Hidden 7 yrs ago 7 yrs ago Post by Remial
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Remial

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Oakland, California. The date is November 20, 1999. The entire world panicked back in 1973 when we all used up our natural resources WAY too fast and well..... People got crazy, rumors of hidden water in America were fluctuating, cults and gangs were formed out of fear and finally....... The Bombs went down. But instead of destroying the ENTIRE world at once, two Countries got lucky and survived: The used to be United States, and Germany of all things! But luckily, you all got into the near end of the Century alive..... Unfortunately.

While everyone you know has maybe either turned into a nut job worshipping the Mailman or Cthulhu, or became a Coprse hanging on someone's front porch. But...... There is a SLIM chance you can find them out there, waiting to be rescued by you or someone else.

The land outside has turned into a desolate Wasteland and some of the Water....... Kinda glows at times for no reason. But don't worry! You're in Oakland, one of the safest places in California! But something seems off for some reason, the people outside are calm and are smiling brightly at you as you walk around the town. Hoards of people are at church, eating grand dinners of chicken and Mashed Potatoes, drinking little Suzie's Pink Lemonade! Everyone is having a grand old time! Except for you folks.

But Madness isn't shared with the people around you. In reality, people are chopping up other people for food, drinking stuff that would make Sewage and Bleach seem like luxury, and are coming for all of you for "Fresh meat!" At this point, you all decide to pack up your shit and get the HELL out of here! But first, let's see who you all are.
________________________________________

This game can support up to six players at a time. Don't worry, all those that go on the wait list don't cry. You may join in another Version of the Roleplay. *Chuckles evilly.*
Hidden 7 yrs ago Post by Remial
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Remial

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Mechanics:

Attacking: Your d20 roll+Related Weapon Attribute+Related Weapon Skill. So let's say you firing a Pistol. You roll a 12. So, you add your Agility Attribute (For this example, is 3.), and your Projectiles Skill( For the example, 5.) So 12+3(Agility)+5(Projectiles)=20. And to resolve Combat, whoever has the highest roll wins. Attacker wins, the defender takes full damage. Defender wins, they still take damage, but it is halved.

Defending: Same as rolling for attacks.

Armor: Unlike D&D, Armor doesn't allow you to dodge attacks. In Insanity State, it only reduces damage.

Resolving Other rolls: Your d20 roll+Related Situation Attribute+Related Situation Skill. So let's say you're negotiating to lower the price of a Rifle. You roll a 11. So, you add your Charisma Attribute (For this example, is 2.), and your Negotiation Skill( For the example, 3.) So 11+2(Charisma)+3(Negotiation)= 16. I will list the situation roll in parentheses at the bottom of each post.
Hidden 7 yrs ago Post by Remial
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Remial

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You may post your Characters now. Gear update later today.
Hidden 7 yrs ago Post by CyanideSweetie
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CyanideSweetie Guns Hidden Under Our Petticoats

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Tentative interest; ive never done a table top before
Hidden 7 yrs ago Post by Remial
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Remial

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Don't worry, it'll be easy. No need for Roll20. Use this site and play by post. Though you need to describe your actions and actually RP.
Hidden 7 yrs ago Post by Remial
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Remial

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By now you should have noticed that the various choices only increase an Attribute or Skill's Maximum value. Read that again, the Maximum value. All your Attributes still start at 0 and your Skills still start at 0.

Now you get to spend points on them.

Each player gets 14 Points to spend on their Attributes, and 20 Points for all of their Skills. You can only spend up to the Maximum defined by your Culture, Concept and former lifestyle choices. Some lifestyles get an unique ability that they get at the beginning. Don't worry! You can get Perks in your travels! If you live that long.
___________________________________________

Lifestyle:
This is who you were before the Apocalypse, in a way. It describes how your personality and outlook at the world was formed. Each of the following 22 lifestyles grants a +1 Bonus to the Max of 1 Attribute, grants a +1 bonus to labeled skills, and grants a +2 Dicepool bonus when you act in accordance to your Concept.

0: The Wanderer
The Wanderer is always looking forwards to that next new discovery, and can never stay still. He embraces fear as a friend, finds normal days to be boring, and acts with reckless, foolish enthusiasm. If they survive, they gain new experiences and new motivations to keep pushing forward into the unknown and fight the monsters of boredom and predictability.
-Attribute +1 Bonus: Body
-Skill +1 Bonus: Mobility, Orienteering, Navigation
-Perk: The wind is my guide: If you fail a Navigation check, you can go for a Reroll.

1: The Engineer
The Engineer is driven to make something that will be remembered, a legacy for future generations. Everything they do, from irrigation channels to random monoliths, is their shout to an uncaring world and universe that they existed. To this end, they always work meticulously and seek greater challenges to master.
-Attribute +1 Bonus: Agility
-Skill +1 Bonus: Arts, Engineering

2: The Teacher
The Teacher is someone who learns and grows their knowledge for the purposes of teaching it to others. They hold stupidity in contempt and stubborness or disinterest in disdain, these are evils that must be banished with fire of knowledge and curiosity.
-Attribute +1 Bonus: Intellect
-Skill +1 Bonus: Leadership, Legends

3: The Martyr
The Martyr is bulletproof, nothing will make them surrender. Protection of the weak, self-sacrifice and the fanaticism or sheer pig-headed stubbornness to keep fighting and be the first to charge into the fray when everyone else has fled gives them strength. They lead by example and bloody sacrifice.
-Attribute +1 Max Bonus: Psyche
-Skill +1 Bonus: Faith OR Willpower, Toughness

4: The Governor
The Governor is the one who takes charge, ensures that everyone stops skittering about like insects and starts moving in lock-step discipline. They must be the ones in charge, and fear the delegation of power more readily than arrows or bullets.
-Attribute +1 Bonus: Charisma
-Skill +1 Bonus: Cunning, Leadership, Negotiations

-Perk: Trust me!: You can use Charisma instead of Psyche for Deception checks. It also allows more Dialogue to be opened

5: The Seeker
The Seeker wants to unravel mysteries, dispel lies and unearth the truth. They ask the questions that no-one else does and seek to answer them at the same time.
-Attribute +1 Bonus: Intellect
-Skill +1 Bonus: Artifact Lore, Science

6: The Doctor
So long as there is a chance for things to be fixed or healed, the Doctor will not give up on it. Whether watering and tilling the dry earth to repairing old technology or mending wounds, the Healer devotes themselves to the task of restoration.
-Attribute +1 Bonus: Agility
-Skill +1 Bonus: Medicine, Crafting

7: The Archeologist
Change means that the old ways are forgotten and it is unacceptable. The Archeologist strives to keep the old ways alive, stubbornly standing against anything new and argues against adapting the rules to suit a situation. For the Archeologist, ensuring unbroken continuity with the past when the present is too painful is the only way to survive.
-Attribute +1 Max Bonus: Instinct
-Skill +1 Bonus: Legends, Artifact Lore

8: The Mediator
The Mediator is the diplomat, the peacemaker and negotiator. They are the calm, soothing voice when everyone else has raised their voices, seeking common ground to halt the squabbling. The Mediator seeks to place reason over one's emotions.
-Attribute +1 Max Bonus: Psyche
-Skill +1 Max Bonus: Perception, Negotiation

9: The Survivalist
The Survivalist is the loner, the one who dislikes everyone equally and will only stick with the group based on mutual interests such as survival. They range forward as the scout, or else volunteer to guard the escape route, but what makes them happiest is not having responsibility to anyone, and to be left to their own devices.
-Attribute +1 Bonus: Instinct
-Skill +1 Bonus: Stealth, Survival
-Perk: Scourager: Seeing as they've spent years away from Civilization, they can find more food more easily than others. Survivalists can roll twice when searching for food.

