Equipment: Difference between revisions
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=REQUESTING EQUIPMENT= | =REQUESTING EQUIPMENT= | ||
+equipreq: <item name>=<details> | +equipreq: <item name> (<itemnumber>)=<details> | ||
Always include the item number in your details, as well as your relevant stats and levels for equipment: Resources / Crafts / Equipment | Always include the item number in your details, as well as your relevant stats and levels for equipment: [[Resources]] / Crafts / Equipment. | ||
Equipment with an X for price can not be justified with Resources. | |||
<!-- | <!-- | ||
You must have the stats to have the equipment. That is what stats are for. This is non-negotiable. To avoid the back and forth, we're sticking with a simple, straightforward system that has several options to get where you want to go. This is the system. Thank you for your understanding on this. | You must have the stats to have the equipment. That is what stats are for. This is non-negotiable. To avoid the back and forth, we're sticking with a simple, straightforward system that has several options to get where you want to go. This is the system. Thank you for your understanding on this. | ||
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|} | |} | ||
= | <!-- | ||
=Vehicles= | |||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
|Name||Safe Speed||Max Speed||Maneuver||Crew||Durability||Structure||Weapons||System||Cost||Ref | |||
|- | |||
|501 Unicycle||1x STR||3x STR||5||1||1||3||N/A||Durability does not protect Rider||1||M20/460 | |||
|- | |- | ||
| | |502 Mountain Bike||3x STR||8x STR||5||1||2||4||N/A||Durability does not protect Rider||1||M20/460 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | |503 Racing Bike||5x STR||10x STR||6||1||2||3||N/A||Durability does not protect Rider||1||M20/460 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | |504 Dirt Bike (motorcycle)||50||80||9||1||4||4||N/A||Durability does not protect Rider||1||M20/460 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|style="" |Crime Scene Kit | |505 Light Motorcycle||75||130||8||1||2||3||N/A||Durability does not protect Rider||1||M20/460 | ||
|style="" |2 | |- | ||
|style="" |2 | |506 Touring Motorcycle||90||170||5||1 (1 pass)||4||4||N/A||Durability does not protect Rider||2||M20/460 | ||
|style="" |Investigation | |- | ||
|style="" |A crime scene (or CSI) kit is a toolbox full of investigative aids such as magnifiers, fingerprinting dust, cameras, tape, testing chemicals, and sample bags. While the kits offer a dice bonus to Investigation rolls, the more important benefit of the CSI kit is that it allows evidence to be moved and digested elsewhere. Properly applied, it allows investigators to do the bulk of their work offsite and at their own pace. | |507 Crotch Rocket||100||200||7||1||2||3||N/A||Durability does not protect Rider||2||M20/460 | ||
|- | |- | ||
|style="" |Cracking Software | |508 Badass Hypercycle||120||250||7||1||5||5||May mount any two of the following options: two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%roil slick jet - Difficulty 4, -6 to pursuers’ Drive rolls, 4 shots%rsmoke screen jet - Difficulty 4, -4 to pursuers’ Perception and Drive rolls, 4 shots%rsix rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot%rone 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots||Durability does not protect Rider||X||M20/460 | ||
|style="" |2 | |- | ||
|style="" |3 | |509 ATV||30||70||5||1||3||5||N/A||Durability does not protect Rider||3||M20/460 | ||
|style="" |Computers | |- | ||
|style="" |Crappy software’s a dime a dozen. Good, reliable cracking software is hard to come by. With solid software, a hacker can force passwords, breach firewalls, and otherwise be a nuisance in computer systems. Beyond the dice pool modification, the benefit such software offers is a sort of buffer between the hacker and security. Any effort to track the hacker takes two steps: one to identify the software, then one to trace it back to the source. Functionally, this means rolling twice on behalf of the security personnel, with an opportunity for the hacker to withdraw before detection. | |510 Jeep||60||80||6||1 (4 pass)||4||6||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +1 die in impact-based damage||2||M20/460 | ||
