Equipment
+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 |