10: The Lawbreaker
The Lawbreaker looks at the rules and traditions and spits on them. To them, they represent stagnation and hypocrisy. They seek rebellion, revolt and riots, and nothing is sacred. The more who deviate from their ways the better, for it means a greater fellowship to spread the word of anarchy.
-Attribute +1 Bonus: Psyche
-Skill +1 Bonus: Cunning, Expression

11: The Conquerer
The Conquerer seeks victory, ever marching forward to prove their strength and skill. Not for them the vain falseness of modesty, the Conquerer boasts and announces his victories and accomplishments to any who will hear them. Braggarts many are, but those who can back up their words prove their ego many times over.
-Attribute +1 Bonus: Body
-Skill +1 Bonus: Toughness, Force

12: The Unwanted
There is something deeply wrong with The Unwanted, something broken. There is a beast behind their eyes, teeth flashing, and they drink in fear like nectar. They indulge in hateful, violent fantasy and delight in that spark of fear in a dying man's eyes. They are a clockwork bomb and you can hear it counting the days to the next explosion. Tick. Tock.
-Attribute +1 Max Bonus: Psyche
-Skill +1 Max Bonus: Domination, Toughness

13: The Soldier
The old must make way for the new, and if the old is still standing, the Destroyer will happily crack it to pieces and knock it down. Their enemies are hunted to oblivion, their path littered with broken bodies and sundered camps. If anything flourishes after, they do not see it, they have already moved on to the next target, acting for their own sake even if they whisper lip service to a greater cause.
-Attribute +1 Max Bonus: Instinct
-Skill +1 Max Bonus: Stamina, Force Projectiles
-Perk: Guns are my way of talking: Whenever you're holding a pistol in your hand, get a +1 to Negotiations whenever you're doing the talking.

14: The Preacher
The Chosen is the one who is the saviour of all, their presence inspires others for good or ill, everyone comes to listen to their words for they always sound wise, no matter what consequences may come later. They look upon those who deny them with pity and disdain, self-assured in their inherent nobility and goodness.
-Attribute +1 Max Bonus: Charisma
-Skill +1 Max Bonus: Faith, Leadership
Perk: There is one true God!!: The Preacher can have a Sermon once a week to keep everyone spirits up. Everyone listening recovers one more Flesh Wound point for the rest of that week.

15: The Prisoner
The Prisoner cannot stand the glories of others, hates the happiness of their neighbours, and covets what others have. They work constantly to drag down those who they feel are better than them, if they cannot have their joys and riches, no-one else can!
-Attribute +1 Bonus: Psyche
-Skill +1 Bonus: Deception, Domination

16: The Officer
The world needs defending and the Protector will be found standing in front of others like an impassable barrier. Once dedicated to their cause, either the enemies before them are broken to pieces, or they are. There is no middle ground.
-Attribute +1 Max Bonus: Psyche
-Skill +1 Max Bonus: Stamina, Toughness, Projectiles
Perk: Serve the People: Once per week, whenever someone close to you has to take a hit, you can take the hit for them.

17: The Visionary
They have already seen the glorious future awaiting those who would agree to their plans, plans which have been laid out over a timeline of decades or more. They seek to bring others into their way of thinking, accuse the unbeliever of sabotage, and implore others to listen to their reasoning. The Visionary will decide the future of humanity. At least, that is what they believe.
-Attribute +1 Bonus: Charisma
-Skill +1 Bonus: Seduction, Cunning

18: The Zealot
Faith shall move mountains, and the fires of devotion burn bright. Too bright in fact. The Zealot has no room for logic or reasoning, only honed fanaticism and loyalty to their cause and shall prove it every day so that they will be a torch in the darkness, and this fire will singe the minds of their fellows, who had best hope they are not burned away by the Zealot's fire.
-Attribute +1 Max Bonus: Instinct
-Skill +1 Max Bonus: Reaction, Faith OR Willpower
-Perk: I am your god: For those that're faithless, you can become the shining ray of Hope for them. Once a fight, you can try to convince an enemy to follow you until you die.

19: The Monk
The Monk is constantly learning, striving to pick up that extra piece of advice, or that next lesson. They follow great teachers and mighty generals, building a grand repetoire of skill and knowledge but it is never enough, they must keep learning, and no matter how many specialisations or ways of life they learn, they can never settle into a single path.
-Attribute +1 Bonus: Charisma OR Body
-Skill +1 Bonus: Empathy, Perception, Brawling

20: The Righteous
The Righteous judges everyone around them according to their own interpretation of what is right. They see the world in stark contrasts, there is only good or evil, no opportunity to implement their idea of righteousness is wasted. Righteous...perhaps it would be better to say Self-Righteous.
-Attribute +1 Bonus: Intellect
-Skill +1 Bonus: Cunning, Negotiation

21: The Veteran
The Veteran is restless, they are driven to wander the long roads and hidden paths, learning as they go. They collect info, impression and experiences like others collect Gendo skulls, but they will not keep it secret. They spread news both good and bad, connecting the Clans and Cults, hinterland to metropolis, helping make the world just that touch smaller.
-Attribute +1 Bonus: Instinct
-Skill +1 Bonus: Legends, Orienteering, Projectiles
Hidden 7 yrs ago Post by Remial
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Remial

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Qualities are on Step 6.1 if you need to look them up.

Ammunition:
NOTE: Prices for ammunition are per bullet due to the difficulty in making or finding new caches of ammunition.

.50GL 'Thunder': These heavy rounds are an intermediate round suitable for heavy pistols and many large-caliber rifles and machineguns.
Stats:
Quantity per Purchase: 2
Tech Level IV
Value: 70
Special Rules: Gives the loaded weapon the 'Thunderstrike' Quality.[/spoiler]

.357 'Brass': This ammunition is one of the more common types available, and enough exist that any relatively modern city (Tech Level III minimum) can make new casings and slugs. Packs a decent punch.
Stats
Quantity per Purchase: 5
Tech Level: IV
Value: 20

.44 'Alpine': These heavy rounds were recently recovered from a massive arms cache in Borca, flooding the markets and soon new ones were being cast by weapon-smiths.
Stats
Quantity per Purchase: 6
Tech Level: IV
Value: 50

5.56x45mm UEO 'Finger': Named for it's size, the standard UEO round is more difficult to make and reload, and many supplies still rely on finding UEO supply caches and bases.
Stats
Quantity per Purchase: 8
Tech Level: IV
Value: 60

High-Frequency Full Metal Jacket: This is 5.56x45mm ammunition that has been redesigned by the Ember Syndicate into the standard ammo for their Trailblazers.
Stats:
Quantity per Purchase: 20
Tech Level: IV
Value: 80

High-Frequency Hollow Point: Hollow-point ammunition designed to be fired by a Trailblazer.
Stats
Quantity per Purchase: 30
Tech Level: IV
Value: 80
Special Rule: Does full damage if Armor is under 2. Armor 3+ reduces damage by half. Bonus Damage from Triggers is unaffected.