|- | |- | ||
|style="" |Duct Tape | |511 Compact Car||70||130||6||1 (1 pass)||3||3||N/A||Mass inflicts +1 die in impact-based damage||2||M20/460 | ||
|style="" |1 | |- | ||
|style="" |1 | |512 Midsize Wagon||70||120||5||1 (3 pass)||3||4||N/A||Mass inflicts +1 die in impact-based damage||2||M20/460 | ||
|style="" |Crafts | |- | ||
|style="" |Duct tape has as many uses as one can think of, and just as many you never would. It can reinforce barricades, stabilize weapon handles, bind prisoners, repair broken pipes, and so much more. In most cases, duct tape can offer a +1 bonus to Crafts-related rolls. Alternatively, it can add a point of Durability to almost anything. If used as a restraint, rolls to break free suffer a -3 penalty, and must overcome the duct tape’s Structure. | |513 Sports Car||130||200||9||1 (1 pass)||3||4||N/A||Mass inflicts +1 die in impact-based damage||4||M20/460 | ||
|- | |- | ||
|style="" |First-Aid Kit | |514 Street Racer||70||240||8||1 (1 pass)||4||4||N/A||Mass inflicts +1 die in impact-based damage||3||M20/460 | ||
|style="" |0/1 | |- | ||
|style="" |1/2 | |515 Cop Car||80||200||7||1 (3 pass)||5||5||N/A||Mass inflicts +1 die in impact-based damage||2||M20/460 | ||
|style="" |Medicine | |- | ||
|style="" |A first-aid kit contains all the necessary supplies to stabilize an injury and stop wounds from getting worse until the victim can find proper treatment. The one-dot version of the first-aid kit does not offer a die bonus; it simply allows for treatment. The two-dot version offers a +1 to treatment rolls due to superior supplies. | |516 Police Interceptor||100||250||8||1 (3 pass)||5||5||N/A||Mass inflicts +1 die in impact-based damage||4||M20/460 | ||
|- | |- | ||
|style="" |Luminol | |517 Bond Q Division Supercar||100||250||10||1 (1 pass)||6||5||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +1 die in impact-based damage||X||M20/460 | ||
|style="" |2 | |- | ||
|style="" |1 | |518 Limo||70||110||4||1 (5 pass)||4||6||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||4||M20/460 | ||
|style="" |Investigation | |- | ||
|519 Armored Limo||70||100||4||1 (5 pass)||8||6||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|520 Stretch Car||80||100||3||1 (5-7 pass)||3||5||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|521 Pickup Truck||70||110||5-7||1 (1-4 pass)||3||6||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||2||M20/460 | |||
|- | |||
|522 SUV/Van||60||120||6||1 (3-7 pass)||4||7||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|523 Armored Supervan||50||100||5||1 (3 pass)||10||10||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|524 Off Road Truck||60||90||5||1 (1-3 pass)||4||7||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|525 Hummer||80||120||5||1 (1-5 pass)||5||8||Civilian vehicles have no weapons. %r%rMilitary vehicles may mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|526 Armored Car||60||80||4||1 (1-5 pass)||10||10||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||5||M20/460 | |||
|- | |||
|527 RV||60||80||3||1 (1-5 pass)||3||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|528 Bus||60||100||3||1 (20+ pass)||4||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|529 Large Truck||60||110||4-5||1 (1 pass)||4||6||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|530 Heavy Truck||60||100||4||1 (5+ pass)||6||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|531 18 Wheeler||70||110||4||1 (1 pass)||5||8||N/A||Mass inflicts +3 dice in impact based damage , +3 protection to passengers.||3||M20/460 | |||
|- | |||
