Equipment
Appearance
+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 |