Hunter Fletchette 'Splitter': This ammunition uses specialized plastic casings, and is designed to split apart into serrated shards in the body. It is impossible to reload, there are no known manufacturers, and the only weapon that fires this ammunition is extremely rare to find.
Stats:
Quantity per Purchase: 2
Tech Level: V
Value: 220

4.6x30mm UEO: Standard pistol ammunition for all NATO and later UEO handguns and submachineguns. Typically found in abandoned barracks, but is being manufactured in relatively large but sporadic numbers.
Stats
Quantity per Purchase: 10
Tech Level: IV
Value: 30

9mm UEO: An increasing rarity, typically found in the abandoned quarters of UEO officers or vehicle crews. This ammunition is more often manufactured by weapon smiths for the Legion, who typically choose it to load their Marvels with.
[spoiler=Stats]
Quantity per Purchase: 6
Tech Level: IV
Value: 40[/spoiler]

5x30mm Caseless: This ammunition is completely enveloped in it's propellant, which is more explosive than standard bullets. Impossible to make with current technology, even a weapon that can fire this ammunition is nearly impossible to find.
[spoiler=Stats]
Quantity per Purchase: 3
Tech Level: V
Value: 180[/spoiler]

12-Gauge Scattershot: Scrappers love finding shotgun shells in the ruins. Reloading is easy and the shells can be packed with all manner of projectiles. Since the discovery of the first caches, the shotgun is becoming more common in the hands of wealthy warriors and hunters.
[spoiler=Stats]
Quantity per Purchase: 5
Tech Level: III
Special Rules: Possesses the 'Scatter' Quality.
Value: 10[/spoiler]

12-Gauge Slug: These rifled slugs are commonly found near stockpiles of pump-action shotguns and are only barely more difficult to make, mostly in terms of rifling.
[spoiler=Stats]
Quantity per Purchase: 10
Tech Level: III
Value: 20[/spoiler]

Lead Bullet And Black Powder: Lead Bullets are made by dropping liquid lead onto thick fabric panels. Rammed into muzzle-loading weapons, the Sheriffs are the main manufacturer and user of Lead Bullets.
[spoiler=Stats]
Quantity per Purchase: 40 bullets and 50 ounces of Black Powder
Tech Level: III
Value: 10[/spoiler]

E-Cube: E-Cubes are rechargeable power units developed in secret during the Cold War that are used as a universal power source. Unfortunately, the plans for these things were lost forever in the winds of the panic. Some Engineers spend thier whole lives looking for these cubes.
[spoiler=Stats]
Quantity per Purchase: N/A
Tech Level: V
Value: 1000[/spoiler]

Arrows/Nails: Useful for hunting or killing someone silently.
[spoiler=Stats]
Quantity per Purchase: 6
Tech Level: I
Value: 1[/spoiler]

Crossbow Bolts: These small, dart-like steel arrows are designed for crossbows, and while used for hunting, are often used instead for war.
[spoiler=Stats]
Quantity per Purchase: 9
Tech Level: II
Value: 5[/spoiler]


[/hr]

Projectile Weapons (AGI+Projectiles): The most common way to kill someone nowadays. Ugh! But it is DAMN effective. But, there are some people who get thier jollies from popping one in someone's skull. But, guns are more effective than Melee weapons, but are much more higher maintenance than other weapons.

Crossbow: In this new age, this weapon returns to settle quarrels.
[spoiler=Stats]

Distance (Short/Long): 15/60
Start of Deviation: 60 Feet
Damage: 1D8+Projectiles skill
Ammo Type: Crossbow Bolts
Magazine: 1
Qualities: None
Encumbrance: 3
Tech Level: II
Mod Slots: 1
Mods: Knife for Melee Attacks, Barbed wire for Bolts to have Piercing Crit Quality

Value: 20

Durability: Three days without constant Repair.

Kills Required to Master: 50

[/spoiler]

Blow Gun: Remember. Blow, don't Suck.
[spoiler=Stats]

Distance (Long/Short): 3/12
Damage: 1d4+Projectiles
Ammo Type: Nails
Magazine: 1
Crit Qualities:
Encumbrance: 0
Tech Level: I
Mod Slots: 0

Value: 30[/spoiler]

Bow: With the rarity of actual ammunition these days, the Bow is cost-effective and comparatively easier to make.
[spoiler=Stats]
Start of Deviation: 25 feet.
Distance (Short/Long): 10/40
Damage: 1d6+(F/3)
Magazine: 1
Ammo Type: Arrows
Encumbrance: 1
Tech Level: I
Mod Slots: 2

Mods: Scope for Double Distance, rags and oil for flaming Quality Arrows.

Value: 200

Durability: Twelve days without proper care.

Kills Required to Master: 40

[/spoiler]

Composite Bow: A Bygone-era bow of high-tensile carbon, heavy-duty cable and tension-increasing pulleys.
[spoiler=Stats]
Distance (Short/Long): 15/60

Damage: 1d8+(F/3)
Magazine: 1
Ammo Type: Arrows
Encumbrance: 1
Tech Level: IV
Mod Slots: 2
Value: 2000

Mods: TBF

Durability: Ten days without repairs.

Kills Required to Master: 40

[/spoiler]

Repeating Crossbow: This Crossbow houses a spring-loaded magazine to carry more than one crossbow bolt at a time, loading at the same time the drawstring is pulled back.
[spoiler=Stats]
Handling: N/A
Distance (Short/Long): 15/60
Damage: 10
Magazine: 4
Ammo Type: Crossbow Bolts
Encumbrance: 2
Tech Level: III
Mod Slots: 0

Durability: Eleven days without proper care.

Kills Required to Master: 50

Value: 2000[/spoiler]

Heavy Crossbow: Larger, and more powerful, this can drive a crossbow bolt clean through solid hardwood.
[spoiler=Stats]

Distance (Short/Long): 20/80
Damage: 1D12
Magazine: 1
Encumbrance: 4
Tech Level: II
Mod Slots: 0
Value: 800

Durability: Eight days without repairs.

Kills Required to Master: 40

[/spoiler]


[/hr]

Pistols: (AGI+Projectiles)

NOTE: Pistols can be purchased in different calibers but only 9mm, 4.6mm, .357, .44 and .50GL calibers. Automatic Pistols cannot take .44 or .50GL calibers. Simply exchange pistol caliber and damage for the new ammo.

