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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|style="" |N | |style="" |N | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" |Requires two hands to employ properly; +2 difficulty if used one-handed. | |style="" |Requires two hands to employ properly; +2 difficulty if used one-handed. | ||
|- | |- | ||
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|style="" |P | |style="" |P | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |C20/286 | |style="" |C20/286 | ||
|style="" | | |style="" |2 | ||
|style="" |Weapon gains +1 damage if used two handed. | |style="" |Weapon gains +1 damage if used two handed. | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |2 | ||
|style="" |May be used two-handed for an additional +1 damage die. | |style="" |May be used two-handed for an additional +1 damage die. | ||
|- | |- | ||
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|style="" |J | |style="" |J | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" |+1 to dice pool when used to block, +2 to dice pool for disarm attempts. | |style="" |+1 to dice pool when used to block, +2 to dice pool for disarm attempts. | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" |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. | |style="" |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. | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" |Two-handed weapon; very heavy – requires min. Strength 3 to employ. | |style="" |Two-handed weapon; very heavy – requires min. Strength 3 to employ. | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" |+1 to dice pool when used to block, +1 difficulty to opponent’s block attempts. | |style="" |+1 to dice pool when used to block, +1 difficulty to opponent’s block attempts. | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |2 | ||
|style="" |Two-handed weapon; very heavy – requires min. Strength 3 to employ. | |style="" |Two-handed weapon; very heavy – requires min. Strength 3 to employ. | ||
|} | |} | ||
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|style="" |P | |style="" |P | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |J | |style="" |J | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |1 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/450 | |style="" |M20/450 | ||
|style="" | | |style="" |2 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/451 | |style="" |M20/451 | ||
|style="" | | |style="" |1 | ||
|style="" |Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts. | |style="" |Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts. | ||
|- | |- | ||
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|style="" |T | |style="" |T | ||
|style="" |M20/451 | |style="" |M20/451 | ||
|style="" | | |style="" |1 | ||
|style="" |Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts. | |style="" |Requires two hands to employ properly; +2 difficulty if used one-handed, +2 to dice pool for disarm attempts. | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/452 | |style="" |M20/452 | ||
|style="" | | |style="" |2 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/452 | |style="" |M20/452 | ||
|style="" | | |style="" |3 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |N | |style="" |N | ||
|style="" |M20/452 | |style="" |M20/452 | ||
|style="" | | |style="" |3 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |B | |style="" |B | ||
|style="" |M20/454 | |style="" |M20/454 | ||
|style="" | | |style="" |1 | ||
|style="" |Damage as normal bullets for the gun, but bashing, not lethal. | |style="" |Damage as normal bullets for the gun, but bashing, not lethal. | ||
|- | |- | ||
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|style="" |5/B | |style="" |5/B | ||
|style="" |M20/454 | |style="" |M20/454 | ||
|style="" | | |style="" |2 | ||
|style="" |Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only. | |style="" |Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only. | ||
|- | |- | ||
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|style="" |-1 | |style="" |-1 | ||
|style="" |M20/454 | |style="" |M20/454 | ||
|style="" | | |style="" |3 | ||
|style="" |Dark only; also lets shooter see in darkness | |style="" |Dark only; also lets shooter see in darkness | ||
|} | |} | ||
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|style="" |0 | |style="" |0 | ||
|style="" |M20/447 | |style="" |M20/447 | ||
|style="" | | |style="" |2-4 | ||
|style="" |Reinforced Clothing has been stiffened, padded, or layered with thin mesh protection. | |style="" |Reinforced Clothing has been stiffened, padded, or layered with thin mesh protection. | ||
|- | |- | ||
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|style="" |-1 | |style="" |-1 | ||
|style="" |M20/447 | |style="" |M20/447 | ||
|style="" | | |style="" |2 | ||
|style="" |Biker Jacket represents thick, practical, heavy-duty protection. | |style="" |Biker Jacket represents thick, practical, heavy-duty protection. | ||
|- | |- | ||
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|style="" |-2 | |style="" |-2 | ||
|style="" |M20/447 | |style="" |M20/447 | ||
|style="" | | |style="" |2 | ||
|style="" | | |style="" | | ||
|- | |- | ||
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|style="" |-1 | |style="" |-1 | ||
|style="" |M20/447 | |style="" |M20/447 | ||
|style="" | | |style="" |2 | ||
|style="" |Cosplay Mail reflects modern costume armor. | |style="" |Cosplay Mail reflects modern costume armor. Usually made from butted rings. | ||
|- | |- | ||
|style="" |418 Chainmail | |style="" |418 Chainmail | ||
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|style="" |M20/447 | |style="" |M20/447 | ||
|style="" |3 | |style="" |3 | ||
|style="" |Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail. | |style="" |Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail. Usually made from riveted rings. | ||
|- | |- | ||
|style="" |419 Steel Breastplate | |style="" |419 Steel Breastplate | ||
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|style="" |M20/447 | |style="" |M20/447 | ||
|style="" |3 | |style="" |3 | ||
|style="" | | |style="" |Steel Breastplates are for example rider cuirass | ||
|- | |- | ||
|style="" |420 Full Plate | |style="" |420 Full Plate | ||
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|style="" |-2 | |style="" |-2 | ||
|style="" |M20/447 | |style="" |M20/447 | ||
|style="" | | |style="" |3 | ||
|style="" |Riot Suit is police heavy body armor. | |style="" |Riot Suit is police heavy body armor. | ||
|- | |- | ||
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|style="" |-2 | |style="" |-2 | ||
|style="" |M20/447 | |style="" |M20/447 | ||
|style="" | | |style="" |4 | ||
|style="" |Military Armor reflects a full suit of modern battle armor. | |style="" |Military Armor reflects a full suit of modern battle armor. | ||
|- | |- |
Latest revision as of 10:27, 23 October 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. |
Equipment
Equipment is available for characters to use on NuMetal, which allow bonuses for certain Ability-related tasks.