|532 APC||30||60||4||2 (11 pass)||12||14||Mount one of the following options: %rtwo twin-mounted .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots),%r one 30 mm cannon - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%rone mounted .50 caliber machine gun - Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rone M-19 grenade launcher - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rone TOW rocket - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot).%rWeaponized vehicles may also carry concealed technomagickal Devices||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|533 Riot Tank||30||50||3||2||10||14||Two M-19 grenade launchers - to fire gas canisters - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rtwo .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%rand one battering ram.%rVehicle can be sealed against water and gas attacks.||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|534 Light Tank||20||30 on road||2||4||18 front/15 sides||18||105 mm cannon - Difficulty 7, Damage 20, Rate 1, Range 1200 yards, Capacity 1 shot%r plus two .50 caliber machine guns - front and turret, Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rand two grenade launchers - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rVehicle can be sealed against water and gas attacks.||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|535 Heavy Tank||30||50 on road||2||4||22 front/20 sides||25||120 mm cannon - Difficulty 7, Damage 30, Rate 1, Range 2000 yards, Capacity 1 shot%rplus three .50 caliber machine guns - front and turret, Difficulty 7, Damage 12, Rate 5, Range 1000 yards, Capacity 200 shots%rand four grenade launchers - Difficulty 6, Damage as grenade, Rate 1, Range 400 yards, Capacity 1 shot%rVehicle can be sealed against water and gas attacks.||Requires min. 3 dots in Drive + appropriate Specialty to operate at all, mass inflicts + 5 dice in impact-based damage. Passengers get full protection from Durability.||GOV||M20/461 | |||
|- | |||
|536 Hot Air Balloon||Wind||Wind||0||1 (3 pass)||4||4||N/A||Requires Pilot Skill to operate at all, Passengers get full protection from Durability.||2||M20/462 | |||
|- | |||
|537 Jetpack||100||250||10||1||4||4||N/A||Requires Jetpack Skill, Durability does not protect wearer, technomagickal vehicle||X||M20/462 | |||
|- | |||
|538 Ornithopter||120||200||10||1||4||2||N/A||Requires Jetpack Skill, Durability does not protect wearer, technomagickal vehicle||X||M20/462 | |||
|- | |||
|539 Gyrocopter||70||150||5||1||3||3||N/A||Requires Pilot Skill to operate at all. Requires Pilot + Helicopter specialty.||4||M20/462 | |||
|- | |||
|540 News Copter||140||220||6||1 (1 pass)||4||6||N/A||Requires Pilot Skill to operate at all, Requires Pilot + Helicopter specialty. Durability protects passengers||5||M20/462 | |||
|- | |||
|541 Large Helicopter||150||250||6||2 (4 pass)||5||6||N/A||Requires Pilot Skill to operate at all, Requires Pilot + Helicopter specialty. Durability protects passengers||5||M20/462 | |||
|- | |||
|542 Attack Chopper||180||280||9||3||12||10||30 mm cannon - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%r16 TOW missiles - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot%r16 rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Helicopter specialty. Passengers get full protection from Durability.||GOV||M20/462 | |||
|- | |||
|543 Military Utility Helicopter||180||280||7||3 (10 pass)||8||10||Two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%r%ror two 30 mm cannons - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%r%ror six rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot) %rand two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots).||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Helicopter specialty. Passengers get full protection from Durability.||GOV||M20/462 | |||
|- | |||
|544 Black Helicopter||200||400||10||2||13||13||Two .30 caliber machine guns - Difficulty 6, Damage 12, Rate 5, Range 800 yards, Capacity 100 shots%rtwo 30 mm cannons - Difficulty 7, Damage 15, Rate 8, Range 1200 yards, Capacity 50 shots%r12 rockets - Difficulty 8, Damage 15, Rate 1, Range 3000 yards, Capacity 1 shot%rand 16 TOW missiles - Difficulty 6, Damage 16, Rate 1, Range 2500 yards, Capacity 1 shot%r%rAlso features stealth mode - Arcane 5 except vs. Technocrats - and requires Perception roll difficulty 6 to hear.||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Helicopter specialty. Passengers get full protection from Durability. Requires Technocratic extraordinary citizen crew.||X||M20/462 | |||
|- | |||
|545 Small Prop Plane||110||170||5||1 (3 pass)||5||6||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||4||M20/462 | |||
|- | |||