Automatic Pistol: Standard-issue Bygone sidearm.
[spoiler=Stats]
Ammo Type: 4.6x30mm

Distance (Short/Long): 10/40
Damage: 1d6+Projectiles/2
Magazine: 20
Qualities:
None
Encumbrance: 1
Tech Level: IV
Mod Slots: 2
Value: 2500

Mods: Scope for Double Distance.

Durability: Twenty days without proper care.

Kills Required to Master: 50

[/spoiler]

Old-Model Pistol: This is an older model of pistol, but still serviceable.
[spoiler=Stats]
Ammo Type: 9mm UEO

Distance (Short/Long): 10/40
Damage: 1D10+Projectile/3
Magazine: 12
Qualities: None
Encumbrance: 1
Tech Level: III
Mod Slots: 1
Value: 1200

Mods: Scope for more Distance.

Durability:

Kills Required to Master: 65

[/spoiler]

Revolver: A design older than the Bygone age, most in the markets are old, but newer ones are being made in limited numbers by dedicated gunsmiths.
[spoiler=Stats]
Ammo Type: .44 Alpine
Distance (Short/Long): 10/40
Damage: 1d12+Projectile/2
Magazine: 6
Qualities: None
Encumbrance: 1
Tech Level: III
Mod Slots: 1
Value: 1200
Mods: Rifle stock for Rifle mods.

Durability: nine days without proper care.

Kills Required to Master: 90
[/spoiler]

Heavy Pistol: This is a heavy-caliber pistol designed primarily for hunting and self-defence in combat zones against armoured opposition.
[spoiler=Stats]
Ammo Type: .50GL
Handling: N/A
Distance (Short/Long): 10/40
Damage: 2D6
Magazine: 12
Qualities:
-Thunderstrike
Encumbrance: 1
Tech Level: IV
Mod Slots: 0
Value: 2800

Durability: Ten days without repairs.

Kills Required to Master: 50

[/spoiler]

Signal Pistol: This gun fires flares that are used to alert people, or potentially set things on fire.
[spoiler=Stats]
Ammo Type: Flare
Distance (Short/Long): 15/60
Damage: 5
Magazine: 1
Qualities:
-Fire Hazard
Encumbrance: 1
Tech Level: IV
Mod Slots: 0
Value: 900

Durability: Twenty days without proper care.

Kills Required to Master: 20

[/spoilers]


[/hr]

Rifles (AGI+Projectiles)

Hunting Rifle: The bolt-action rifles are everywhere and are the primary tool of hunting and civil defense for many communities.
[spoiler=Stats]
Ammo Type: .357
Handling: N/A
Distance (Short/Long): 30/120
Damage: 1D8(+Projectile/2)
Magazine: 4
Qualities: None
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 390

Mods: Metal rods for Double the Distance, Scope for Triple Distance, Muffler for Scilenced shots.

Durability: Three to four days without repair.

Kills Required to Master: 40
[/spoiler]

Sniper Rifle: This is a military or police sniper rifle, still being used for it's intended purpose of long-range target elimination. Skilled hunters or expert marksmen are given this weapon and are lectured to preserve the delicate components.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Handling: N/A
Distance (Short/Long): 50/400
Damage: 1d10+(Porjectile/2)
Magazine: 6
Qualities:
-Sensitive
-Angle
-Jamming (DC challenge to unjam: 16. To unjam:1d20+AGI+Projectile)
-Deviation (350 feet)
-Armor Piercing(Can bypass up to 6 Armor Rating.
Encumbrance: 3
Tech Level: IV
Mod Slots: 2
Value: 4000
Mods: Metal rods for Double the Distance, Scope for Triple Distance, Muffler for Scilenced shots.

Durability: Five to six days without constant repair.

Kills Required to Master: 50
[/spoiler]

Hunting Shotgun: A break-action shotgun, usually double-barreled, chambered for 12-Gauge. Old school all the way!
[spoiler=Stats]
Ammo Type: 12-Gauge Buckshot
Handling: N/A
Distance (Short/Long): 5/20
Damage: 10
Magazine: 2
Qualities:
-Double Barreled
-Scatter
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 1500
Mods: Large metal tube for Third Barrel, Knife for Melee Attacks.

Durability: Ten days without repairs.

Kills Required to Master: 25

[/spoiler]

Pump and Lever-action Shotgun: A military, police or personal defense shotgun. Carries more ammo and usually loaded with Slug shells.
[spoiler=Stats]
Ammo Type: 12-Gauge Slugs and Buckshot
Distance (Short/Long): 5/40
Damage: 1D12+Projectiles, 2D6+Projectiles(Buckshot)
Magazine: 6
Qualities:
-Scatter
Encumbrance: 2
Tech Level: IV
Mod Slots: 1
Value: 2000
Mods: Narrow Metal tube to remove Scatter Quality turning it into a Rifle.

Durability: Eight days without repairs.

Kills Required to Master: 35
[/spoiler]

Light Machinegun: This weapon comes in many forms, from dedicated belt-fed weapons to converted UEO Assault Rifles with modified receivers and magazine well adapters. Age has not been kind to them however, and jamming is a problem.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 30/80
Damage: 2d6+Projectile
Magazine: Belt(50), Drum(35)
Qualities:
-Salvos (10 per Salvo)
-Jamming (DC challenge to unjam: 19.)
Encumbrance: 4
Tech Level: 4
Mod Slots: 2
Value: 5000
Mods: Wide Metal Tube for Scatter Quality

Durability:

Kills Required to Master: 40
[/spoiler]


[/hr]

Heavy Weapons (AGI+Projectiles)

Grenade Launcher: A single-shot weapon typically designed to launch explosive or specialist payloads.
[spoiler=Stats]
Ammo Type: Grenades
Distance (Short/Long): 20/60
Damage: As Grenade
Magazine: 1
Qualities:
-Deviation
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 1900
[/spoiler]

Rocket Launcher: Post-WWII Rocket Launchers are all hand-forged and are all unique. But their ammunition, which is loaded through the front, is based on two different types of the current-era rocket, one called 'Panzerfist' and another simply called 'RPG'.
[spoiler=Stats]
Ammo Type: Rocket
Distance (Short/Long): 20/60
Damage: 20
Qualities:
-Armor Piercing
-Explosive
-Splash Damage
Magazine: 1
Encumbrance: 4
Tech Level: IV
Mod Slots: 1
Value: 4200

Mods: Scope for longer range.

