Taser M20/453 2 Bashing damage, not lethal.
226 Tear Gas M20/453 2 Bashing damage, not lethal; adds no extra damage from successes scored. Also, reduce target’s dice pools by two dice for one turn per success.
227 Bear Mace M20/453 2 Bashing damage, not lethal; adds no extra damage from successes scored. Also, reduce target’s dice pools by two dice for one turn per success.
228 Pacification Spray M20/453 X Bashing damage, not lethal; adds no extra damage from successes scored. Also, reduce target’s dice pools by two dice for one turn per success.
229 Knife (dagger) M20/452 1
230 Shuriken M20/452 1
231 Spear M20/452 1
232 Shuriken M20/452 1
233 Tomahawk M20/452 1

3xx - Weapon Modifications

Number Name Reference Cost Note
301 Ectoplasmic Disruptors M20/454 X
302 Explosive Shells M20/454 5
303 Flechettes M20/454 4
304 Incendiary Rounds M20/454 4
305 Rubber Bullets M20/454 1
306 Taser Bullets M20/454 2
307 Tear Gas Rounds M20/454 2
308 Teflon Bullets M20/454 4
309 Laser Sight M20/454 3
310 Sniper Scope M20/454 3
310 Night Vision Scope M20/454 3

4xx - Armor

Number Name Reference Cost Note
401 Tough Hide 1 M20/447 X reflects animals, Bygones, constructs, or shapechanged mages with especially thick or armored skin.
402 Tough Hide 2 M20/447 X reflects animals, Bygones, constructs, or shapechanged mages with especially thick or armored skin.
403 Tough Hide 3 M20/447 X reflects animals, Bygones, constructs, or shapechanged mages with especially thick or armored skin.
404 Cybernetic Armor 1 M20/447 X has been built into the wearer.
405 Cybernetic Armor 2 M20/447 X has been built into the wearer.
406 Cybernetic Armor 3 M20/447 X has been built into the wearer.
407 Cybernetic Armor 4 M20/447 X has been built into the wearer.
408 Reinforced Clothing 1 M20/447 2 has been stiffened, padded, or layered with thin mesh protection.
409 Reinforced Clothing 2 M20/447 4 has been stiffened, padded, or layered with thin mesh protection.
410 Enhanced Clothing 1 M20/447 X apparently normal clothing modified by the Matter Sphere.
411 Enhanced Clothing 2 M20/447 X apparently normal clothing modified by the Matter Sphere.
412 Enhanced Clothing 3 M20/447 X apparently normal clothing modified by the Matter Sphere.
413 Enhanced Clothing 4 M20/447 X apparently normal clothing modified by the Matter Sphere.
414 Enhanced Clothing 5 M20/447 X apparently normal clothing modified by the Matter Sphere.
415 Biker Jacket M20/447 2 represents thick, practical, heavy-duty protection.
416 Leather Duster M20/447 2
417 Cosplay Mail M20/447 2 reflects modern costume armor.
418 Chainmail M20/447 3 represents battle-worthy chain-link armor, heavier than cosplay mail.
419 Steel Breastplate M20/447 3
420 Full Plate M20/447 4 articulated knight’s armor.
421 Kevlar Vest M20/447 3
422 Flak Vest M20/447 3
423 Riot Suit M20/447 3 police heavy body armor.
424 Military Armor M20/447 4 a full suit of modern battle armor.
425 Alanson Hardsuit M20/447 X a standard-issue, full-body suit of hypertech Technocratic armor, used by Union security forces composed of extraordinary citizens and Enlightened agents alike. See M20 Appendix II (p. 656) for details.
426 Trash Can Lid M20/447 0
427 Wooden Shield M20/447 0 Wooden and Metal Shields represent field-ready shields built for jousts and reenactment battles.
428 Metal Shield M20/447 0 Wooden and Metal Shields represent field-ready shields built for jousts and reenactment battles.
429 Riot Shield M20/447 0 a thick Plexiglas or metal-with-viewport shield, employed by police forces (typically in a wall formation) during civil unrest situations.

5xx - Vehicles

Number Name Reference Cost Note
501 Hatchet M20/450 1

X - Other Items