+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