Kills to Master: 40

[/spoiler]

Heavy Machinegun: Technically these are General Purpose or Medium Machineguns, but who's going to care that much? Rumor has it that the UEO, UAO and whatever is beyond the Lawmen's Wall or in the Savage East may have weapons that are worthy of the name.
[spoiler=Stats]
Ammo Type: 5.56x45mm

Distance (Short/Long): 50/2000
Damage: 1d10 (+Projectiles/4)
Magazine: Belt
Qualities:
-Salvos (60 bullets)
-Jamming
Encumbrance: 6
Tech Level: IV
Mod Slots: 2
Value: 8000
Mods:

Durability: Ten days without proper care

Kills Required to Master: 120
[/spoiler]


[/hr]

Explosives:

Black Powder: This stuff is pretty volatile, so be careful.
[spoiler=Stats]
Damage: 10
Qualities:
-Thunderstrike
-Explosive
-Splash Damage
Encumbrance: 1
Tech Level: II
Value: 100

Kills to Master: 30

[/spoiler]

TNT: This powerful explosive can be transported safely, and is typically fitted with a fuse that is lit before throwing.
[spoiler=Stats]
Damage: 14
Qualities:
-Explosive
-Thunderstrike
-Splash Damage
Encumbrance: 1
Tech Level: III
Value: 300[/spoiler]


[/hr]

Armor Qualities:

-Fire Resistant (Armor): The armor is treated and sealed against flames, so when attacked with fire the indicated armor rating is used instead of the base armor rating. Additionally, the armor will never ignite and start burning.

-Terrifying (Difficulty): This armor, ranging from the blood to the skulls impaled on the shoulder spikes or whatever symbols are painted on, is terrifying to look at. If the enemy fails a PSY+Faith/Willpower roll against the listed difficulty, their next attack is done at a -9 penalty. They must roll every turn until they flee, die, or conquer their fear and become immune from that point on.

-Camo (Difficulty): This armor makes the wearer very difficult to spot. The opponent must roll an INS+Perception against the listed difficulty to spot the wearer.

-Unstable (Critical Damage Penalty): This stuff is held together with wire and prayers. When A Critical hit strikes this armor and the armor permanently loses 2 Armor Points. The lost armor can be repaired with Scrap scrounged in the field. When the armor Rating drops to 0, the Armor is destroyed.

-Insulated: This armor protects against electrical discharges, rendering them ineffective.

-Bulletproof (Armor Rating): This armor can turn a knife away, but it's real strength is in stopping bullets and other projectiles. The listed armor rating is used against any projectile attacks. It absorbs the damage of the gun by X4 the Armor Rating. Armor-Piercing attacks ignore this ability however.

-Massive (Armor Rating): This armor is made from heavy plates or is cast in one piece per section, granting it incredible strength against a great majority of attacks, meaning you use the listed armor rating for any attacks that don't have the Blunt or Armor-Piercing Quality. If the Blunt Crit Quality is on the weapon and strikes this armor, if any damage that weapon does including cause additional Trauma as the armour is warped and bent to the point where it physically harms the wearer unless repaired.

-Brittle (Critical Damage Rating): This armor is tougher, but if too much damage is taken according to the Critical Damage Rating, the plates are ruined and lose 1 Armor permanently until repaired.

-Sealed (Bonus Successes): This armor grants bonus successes when facing off against disease, environmental hazards, Radiation and sickness infestation, and contact with Psychovores.

Conductive: While Metal has more strength than other materials, it is also VERY shockable. Try to stay away from electricity when wearing it.


[/hr]

Armor:
NOTE: Most Physical Armor Cannot Be Stacked! You want to stack even more Armor? Get Scarhide or Tough Dog Perks!
NOTE 2: Your characters are always assumed to be wearing some form of clothing unless specified.

-Salted Clothing: It's hide and leather clothing that has been cured with salt, making it marginally more durable. But too much abuse will cause this stuff to fall apart.
[spoiler=Stats]
Armor Rating: 1
Qualities:
-Unstable (When the Blunt critical hit Quality strikes this armor, it shall permanently lose two Armor Points.)
Encumbrance: 1
Tech Level: I
Value: 20
Mod slots: 1
Durability: Three days without repair if damaged.
[/spoiler]

-Capes and Cloaks: Good for keeping the weather off, but not much else.
[spoiler=Stats]
Armor Rating: 1
Encumbrance: 1
Tech Level: I
Value: 40
Mod slots: 1

Mods:

Durability: Two days without Repair if damaged.

[/spoiler]

-Mammoth Hide Wrap: The thick hair and leather of a Mammoth is better than nothing. Difficult to make clothes with however.
[spoiler=Stats]
Armor Rating: 2
Encumbrance: 2
Tech Level: I
Value: 100

[/spoiler]

-Leather Coat: A long coat made from treated leather. Tough, but mostly just used to keep the dust off your clothing.
[spoiler=Stats]
Armor Rating: 2
Encumbrance: 2
Tech Level: I
Mod Slots: 2
Value: 120

Mods:

Durability:

[/spoiler]

-Leather Armor: Thick sections of leather secured with bands of metal and some chain. It might save your life. Might.
[spoiler=Stats]
Armor Rating: 3
Encumbrance: 2
Tech Level: II
Mod Slots: 2
Value: 320

Mods:

Durability:

[/spoiler]

-Rubber Harness: Thick rubber sheets fashioned into a full-body coverall, mostly used when working around live power lines.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Insulated
-Unstable
Encumbrance: 3
Tech Level: II
Mod Slots: 2
Value: 650

Mods:

Durability:

[/spoiler]

-Scrap Armor: Held together with wire, glue and dreams, this armor is often the first thing a novice Engineer might make, or an enterprising Blacksmithee. Its main strength is that it is very easy to customize and improve.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Unstable
Encumbrance: 3
Tech Level: II
Mod Slots: 6
Value: 700

Mods:

Durability:

[/spoiler]

-Chain Mail: A suit made of small steel links riveted together that provides decent protection, but is very uncomfortable to wear for long periods.
[spoiler=Stats]
Armor Rating: 4
Qualities: Conductive
Encumbrance: 3
Tech Level: II
Mod Slots: 1
Value: 400

Mods:

Durability:

[/spoiler]

-Reinforced Suit Of Plate Metal: Forged or scavenged metal is hammered into a reinforced frame work and then strapped to the body. Bulky and tough, the only danger comes from foes armed with hammers whose strikes will bend and warp the armor until it does the job of breaking the wearer for them.
[spoiler=Stats]
Armor Rating: 5
Qualities:
-Massive
-Unstable
-Conductive
Encumbrance: 4
Tech Level: II
Mod Slots: 2
Value: 750

Mods:

Durability:

[/spoiler]

-Kevlar Jacket: Military-issue bulletproof armor used by UEO soldiers.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Bulletproof
-Insulated
Encumbrance: 2
Tech Level: III
Mod Slots: 0
Value: 1400

Durability: 12 days without repair.

[/spoiler]

-Servitron Casing: The hollowed-out armor of an Servitron combat robot. It won't fool an actual Servitron, but it's very good armor until you find something even better, and who knows what that could be.
[spoiler=Stats]
Armor Rating: 8
Qualities:
-Massive
-Unstable
-Conductive
Encumbrance: 3
Tech Level: V
Mod Slots: 1
Value: 9000
Durability: 14 days without proper care.
Mods: Rubber to rid of Conductive Quality.
[/spoiler]


[/hr]

Shields: Sometimes, Armor isn't enough, my friend! So I recommend that you RAISE YOUR SHIELDS!