|546 Medium Prop Plane||180||230||4||2 (10 pass)||6||8||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||5||M20/462 | |||
|- | |||
|547 Large Prop Plane||300||400||3||2 (50 pass)||6||10||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||6||M20/462 | |||
|- | |||
|548 Lear Jet||350||450||4||2 (20 pass)||8||15||N/A||Requires Pilot Skill to operate at all. Passengers get full protection from Durability.||5||M20/462 | |||
|- | |||
|549 Fighter Jet||Mach 2||Mach 2.5||7||1||8||15||20 mm cannon - Difficulty 7, Damage 15, Rate 3, Range 1000 yards, Capacity 100 shots%rfour Sidewinder missiles - Difficulty 8, Damage 15, Rate 2, Range many miles%rsix Sparrow A1M-7P missiles - Difficulty 8, Damage 20, Rate 2, Range 30 miles%rand 14 250-lb. smart bombs - Difficulty 6, Damage 40.||Requires Pilot Skill to operate at all, military aircraft require at least 3 dots in Pilot + Fighter Jet specialty. Durability protects passengers.||GOV||M20/462 | |||
|} | |||
--!> | |||
=Equipment= | |||
Equipment is available for characters to use on RetroMUX, which allow bonuses for certain Ability-related tasks. | |||
In order to receive the bonus for equipment, characters must meet the listed Level in both Resources and the associated Ability. If a character possesses the Resources, but does not possess the requisite Ability level, the character can use the equipment, but does not receive the listed bonus. An appropriate Secondary Ability can be used in place of the listed Ability. | |||
==Mental Equipment== | |||
{| class="wikitable sortable" border="1" | |||
|- | |||
! scope="col" style="width: 200px; " |Type | |||
! scope="col" style="width: 10px; " |Bonus | |||
! scope="col" style="width: 50px; " |Level | |||
! scope="col" style="width: 50px; " |Ability | |||
! scope="col" style="width: 1000px; " |Notes | |||
|- | |||
|style="" |Automotive Tools (basic) | |||
|style="" |1 | |||
|style="" |1 | |||
|style="" |Crafts | |||
|style="" |Automotive tools are a necessity for all but the simplest automobile repairs. Even then, a fully-stocked garage with heavy equipment is required for more involved tasks such as engine or transmission replacement. If time is not a factor, any trained character with a Crafts Automotive Specialty can repair a vehicle’s mundane issues without rolls. Complex modifications and enhancements, or massive damages, always require a greater effort (an extended Intelligence + Crafts roll) to work out. | |||
|- | |||
|style="" |Automotive Tools (advanced) | |||
|style="" |2 | |||
|style="" |2 | |||
|style="" |Crafts | |||
|style="" |Automotive tools are a necessity for all but the simplest automobile repairs. Even then, a fully-stocked garage with heavy equipment is required for more involved tasks such as engine or transmission replacement. If time is not a factor, any trained character with a Crafts Automotive Specialty can repair a vehicle’s mundane issues without rolls. Complex modifications and enhancements, or massive damages, always require a greater effort (an extended Intelligence + Crafts roll) to work out. | |||
|- | |||
|style="" |Communications Headsets | |||
|style="" |1/2 | |||
|style="" |2 | |||
|style="" |Technology | |||
|style="" |Communications headsets keep characters in constant contact. Different varieties work over different distances, but most commercial models work over about 200 feet. If the users have practiced using their headsets together, they gain the dice bonus on any coordinated efforts. In the case of a teamwork action, the dice bonus only applies to the final roll. If the users are unpracticed, the bonus falls to +1 and actors must make reflexive Perception + Alertness rolls to participate successfully. | |||
|- | |||
|style="" |Crime Scene Kit | |||
|style="" |2 | |||
|style="" |2 | |||
|style="" |Investigation | |||
|style="" |A crime scene (or CSI) kit is a toolbox full of investigative aids such as magnifiers, fingerprinting dust, cameras, tape, testing chemicals, and sample bags. While the kits offer a dice bonus to Investigation rolls, the more important benefit of the CSI kit is that it allows evidence to be moved and digested elsewhere. Properly applied, it allows investigators to do the bulk of their work offsite and at their own pace. | |||
|- | |||