In order to possess and 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
Type | Bonus | Level | Ability | Notes |
---|---|---|---|---|
Automotive Tools (basic) | 1 | 1 | Crafts | 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. |
Automotive Tools (advanced) | 2 | 2 | Crafts | 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. |
Communications Headsets | 1/2 | 2 | Technology | 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. |
Crime Scene Kit | 2 | 2 | Investigation | 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. |
Cracking Software | 2 | 3 | Computers | 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. |
Duct Tape | 1 | 1 | Crafts | 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. |
First-Aid Kit | 0/1 | 1/2 | Medicine | 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. |
Luminol | 2 | 1 | Investigation | 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. |
Multi-Tool | 1 | 1 | Crafts | Sometimes the need for mobility doesn’t allow for your character to carry around a full tool kit. In these cases, a multi-tool can be a lifesaver. From sawing to stripping wires, to opening bottles, to filing off serial numbers, a multi-tool can do the job in a pinch. The multi-tool offers a negligible die bonus on numerous Crafts and other assorted tasks, and most importantly, allows for rolls when sometimes they couldn’t be made for lack of proper equipment. |
Personal Computer | 1-4 | 1-4 | Computers | In the 90s, access to a personal computer is not a given. They can vary in size, functionality, and price, from simple models that barely surf the web to high-end machines that process megabytes of data per second. The Level of the computer determines its dice bonus. |
Special Effects | 2 | 3 | Subterfuge | “Special effects” is a catch-all term for the tricks and chicanery used by amusement parks and stage magicians to fool witnesses. A character may use these as a distraction or a defense. In addition to the dice bonus, special effects generally fool their audience at first. A witness will fall for the trick unless given good reason to be suspicious. This can waste valuable time or lead the witness into a trap. |
Surveillance Equipment | 2 | 3 | Alertness | Standard surveillance equipment usually consists of motion detectors, cameras, and monitors. High-end versions may include infrared heat sensors, barometric scanners, or even more complex gear. Either way, the point of surveillance equipment is to survey, detect, and otherwise track who enters or leaves a location. Often, this also means locking down breached zones. Unless someone knows surveillance equipment exists and actively avoids it, his presence is noticed and recorded. If he tries to avoid it, contest his Dexterity + Stealth against the installing technician’s Intelligence + Crafts. The technician may add the equipment’s dice bonus. If the intruder scores more successes, he remains unnoticed. Otherwise, he goes on record. |
Survival Gear | 1/2 | 1/3 | Survival | Survival gear is the catch-all term for the various kits of equipment needed to survive in harsh environments. This could include tents, canned foodstuff, raingear, sleeping bags, sterile water, or any of the various things a person can use to survive the world outside their cushy homes. They come in two levels: a basic level and an advanced level. The basic level offers +1 and subtracts one from the effective level of environment, while the advanced offers +2 and subtracts two from the effective environment level. |
Physical Equipment
Type | Bonus | Level | Ability | Notes |
---|---|---|---|---|
Bear Trap | 2 | 2 | Crafts | A bear trap is a large metal contraption that looks something like a set of deadly jaws. For this reason, they’re also commonly called jaw traps. When a human or large animal steps into the bear trap, it snaps shut on their leg. Due to the serrated edges on the trap, this can cause massive bleeding or even broken bones. The jaw trap causes three lethal damage and ignores two points of armor. A character trapped in the jaws can attempt to escape as an instant action. Doing so requires a Feat of Strength, with the trap’s dice bonus as a penalty due to the distracting pain and the strength of the jaws. Failure on this roll causes another point of lethal damage as the jaw digs in further. Creatures without opposable thumbs cannot escape this way and must rip themselves free. Any rolls to hide a bear trap suffer its dice bonus as a penalty. They’re difficult to hide due to their awkward shape and weight. |
Caltrops | 2 | 2 | Security | Caltrops are small, pointed pieces of metal, arranged in such a way that one point is always facing upward. This makes walking (or driving) through a patch of caltrops inconvenient and painful. These traits assume possession of enough caltrops to fill a doorway or other narrow corridor. Moving through caltrops causes one point of lethal damage. Caltrops ignore a point of armor. To move through safely, a Dexterity + Athletics roll is required with the caltrops’ dice bonus applied as a penalty to the roll. A character may only move at half Speed (rounded down) while moving safely through caltrops. A character may hide caltrops, although it is difficult. A Wits + Security - 3 roll is required; the caltrops’ dice bonus does not apply to this roll. |