Sheet Metal Shield: It's a sheet of metal fitted with straps. Stats can also be used to represent wooden or hand-made steel shields.
[spoiler=Stats]
Defense boost: +1 Armor Rating
Attack Penalty: -1 to melee attacks, -2 Ranged attacks.
Encumbrance: 1
Tech Level: II
Value: 40

Durability: Six days without proper care

[/spoiler]

Plastic Shield: Made of moulded ballistic plastic, this shield is shaped similar to Bygone-era riot shields.
[spoiler=Stats]
Defense Boost: +2 Armor Rating
Attack Penalty: -2 to melee attacks, -4 to Ranged attacks.
Encumbrance: 1
Tech Level: III
Value: 220

Durability: Nine days without proper care.

[/spoiler]


[/hr][/spoiler]
Hidden 7 yrs ago Post by Remial
Raw
OP

Remial

Member Seen 7 yrs ago

Every good Wastelander needs a good Weapon to kill with, otherwise what's the point of the 2nd Amendment!? The world is FILLED with weapons to kill with and enhance your effectiveness in Combat! Though, I cannot say for most people, but I LOVE to use Spears and Tridents! There's just something that the reach says to your opponent can say to your enemy! Speaking of......

*Goes offscreen and STABS an attacker and his wife. Comes back drenched in blood.*

Ahhhhhhhhhh..... That's it. But, this isn't a comic book. You can't just suddenly MASTER a weapon right off the Bat! Hehe... Bat. You have to get used to the Weapon to gain Proficiency with it! It may take awhile, but you can gain Perks if you work at it! But..... Be careful. Choose your fights wisely, because just like my Grandfather used to say, 'Things don't last forever.' But Don't you fret! A couple of Engineering checks can fix your weapon RIGHT UP! And maybe, with the right stuff, you can even make it better!

The Use Of Force: Melee Weapons get additional from the BOD+Force number which is divided by a certain value as F/x, when dealing with fractions, you round UP.

Bullets: Bullets, save for those used in blackpowder weapons, are rare and expensive to make and buy. Save your bullets, use a melee weapon where-ever and when-ever you can.

Weapon Qualities:
-Angle Damage (Angle): Everything within the angle stated takes damage, both foe AND friend. Watch out!

-Armor Piercing: Armor Piercing weapons ignore Armor, obviously. Cutting through!

-Biometrically Encoded: This weapon is encoded to a specific genetic sequence. The difficulty is how difficult it will be to use AGI+Crafting and INT+Engineering rolls using an electronics toolkit or workshop to disengage or reprogram the lock. You're going to encounter this later.

-Blunt: These weapons are effective at reducing the protection of armor with the 'Massive' Quality. Or smashing in skulls.

-Camo (Difficulty): The weapon is disguised as something else, with the difficulty listed for an INS+Perception roll to realise what it truly is.

-Cloud (Radius, Amount Of Time): This weapon generates a thick cloud that covers a specific range for a set period of time, possibly shorted in heavy winds. Poisonous Smoke Bombs, anyone?

-Deviation (1D20): This weapon will go off-course slightly by rolling 1D20 to see how far it goes off course. (Used for Projectiles only.) This is for when the max range is over-reached.

-Double Barreled: This weapon has two barrels that can be fired simultaneously or independently. Firing both barrels deals double damage but takes 2 Rounds to reload fully.

-Entangling (Penalty): This weapon tangles the legs and limbs, imposing the set penalty to all movement-related actions.

-Explosive: This weapon or ammunition deals tapering damage in a wide area. BAM!

-Fatal: This weapon uses some manner of exotic ammunition or deadly energies. In any case if an attack is successful, it causes Trauma damage, not Flesh Wound damage. This damage is still reduced by armour, thankfully. Unless the weapon can Peirce more than your armor rating, then.... You're Fucked.

-Fragile: If at any time during an attack that a nat '1' is rolled, the weapon shatters. If the attack is successful, damage is still applied.

-Impact (Crits only): The weapon is heavy and unbalanced, requiring that a minimum number of Triggers are rolled to avoid becoming unbalanced, dazed, or Bloody for 1 round.

-Jamming (Projectile weapons only.): A true curse of any weapon. If more 1's than 6's are rolled in an attack, the weapon jams and must take 1 round to clear the jam.

-Muzzle Loader: This weapon requires shoving in blackpowder, then ramming home and tamping a lead bullet in a (generally) smoothbore barrel. It takes 2 rounds to reload a muzzle loader. Now imagine reloading a double-barreled muzzle loader...... Ugh......

-Muffled: This weapon is fairly quiet or is fitted with a Bygone silencer. It takes a INS+Perception roll to detect the shots. Silence was the way to go.

-Out Of Control (Difficulty): This weapon is just as dangerous to you as it is to the enemy. If the wielder fails a BOD+Melee or AGI+Porjectile roll against the difficulty listed, the damage is done to the wielder instead of the enemy, the weapon just flies out of the users hands, or you accidentally shred your BEST FRIENDS WIFE. So be careful with that chainsaw, yeah? I'm looking at you Steve!

-Piercing (Armor Rating): The weapon ignores armor up to the rating listed. If the rating attacked is higher, the remainder is subtracted from damage as normal, or deflected entirely depending on the weapon. Massive and Bulletproof both work on this quality.

-Salvo (Number Of Rounds): This weapon is capable of unleashing a hail of bullets at the enemy. The number listed is the number of bullets that can be fired in a single Action, with each bullet after the first adding +1D20 to Handling and +1 to Damage. If multiple targets are close together, the shooter can divide the bullets and dice between the targets, rolling for each one, and then divides the bonus damage by the number of targets, rounding fractions up. In other words, RATATATATATATATATATATATATATAT! Or my favorite one, DAKKADAKKADAKKADAKKADAKKADAKKA!

-Scatter: The weapon fires a cloud of projectiles in a rough cone. The damage listed is only for close range, any range over that causes the damage to be reduced by 4, but at least there's no range penalty, something is gonna hit one way or another. Just don't try to snipe with buckshot though... Learned that lesson the hard way.

-Sensitive: This weapon is made from fragile components or is carefully balanced. If attacked or the weapon is used to defend, should the enemy roll at least 1 Trigger, the weapon's handling is reduced by 1D permanently. It will require an AGI+Crafting roll against the Tech Level and damage taken to repair and if the repair roll fails, the Proficiency level is permanently reduced by one.

-Special Damage (Enemy Type, Damage): This weapon causes extra damage against certain types of opposition.

-Standard (Bonus): This weapon is a potent symbol, and anyone around the weapon gains the bonus listed due to its inspiring presence.

-Talisman (Bonus): The weapon is a symbol of faith or luck to a certain group or has great personal value. It grants it's bonus to any Faith/Willpower rolls made as long as it is in the wielder's possession. You may even get some bonus standing with your god....

-Terrifying (Difficulty): The weapon holds an aura of black malice, speaks it's readiness in a foreign tongue, and some parts glow with unholy, unearthly light.