|style="" |Cracking Software | |||
|style="" |2 | |||
|style="" |3 | |||
|style="" |Computers | |||
|style="" |Crappy software’s a dime a dozen. Good, reliable cracking software is hard to come by. With solid software, a hacker can force passwords, breach firewalls, and otherwise be a nuisance in computer systems. Beyond the dice pool modification, the benefit such software offers is a sort of buffer between the hacker and security. Any effort to track the hacker takes two steps: one to identify the software, then one to trace it back to the source. Functionally, this means rolling twice on behalf of the security personnel, with an opportunity for the hacker to withdraw before detection. | |||
|- | |||
|style="" |Duct Tape | |||
|style="" |1 | |||
|style="" |1 | |||
|style="" |Crafts | |||
|style="" |Duct tape has as many uses as one can think of, and just as many you never would. It can reinforce barricades, stabilize weapon handles, bind prisoners, repair broken pipes, and so much more. In most cases, duct tape can offer a +1 bonus to Crafts-related rolls. Alternatively, it can add a point of Durability to almost anything. If used as a restraint, rolls to break free suffer a -3 penalty, and must overcome the duct tape’s Structure. | |||
|- | |||
|style="" |First-Aid Kit | |||
|style="" |0/1 | |||
|style="" |1/2 | |||
|style="" |Medicine | |||
|style="" |A first-aid kit contains all the necessary supplies to stabilize an injury and stop wounds from getting worse until the victim can find proper treatment. The one-dot version of the first-aid kit does not offer a die bonus; it simply allows for treatment. The two-dot version offers a +1 to treatment rolls due to superior supplies. | |||
|- | |||
|style="" |Luminol | |||
|style="" |2 | |||
|style="" |1 | |||
|style="" |Investigation | |||
|style="" |Luminol is a chemical that reacts to certain metals in human blood and other bodily fluids. The reaction causes a faint neon glow for about thirty seconds, visible in the dark. It comes in an aerosol can and will seek out faint traces of bodily fluids, even after a thorough cleaning. In addition to showing the exact locations of violent crimes, luminol can assist in tracking wounded people and animals. Luminol’s dice bonus applies to any roll to track by the fluid traces, or to piece together the details of a crime scene. | |style="" |Luminol is a chemical that reacts to certain metals in human blood and other bodily fluids. The reaction causes a faint neon glow for about thirty seconds, visible in the dark. It comes in an aerosol can and will seek out faint traces of bodily fluids, even after a thorough cleaning. In addition to showing the exact locations of violent crimes, luminol can assist in tracking wounded people and animals. Luminol’s dice bonus applies to any roll to track by the fluid traces, or to piece together the details of a crime scene. | ||
|- | |- | ||
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|} | |} | ||
=GUN LAWS= | =GUN LAWS= | ||
In 1994, Texas gun laws were generally permissive, but there were still some regulations in place. Here's an overview of the key aspects: | In 1994, Texas gun laws were generally permissive, but there were still some regulations in place. Here's an overview of the key aspects: |
Latest revision as of 14:52, 15 December 2024
REQUESTING EQUIPMENT
+equipreq: <item name> (<itemnumber>)=<details>
Always include the item number in your details, as well as your relevant stats and levels for equipment: Resources / Crafts / Equipment.
Equipment with an X for price can not be justified with Resources.
Melee
Axes
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
101 Hatchet | 6 | 1 | L | J | M20/450 | 0 | |
102 Tomahawk | 6 | 2 | L | J | M20/450 | 1 | |
103 Axe | 7 | 3 | L | N | M20/450 | 1 | |
104 Great Axe | 7 | 6 | L | N | M20/450 | 3 | Two-handed weapon; very heavy – requires min. Strength 3 to employ. |
105 Polearm | 7 | 3 | L | N | M20/450 | 1 | Requires two hands to employ properly; +2 difficulty if used one-handed. |
Blades
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
106 Stiletto | 4 | 1 | L | P | M20/450 | 1 | Penetrates up to three points of armor. |
107 Knife | 4 | 1 | L | P | M20/450 | 1 | |
