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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:

  • 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
207 SMG (H) M20/452 3
208 Assault Rifle M20/452 3
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
213 Biggs X-5 R M20/452 X
214 Biggs X-5 A M20/452 X
215 Biggs Mjolnir M20/452 X
216 Castle Graves M20/452 X
217 Bolan Mk.13 M20/452 X
218 HIT Mark Chain Gun M20/452 X
219 Shortbow M20/452 2
220 Hunting Bow M20/452 3
221 Longbow M20/452 3
222 Crossbow (commando) M20/452 3
223 Crossbow M20/452 3
224 Crossbow (heavy) M20/452 3
225 Taser M20/452 2
226 Tear Gas M20/452 2
227 Bear Mace M20/452 2
228 Pacification Spray M20/452 X
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