Equipment: Difference between revisions
Appearance
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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. | 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. | ||
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|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; | |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 | ||
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; | |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. | ||
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; | |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. | ||
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; | |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. | ||
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 | |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 | |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. | ||
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 | |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. | ||
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 | |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. | ||
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. | |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. | ||
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|225||Taser||M20/453||2||Bashing damage, not lethal. | |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. | |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. | |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. | |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 | |229||Knife (dagger)||M20/452||1 | ||
Revision as of 23:07, 4 June 2025
+Equip
+equip is a system to keep track of items characters own permanently. In general, there are five types of items that we track:
- Magical Items
- Vehicles
- Weapons
- Armor
- Support Items
To get an item, players should put in a '+equireq' that contains the item, its type number, and the justification used.
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 for 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** |
| 201 | Hatchet | M20/450 | 1 |
5xx - Vehicles
| **Number** | **Name** | **Reference** | **Cost** |
| 101 | Hatchet | M20/450 | 1 |