108 Short Sword | 5 | 2 | L | J | M20/450 | 2 | |
109 Sword | 6 | 2 | L | T | M20/450 | 1 | |
110 Broadsword | 6 | 3 | L | T | C20/286 | 2 | Weapon gains +1 damage if used two handed. |
111 Katana | 6 | 3 | L | T | M20/450 | 2 | May be used two-handed for an additional +1 damage die. |
112 Great Sword | 5 | 6 | L | N | M20/450 | 4 | Two-handed weapon; very heavy – requires min. Strength 3 to employ. |
113 Klaive | 6 | 2 | A | J | W20/302 | X | Silver weapons — damage cannot be soaked by werewolves except in breed form. |
114 Grand Klaive | 7 | 3 | A | T | W20/302 | X | Silver weapons — damage cannot be soaked by werewolves except in breed form. |
115 Sai | 5 | 1 | L | J | M20/450 | 1 | +1 to dice pool when used to block, +2 to dice pool for disarm attempts. |
116 Hook Sword(s) | 7 | 3 | L | T | 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. |
Clubbing Weapons
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
117 Riot Baton | 5 | 1 | B | T | M20/450 | 1 | |
118 Baseball Bat | 5 | 2 | B | T | M20/450 | 2 | |
119 Crowbar | 6 | 1 | L | J | M20/450 | 1 | |
120 Staff | 6 | 1 | B | N | M20/450 | 1 | |
121 Iron Staff | 7 | 3 | L | N | M20/450 | 1 | Two-handed weapon; very heavy – requires min. Strength 3 to employ. |
122 Mace | 6 | 2 | L | N | M20/450 | 1 | |
123 Nunchaku | 7 | 2 | B | T | M20/450 | 1 | +1 to dice pool when used to block, +1 difficulty to opponent’s block attempts. |
124 Spiked Club | 6 | 2 | L | T | M20/450 | 1 | |
125 Huge Spiked Club | 7 | 4 | L | N | M20/450 | 2 | Two-handed weapon; very heavy – requires min. Strength 3 to employ. |
Fist-Extension Weapons
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
126 Sap | 4 | 1 | B | P | M20/450 | 1 | |
127 Brass Knuckles | 6 | 0 | L | P | M20/450 | 1 | |
128 Spiked Gauntlet | 6 | 1 | L | J | M20/450 | 1 | |
129 Hand Claws (small) | 6 | 1 | L | P | M20/450 | 1 | |
130 Hand Claws (large) | 6 | 2 | L | P | M20/450 | 1 | |
131 Katar | 6 | 2 | L | J | M20/450 | 1 | |
132 War Fan | 5 | 2 | L | J | M20/450 | 2 | |
133 Wind and Fire Wheel | 6 | 3 | L | N | M20/450 | 2 |
Improvised Weapons
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
X Broken Bottle | 6 | 1 | L | P | M20/450 | 0 | |
X Chair | 7 | 2 | B | N | M20/450 | 2 | |
134 Chainsaw | 8 | 7 | L | N | M20/450 | 3 | |
X Table | 8 | 3 | B | N | M20/450 | 2 |
Whips and Chains
May be used to entangle an enemy’s limb at +1 difficulty.
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
135 Chain | 5 | 0 | B | J | M20/451 | 1 | |
136 Chain Whip | 6 | 1 | L | J | M20/451 | 1 | |
137 Kusarigama | 7 | 3 | B | T | M20/451 | 1 | Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts. |
138 Manriki-Gusari | 7 | 2 | L | T | M20/451 | 1 | Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts. |
139 Flogger | 6 | 1 | B | J | M20/451 | 1 | |
140 Barbed Cat | 6 | 0 | L | J | M20/451 | 1 | |
141 Whip | 6 | 0 | L | J | M20/451 | 1 | |
142 Bullwhip | 7 | 1 | L | J | M20/451 | 1 |
Ranged
Conventional Guns
Type | Dam | Range | Rate | Clip | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|---|
201 Revolver, Light | 4 | 12 | 3 | 6 | P | M20/452 | 2 | |
202 Revolver, Heavy | 6 | 35 | 2 | 6 | J | M20/452 | 2 | |
203 Semi-Automatic Pistol, Light | 4 | 20 | 4 | 17+1 | P | M20/452 | 3 | |
204 Semi-Automatic Pistol, Heavy | 5 | 30 | 3 | 7+1 | J | M20/452 | 3 | |
205 Rifle | 8 | 200 | 1 | 5+1 | N | M20/452 | 2 | |
206 SMG, Small | 4 | 25 | 3 | 30+1 | J | M20/452 | 3 | Gun may fire full-auto, three-round bursts, and strafing sprays. |
207 SMG, Large | 4 | 50 | 3 | 30+1 | T | M20/452 | 3 | Gun may fire full-auto, three-round bursts, and strafing sprays. |
208 Assault Rifle | 7 | 150 | 3 | 42+1 | N | M20/452 | 3 | Gun may fire full-auto, three-round bursts, and strafing sprays. |
209 Shotgun, Sawed Off | 8 | 10 | 2 | 2 | J | M20/452 | 2 | |
210 Shotgun | 8 | 20 | 1 | 5+1 | T | M20/452 | 2 | |
211 Shotgun, Semi-Automatic | 8 | 25 | 3 | 6+1 | T | M20/452 | 3 | |
212 Shotgun, Assault | 8 | 50 | 3 | 32+1 | N | M20/452 | 4 | Gun may fire full-auto, three-round bursts, and strafing sprays. |
Technocracy Sidearms
All category weapons except chain-gun feature laser sights and can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher.
