Equipment

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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 2
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 2 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 0
108 Short Sword 5 2 L J M20/450 2
109 Sword 6 2 L T M20/450 2
110 Broadsword 6 3 L T C20/286 3 Weapon gains +1 damage if used two handed.
111 Katana 6 3 L T M20/450 3 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 2 +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 3 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 0
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 3 Two-handed weapon; very heavy – requires min. Strength 3 to employ.
122 Mace 6 2 L N M20/450 2
123 Nunchaku 7 2 B T M20/450 2 +1 to dice pool when used to block, +1 difficulty to opponent’s block attempts.
124 Spiked Club 6 2 L T M20/450 2
125 Huge Spiked Club 7 4 L N M20/450 3 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 2
131 Katar 6 2 L J M20/450 2
132 War Fan 5 2 L J M20/450 2
133 Wind and Fire Wheel 6 3 L N M20/450 3

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 2 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 2 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 1
220 Hunting Bow 5 100 1 1 N M20/452 2
221 Long Bow 5 100 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 4
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 2 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 3 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 4 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 3-4 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 3 Biker Jacket represents thick, practical, heavy-duty protection.
416 Leather Duster 2 -2 M20/447 3
417 Cosplay Mail 2 -1 M20/447 3 Cosplay Mail reflects modern costume armor.
418 Chainmail 4 -2 M20/447 3 Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail.
419 Steel Breastplate 3 -2 M20/447 3
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 4 Riot Suit is police heavy body armor.
424 Military Armor 5 -2 M20/447 5 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.

REQUESTING EQUIPMENT

+equipreq: <item name>=<details>

Always include the item number in your details, as well as your relevant stats and levels for equipment: Resources / Crafts / Equipment

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.

Note: When submitting your request, please put all relevant information in the request. Do not assume we know your character or your character's stats. We do not have everyone's sheets memorized and we do not want to have to search your sheet to justify your request for you. Please respect our time and explain everything yourselves. Thank you for your understanding on this.

Most equipment requests with +equipreq should refer specifically to an item number in the system or on the wiki above (one and the same). Supernaturally created items would be the exception. If you have a question/suggestion/issue regarding equipment, use a regular +request for that.

Legal Items: There is no need to submit equipment requests for items that can be bought retail with no ID check. This includes hatchets, clubs (bats), phones and excludes firearms and body armor. We leave it to you to manage your characters and what legal stuff they might have, as long as you have the requisite Resources. Players may substitute the Equipment background rating for a matching Resources rating for owning items.

Gifting: To keep the system simple, there’s no gifting to characters, otherwise there’s no need for a system. Everyone will soon have everything as we’ve seen so many times before. There are multiple stats associated with owning equipment. If you did not choose any of them, that’s the reality of your character’s situation. Live in that reality.

Borrowing: Instead, players with a group or faction may be loaned items or equipment for a particular scene or mission with the assumption that those items are returned, lost, or destroyed by the end of the mission. Get a verbal confirmation from your ST or Sphere Lead to approve loaned equipment.

Crafting: Crafters may substitute their Crafts score to create simple melee weapons. Other equipment will require a specific Secondary Ability but will otherwise function the same way. (ex: A person with Crafts 2 can craft a Resources 2 sword.) Crafting does not allow for the stats on an item to be changed in any way. An item is either created or not created and defaults to the same stats.

Supernatural Creation: If a character uses a power to create or alter an item, then submit a request to complete the process. This is the only way an item can differ from default stats. Any item that is different from default stats must have an equipment item approved and assigned to the character by staff.

Licensed and Illegal: Equipment that is licensed or illegal such as firearms and body armor, must be approved through a +request. Please detail how your character is planning to go about getting the equipment. There may be associated rolls or scenes involved with acquiring such items. If your character is far above their apparent age, there is no way for them to be able to have a legal identity without the proper Alternate Identity stats. Players may substitute the Equipment, Armory, or similar background rating for a matching Resources rating for owning illegal items without a roll or a justification. However, you still needs to submit a +equipreq.

Note: Purchasing items illegally increases the cost by 1.