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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
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|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.
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|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.
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|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.
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|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
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|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.
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|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.
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|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.
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|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.
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|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.
also reduce target’s dice pools by two dice for one turn per success.
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|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.
also reduce target’s dice pools by two dice for one turn per success.
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|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.
also reduce target’s dice pools by two dice for one turn per success.
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|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

X - Other Items