Type | Dam | Range | Rate | Clip | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|---|
213 Biggs X-5 Model R Protector | 5 | 40 | 4 | 12 | J | M20/452 | X | Revolver; at the touch of a button, can chamber any type of ammunition loaded in the cylinder. Both Model R and Model A made of composite materials – invisible to metal detectors. |
214 Biggs X-5 Model A Protector | 5 | 400 | 4 | 12+1 | J | M20/452 | X | Gun may fire full-auto, three-round bursts, and strafing sprays. |
215 Biggs Mjollner Mk. IV | 10 | 100 | 1 | 10 | T | M20/452 | X | Rarely issued to unEnlightened personnel, as it tends to jam on a failed roll during unEnlightened use. |
216 Castle-Graves WW-3 | 8 | 200 | 3 | 50+1 | N | M20/452 | X | Gun may fire full-auto, three-round bursts, and strafing sprays. |
217 Bolan Mk. 13 Weapon System | M20/452 | X | 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. Gun may fire full-auto, three-round bursts, and strafing sprays. | |||||
218 HIT Mark Chain-Gun | 8 | 150 | 3 | 200 | N | M20/452 | X | Gun may fire full-auto, three-round bursts, and strafing sprays. |
Bows
Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action but cannot do the same thing with a crossbow.
Type | Dam | Range | Rate | Clip | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|---|
219 Short Bow | 4 | 60 | 1 | 1 | N | M20/452 | 2 | |
220 Hunting Bow | 5 | 100 | 1 | 1 | N | M20/452 | 3 | |
221 Long Bow | 5 | 120 | 1 | 1 | N | M20/452 | 2 | |
222 Crossbow, Commando | 3 | 20 | 1 | 1 | J | M20/452 | 3 | Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded. |
223 Crossbow | 5 | 90 | 1 | 1 | T | M20/452 | 3 | |
224 Crossbow, Heavy | 6 | 100 | 1 | 1 | N | M20/452 | 3 | |
225 Taser | 5 | 5 | 1 | 1 | P | M20/453 | 2 | Bashing damage, not lethal; adds no extra damage from successes scored. |
226 Tear Gas | 3 | 3 | 1 | 5 | P | M20/453 | 3 | Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success. |
227 Bear Mace | 4 | 3 | 1 | 3 | P | W20/303 | 2 | Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success. |
228 Pacification Spray | 5 | 3 | 1 | 5 | P | M20/453 | X | Bashing damage, not lethal; adds no extra damage from successes scored. Also reduces target’s dice pools by two dice for one turn per success. |
Thrown Weapons
Weapon | Diff | Dam | Type | Hide | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|---|
229 Knife (Dagger) | 6 | 0 | L | P | M20/453 | 1 | |
230 Shuriken | 7 | 3 (No Str) | L | P | M20/453 | 1 | |
231 Spear | 6 | 1 | L | N | M20/453 | 1 | |
X Stone | 5 | 0 | B | varies | M20/453 | 0 | |
X Stone, Large | 5 | 3 | B | N | M20/453 | 0 | |
232 Tomahawk | 6 | 1 | L | J | M20/453 | 1 |
Special Ammunition
Special ammunition is handled on a case by case basis. Trying to get illegal ammunition can (and probably will) get you into trouble with law enforcement, local or federal.
Type | Dam | Bk/Pg | $ | Effects |
---|---|---|---|---|
301 Ectoplasmic Disruptors | 5/A | M20/454 | X | Blasts spirit entities and vampires with aggravated damage explosion; normal damage to physical beings. |
302 Explosive Shells | 6/L | M20/454 | 5 | Mini-grenades; six dice on target, minus one die/ yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms. |
303 Flechettes | 7/L | M20/454 | 3 | Tiny darts; modern body armor reduced by -2 to protection from this ammo, but old-style thick armor counts as double for this ammo only; only from shotguns and Technocratic firearms. |
304 Incendiary Rounds | 4/A | M20/454 | 5 | Phosphorus – ignites in air when fired; inflict two dice aggravated damage for one turn after they hit; ignite flammable objects. |
305 Rubber Bullets | B | M20/454 | 1 | Damage as normal bullets for the gun, but bashing, not lethal. |
306 Taser Bullets | 5/B | M20/454 | 2 | Electrical charge inflicts 5 levels bashing for two turns; Technocratic special ammo. |
307 Tear Gas Rounds | 5/B | M20/454 | 2 | Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only. |
308 Teflon Bullets | L | M20/454 | 4 | Damage as per normal bullets for the gun, but reduce armor protection value by -1. |
Special Gun Sights
Scopes add two dice to shooter’s dice pool for the first shot only.
Type | Diff Reduction | Bk/Pg | $ | Notes |
---|---|---|---|---|
309 Laser Sight | -1 | M20/454 | 2 | One turn to aim. |
310 Sniper Scope | -2 | M20/454 | 3 | Two turns to aim. |
311 Night Vision Scope | -1 | M20/454 | 3 | Dark only; also lets shooter see in darkness |
Armor
Thick coats, flack suits, cybernetic armor, and other methods of protection absorb the damage of an attack. In game terms, armor adds dice to a character’s soak roll and allows a human being to soak lethal damage as well as certain types of aggravated damage – a vampire’s fangs, most likely, but not fire, or Life Sphere magick.