Camouflage Clothing | 2 | 2 | Stealth | Camouflage clothing allows its wearer to blend in with her surroundings enough for the untrained eye to pass over her completely. Effective camouflage must be catered to the environment: greens and browns in the woodlands, shades of grey in an urban area. Proper camouflage adds its bonus to rolls to remain unnoticed. |
Climbing Gear | 2 | 2 | Athletics | Climbing gear includes ropes, pulleys, handles, carabiners, hooks, and other assorted tools for scaling things. They serve a twofold purpose. First, they add their dice bonus to the normal Strength + Athletics rolls for climbing. Second, if properly applied (with a Wits + Athletics roll), they prevent a character from falling more than 10 feet at a time. |
Gas Mask | 5 | 2 | Survival | A gas mask is a filtration device placed over the face that defends the wearer against noxious chemicals in the air. With a working gas mask, a character can stand minor toxins for as long as he needs, whereas other characters might take damage over time or require rolls to remain conscious. Powerful toxins may still require rolls. A gas mask adds five dice to these rolls. |
Lockpicking Kit | 1/2 | 1/2 | Security | A lockpicking kit consists of picks, tools, and rods for manipulating tumblers and opening locks. A good kit contains a wide array of tools for all types of locks, but guarantee appendix one-equipment intrusion of an analog lock. With such a kit and at least a dot of Larceny, a character can pick a lock without a roll if time is not an issue. If time is an issue, the dice bonus applies to the Dexterity + Larceny rolls. At Level 1, a character may procure a portable lockpick and is far more concealable. However, it only offers a +1 bonus and doesn’t allow for picking without rolls since the kit realistically may not have the right tools for a given job. |
Social Equipment
Type | Bonus | Level | Ability | Notes |
---|---|---|---|---|
Disguise | 1-3 | 1-3 | Subterfuge | A good disguise goes a long way to help fit in with a strange group, or to go unnoticed in a crowd where one doesn’t belong. Properly costumed for a situation, no rolls are required to blend into the crowd. Any rolls to actively detect the outsider suffer a penalty equal to the dice bonus of the disguise; the disguised character also gains the bonus to remain hidden. With a disguise, a character can emulate the first dot of a single Social Merit that would make sense within the scope of the scene. For example, it doesn’t make money appear from thin air, but it would allow a character to get their drinks on a nonexistent tab, reflecting Resources 1. This requires a Composure + Subterfuge roll to maintain in the face of anyone in the know, contested by the witness’s Wits + Subterfuge. The dice bonus of the disguise applies to the liar, but does not affect the witness. |
Fashion | 1-3 | 1-5 | Various | Never underestimate the value of high fashion. Like a disguise, fashionable clothing allows a character to fit in. However, the point of fashion is to draw attention, not to fade into the crowd. As opposed to anonymity, fashion means being noticed. Note that the clothing chosen must be appropriate to the setting. Punk chic will not work at a Senator’s fundraiser, for example. When improperly dressed, the dice bonus applies as a penalty to all Social Skill rolls. The associated Ability can be any social Ability, but the Level applies only for that ability's rolls. The dice bonus for Fashion is equal to half the Level, rounded up. |
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:
Concealed Carry: Texas did not have a "shall-issue" concealed carry law until 1995. At that time, it was largely illegal for the average citizen to carry a concealed handgun in public. There were exceptions, such as carrying a concealed weapon on one's own property or while traveling, but Texas had yet to implement the widespread licensing for concealed carry that would come later.
Purchase and Ownership: There were few restrictions on the purchase and ownership of firearms. Background checks for private sales between individuals were not required, although federal law did require licensed dealers to conduct background checks. There was no waiting period for purchasing firearms in Texas, although the Brady Handgun Violence Prevention Act, signed into law in 1993, imposed a federal five-day waiting period for handgun purchases from licensed dealers, pending a background check.
Assault Weapons Ban: At the federal level, the Violent Crime Control and Law Enforcement Act of 1994, often referred to as the Federal Assault Weapons Ban, was signed into law by President Bill Clinton on September 13, 1994. This law prohibited the manufacture and sale of certain semi-automatic firearms and high-capacity magazines. While this was a federal law, it affected Texas and other states, placing restrictions on the sale and manufacture of these specific types of firearms.
Open Carry: Open carry of handguns was not legal in Texas in 1994. The state only legalized the open carry of handguns much later, in 2016. However, long guns, such as rifles and shotguns, could be carried openly in most places.