-Thunderstrike: Every shot rattles teeth, causes dust to dance and shakes windows in their frames. Animals quail and flee, humans shiver and whimper. Both must make PSY+Faith/Willpower rolls or flee screaming from the assault.


[/hr]

Brawl Weapons(1d20+BOD+Brawl):

-Bite: Teeth are a weapon as ancient as the universe itself.
[spoiler=Stats]

Distance: 1

Damage: 1d4+Brawl

Magazine: N/A

Tech: 1

Slots: N/A

Value: You like eating solid food, yeah?

Kills Required for Mastery: 99

Durability: As much as you rest it.

[/spoiler]

-Kick: Many problems can be solved with a good, swift kick.
[spoiler=Stats]

Distance: 1

Damage: 1d2+Brawl

Weapon Qualities:

-Daze (F/2)

Tech: 1

Slots: N/A

Value: You like walking, yeah?

Kills Required for Mastery: 99

Durability: As much as you can rest it.

[/spoiler]

-Punch: The clenched fist, the earliest symbol of man.
[spoiler=Stats]

Distance: 1

Damage: 1d2+(F/2)

Weapon Crit Qualities:

-Daze (F/3)

Value: You like holding things, yeah?

[/spoiler]

-Brass Knuckles: Gives your punches some added...uh, punch.
[spoiler=Stats]

Distance: 1

Damage: 1d6+(F/2)

Weapon Crit Qualities:

-Blunting(Lower Armor Rating by 1.)

Tech Level: II

Mod Slots: 1

Value: 10

Kills Required for Mastery: 10

Durability: 30 days.

[/spoiler]


[/hr]

Armed Melee Weapons (1d20+BOD+Melee)
GM Note: Choose at least one item of Tech level I off this list, because you don't want to waste your bullets, do ya?

-Flail: A heavy length of metal or metal-shod wood attached by chain to a long pole. A farmer's tool for threshing grain.

[spoiler=Stats]

Distance: 2

Damage: 1d8+(F/3)

Qualities:

-Talisman (+1D2, Preacher Only)

Encumbrance: 2

Tech Level: I

Mod Slots: 1

Value: 5

Kills Required for Mastery: 17

Durability: eight days without repair.

[/spoiler]

-Butt Stock: Not all rifles can be used as a club, but sometimes you cannot draw your sword in time. And with some luck, you can attach this to some more Rifle parts.
[spoiler=Stats]

Distance: 1

Damage: 1D6+(Force/3)

Weapon Crit Qualities:

-Blunt (Reduce Armor Rating by 1.)

Encumbrance: N/A

Tech Level: III

Mod Slots: N/A

Value: N/A

Kills Required for Mastery: 11

Durability: 16 days without repair.

[/spoiler]

-Hand Axe: More often used for kindling than it is for combat. But it's easy to use.
[spoiler=Stats]

Distance: 1

Damage: 1d6+(Force/3)

Weapon Crit Qualities: N/A

Encumbrance: 1

Tech Level: II

Mod Slots: 1

Value: 50

Kills Required for Mastery: 12

Durability: Five days without repair.

[/spoiler]

-Club: Anything from a baseball bat to a piece of broken branch. Useful for Smacking a bitch.

[spoiler=Stats]

Distance: 1

Damage: 1d6+(F/2)

Weapon Crit Qualities:

-Blunt (Reduce Armor Rating by 1.)

Encumbrance: 3

Tech Level: I

Mod Slots: 2

Mods: Nails for Piercing Crit Quality, Chains for +1 to blunt quality, oil and fire for flaming Quality, etc.

Value: 20

Kills Required for Mastery: 15

Durability: Ten days without repair.

[/spoiler]

-Chain Of Blades: A length of chain with scavenged blades welded to it, wild and dangerous to everyone.
[spoiler=Stats]

Distance: 3

Damage: 2d4+(F/3)

-Penalties:

Out Of Control.

Crit Qualities: N/A

Encumbrance: 2

Tech Level: II

Mod Slots: 1

Mods: Chains for +1 Distance, wire for Piercing Crit Quality.

Value: 40

Kills Required for Mastery: 55

Durability: Three days without repair.

[/spoiler]

-Knife: Not the kind you use for dinner unless you're eating straight off the spit.
[spoiler=Stats]

Distance: 1

Damage: 1d8+(F/2)

Qualities:

-Piercing(Can cut through 1 level of Armor Rating.)

Encumbrance: 1

Tech Level: II

Mod Slots: 1

Mods: Whetstone for +1 Piercing Crit Quality.

Value: 40

Kills Required for Mastery: 20

Durability: Four days without repair.

[/spoiler]

-Pitchfork: In these dark days, locations farmers and Preachers come from are just as likely to spear bandits as spear straw with this.

[spoiler=Stats]

Distance: 2

Damage: 2d6+(F/3)

Qualities:

-Talisman (+1D2, Preacher Only)

Piercing (Cut through 1 level of armor Rating.)

Encumbrance: 2

Tech Level: I

Mod Slots: 1

Mods: Chains for +2 Distance, Knife for +1 to Piercing Quality.

Value: 5

Kills Required for Mastery: 35

Durability: Five days without repair.

[/spoiler]

-Morning Star: A mace head attached to a length of chain and a handle.
[spoiler=Stats]

Distance: 1

Damage: 1d8+(F/2)

Weapon Crit Qualities:

-Blunt (Reduces armor Quality by 2.)

Encumbrance: 2

Tech Level: II

Mod Slots: 2

Mods: Nails for Piercing Quality, Chain for +1 Distance.

Kills required for Mastery: 40

Durability: Four days.

Value: 400

[/spoiler]

-Riding Hoe: Technically a type of warhammer, this weapon is no farmer's tool.
[spoiler=Stats]

Distance: 1

Damage: 1d8+(F/2)

Weapon Crit Qualities:

Blunt (Reduces Armor Rating by 1.)

Encumbrance: 1

Tech Level: II

Mod Slots: 0

Value: 300

[/spoiler]

-Saber: A straight-backed or slightly curved single-edged sword used by warriors on horseback.

[spoiler=Stats]

Distance: 1

Damage: 1d6+(F/3)

Weapon Crit Qualities:

Piercing: (Bypass up to one Armor Quality.)

Encumbrance: 1

Tech Level: II

Mod Slots: 2

Mods: Pistol for Projectile Damage, Whetstone for +1 Piercing Quality.

Value: 600

[/spoiler]

-Shard Dagger: A piece of broken glass wrapped in cloth, or a broken bottle wielded in a tavern fight.
[spoiler=Stats]

Distance: 1

Damage: 1D8+(F/3)

Penalties:

-Fragile

Encumbrance: 1

Tech Level: I

Mod Slots: 0

Value: 5

Kills required for Mastery: 40

Durability: Four days.

[/spoiler]

-Battle Axe: Large, top-heavy, with a blade meant for splitting bodies than splitting trees.
[spoiler=Stats]

Distance: 2

Damage: 2d6+(F/2)

Qualities:

-Piercing (Bypass 1 Armor Rating)

Encumbrance: 3

Tech Level: II

Mod Slots: 0

Value: 750

Kills required for Mastery: 60

Durability: Seven days.