Light armor is easy enough to move around in, and supernatural effects can turn business suits or lingerie into cloth-weight armor too. Most forms of normal-tech armor, though, get cumbersome. Certain types of armor inflict a penalty upon the wearer’s Dexterity-based dice pool and demand time to put on or take off. Slipping on a biker jacket takes a single easy action, but a cop donning riot gear needs several minutes to suit up properly.
Armor does not stack. Any armor with a Dexterity Penalty cannot be concealed.
Type | Rating | Dex Penalty | Bk/Pg | $ | Notes |
---|---|---|---|---|---|
401-403 Tough Hide | 1-3 | 0 | M20/447 | X | Tough Hide reflects animals, Bygones, constructs, or shapechanged characters with especially thick or armored skin. |
404-407 Cybernetic Armor | 1-4 | 0 | M20/447 | X | Cybernetic Armor has been built into the wearer. See the Background: Enhancement. |
408-409 Reinforced Clothing | 1-2 | 0 | M20/447 | 2-4 | Reinforced Clothing has been stiffened, padded, or layered with thin mesh protection. |
410-414 Enhanced Clothing | 1-5 | 0 | M20/447 | X | Enhanced Clothing is apparently normal clothing modified by the supernatural powers. |
415 Biker Jacket | 1 | -1 | M20/447 | 2 | Biker Jacket represents thick, practical, heavy-duty protection. |
416 Leather Duster | 2 | -2 | M20/447 | 2 | |
417 Cosplay Mail | 2 | -1 | M20/447 | 2 | Cosplay Mail reflects modern costume armor. Usually made from butted rings. |
418 Chainmail | 4 | -2 | M20/447 | 3 | Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail. Usually made from riveted rings. |
419 Steel Breastplate | 3 | -2 | M20/447 | 3 | Steel Breastplates are for example rider cuirass |
420 Full Plate | 5 | -2 | M20/447 | 4 | Full Plate is articulated knight’s armor. |
421 Kevlar Vest | 3 | -1 | M20/447 | 3 | |
422 Flak Vest | 4 | -2 | M20/447 | 3 | |
423 Riot Suit | 4 | -2 | M20/447 | 3 | Riot Suit is police heavy body armor. |
424 Military Armor | 5 | -2 | M20/447 | 4 | Military Armor reflects a full suit of modern battle armor. |
425 Alanson Hardsuit | 7 | -2 | M20/447 | X | Alanson Hardsuit is a standard-issue, full-body suit of hypertech Technocratic armor, used by Union security forces composed of extraordinary citizens and Enlightened agents alike. See M20/656 for details. |
Shields
Shields act as protective gear that can be brought to bear when facing an enemy. An opponent who’s facing your shield in hand-to-hand combat adds +1 or +2 to his difficulty to hit you, depending on the size of the shield in question. If it’s being used to ward off projectile weapons (bottles, rocks, bullets, etc.), then a shield also acts as armor, reducing a blow by one success for every level in the shield’s Rating.
That said, a shield occupies one hand, restricting the user’s movements and potential activities. Blocking a specific incoming attack (say a volley of bullets or a swung fire axe) demands a Dexterity + Melee roll and a dedicated shield blocking action. Shields are heavy, too, and they suggest that you’re looking for trouble. Outside of riot-trained police (who often use them in formation) and medieval reenactment enthusiasts, you won’t find many people in the 90s using shields.
Type | Rating | Diff Bonus | Dex Penalty | Bk/Pg | $ | Notes |
---|---|---|---|---|---|---|
426 Trash Can Lid | 3 | +1 | 0 | M20/447 | 0 | |
427 Wooden Shield | 2 | +2 | -1 | M20/447 | 2 | Wooden Shields represent field-ready shields built for jousts and reenactment battles. |
428 Metal Shield | 4 | +2 | -2 | M20/447 | 3 | Metal Shields represent field-ready shields built for jousts and reenactment battles. |
429 Riot Shield | 5 | +2 | -1 | M20/447 | 4 | Riot Shield is a thick Plexiglas or metal-with-viewport shield, employed by police forces (typically in a wall formation) during civil unrest situations. |