[/spoiler]

-Mace: The flanged sections are there for crushing armour, not cutting into people.
[spoiler=Stats]

Distance: 1

Damage: 2d6+(F/2)

Crit Qualities:

-Blunt (Reduce Armor Rating by 2)

Encumbrance: 2

Tech Level: II

Mod Slots: 0

Value: 350

[/spoiler]

-Sword: The truest friend you'll have is 36 inches of sharpened steel.
[spoiler=Stats]

Handling: N/A

Distance: 1

Damage: 1d10+(F/3)

Qualities: N/A

Encumbrance: 2

Tech Level: II

Mod Slots: 2

Value: 600

Mods: Nails for Piercing Quality, Chain for +1 Distance.

Kills required for Mastery: 40

Durability: Four days.

[/spoiler]

-Long Spade: Do not underestimate the damage a long-handled spade can do to you.
[spoiler=Stats]

Handling: N/A

Distance: 1

Damage: 2D4+(F/3)

Qualities:

-Talisman (+1D, Preacher only)

Encumbrance: 2

Tech Level: II

Mod Slots: 2

Value: 40

Mods: Nails for Piercing Quality, Chain for +1 Distance, Cross necklace for Preacher Bonus of 1D4 to become 1D6.

Kills required for Mastery: 50

Durability: Eight days.

[/spoiler]

-Spear: Whether fitted with steel or just fire-hardened wood sharpened to a tip or tied with stone and sheet metal, the spear has been around since the beginning.

[spoiler=Stats]

Handling: N/A

Distance: 2

Damage: 1d6+(F/3)

Qualities: N/A

Encumbrance: 2

Tech Level: I

Mod Slots: 1

Value: 50

Mods: Nails for Piercing Quality, Chain for +1 Distance.

Kills required for Mastery: 40

Durability: Four days.

[/spoiler]

-Pickaxe: Mostly used for cracking open rock, but they can split open a skull easily enough.

[spoiler=Stats]

Distance: 1
Damage: 1D10+Force
Qualities:
-Impact (3T)

Encumbrance: 4

Tech Level: II
Mod Slots: 1

Value: 450

[/spoiler]

-Stone Axe: Take a rock, tie it to a stick. Bash someone over the head. Rinse rock and repeat.
[spoiler=Stats]

Distance: 1
Damage: 1D6+(F/2)
Qualities:
-Blunt
Encumbrance: 3
Tech Level: I
Mod Slots: 0
Value: 120

[/spoiler]

-Stilleto: Not the ones you wear on your feet. Thin, sharp, and a perfect fit between someone's ribs.
[spoiler=Stats]
Hidden.

Range: 1
Damage: 1D4+(F/3)

Qualities:
-Piercing (Can bypass up to 1 Armor Rating.)

Encumbrance: 1
Tech Level: I
Mod Slots: 1
Value: 25

Mods: Wire for Piercing Quality.

Kills required for Mastery: 40

Durability: Four days.

[/spoiler]

-Sledgehammer: Good for breaking rocks or breaking skulls.

[spoiler=Stats]
Handling: -2D
Distance: 1
Damage: 2d6+Force

Crit Qualities:
-Blunt
-Impact (3T)
Encumbrance: 4
Tech Level: III
Mod Slots: 0
Value: 280

Kills required for Mastery: 60

Durability: Ten days.
[/spoiler]


[/hr]

Thrown Weapons (AGI+Projectiles): some of these are ballistic weapons before Ballistics were a thing

-Bola: Heavy weights attached to each end of a length of rope. It'll bring down anything with a neck, or legs.
[spoiler=Stats]

Distance (Short/Long): 3/10
Damage: 1d4+F/3
Quantity per purchase: 1
Crit Qualities:
-Entangled: (Tangles foes. DC to escape: 15 against AGI+Dex)
-Penalties
-Out Of Control

Encumbrance: 1
Tech Level: I
Mod Slots: 0
Value: 20[/spoiler]

-Harpoon: No-one's seen a whale in centuries. Good thing there's plenty of big prey to take down with this.
[spoiler=Stats]
Handling: N/A
Distance (Short/Long): 5/15
Damage: 1d8+Force
Quantity per purchase: 1
Qualities: None
Encumbrance: 2
Tech Level: II
Mod Slots: 0
Value: 50[/spoiler]

-Net: Strong cables linked together to catch living prey, or entangle it long enough to get in that fatal stab.
[spoiler=Stats]

Distance (Short/Long): 2/5
Damage: None
Quantity Per Purchase: 1
Qualities:
-Entangled (Tangles up foes. DC to escape: 19 against AGI+Dex.)
Encumbrance: 1
Tech Level: II
Mod Slots: 0
Value: 30

Mods: Nails for Piercing Quality, Chain for +1 Distance.

Kills required for Mastery: 49

[/spoiler]

-Sling: A man called David took down a giant Psycho known as Goliath with a sling, or so the story goes. I believe this is Bullshit.
[spoiler=Stats]

Ammo Type: Stones
Distance (Short/Long): 5/15
Damage: 1D4+(F/3)
Stone Quantity Per Purchase: 1
Magazine Capacity: 1
Qualities:
-Blunt
Encumbrance: 1
Tech Level: I
Mod Slots: 1

Mods: Nails for Piercing Quality.

Kills required for Mastery: 40

Durability: Four days.

Value: 5

[/spoiler]

-Atlatl: Or if you want to be more simplistic, a spear-thrower. Put your spear in the thrower, cock your arm, and swing. Your spear will go further, trust me.
[spoiler=Stats:]
Handling: -1D
Ammo Type: Spear
Distance (Short/Long): 10/30
Damage: 3+(F/2)
Quantity Per Purchase: 1
Magazine Capacity: 1
Qualities: None
Encumbrance: 2
Tech Level: I
Mod Slots: 1
Value: 50

Mods: To be Discovered.

Kills required for Mastery: 50

Durability: Reusable.

[/spoiler]

-Stones: You don't need to be without sin to cast the first stone.
[spoiler=Stats]
Distance (Short/Long): 5/30
Damage: 1d2+(F/2)
Qualities:
-Blunt(Reduce armor rating by 1.)

Value: Just pick them up off the ground.

[/spoiler]

-Throwing Axe: Any decently-balanced hatchet can serve as a throwing axe.
[spoiler=Stats]

Distance (Short/Long): 3/10
Damage: 1d3+(F/2)
Quantity Per Purchase: 1
Crit Qualities: Piercing(Bypass Armor Rating by 1.)
Encumbrance: 1
Tech Level: II
Value: 50

[/spoiler]

-Throwing Knife: These small daggers can fly like arrows in the right hands.
[spoiler=Stats]
Handling: N/A
Distance (Short/Long): 3/10
Damage: 1d4+(F/3)
Quantity Per Purchase: 3
Qualities: None
Encumbrance: 1
Tech Level: II

Value: 40
[/spoiler]

-Shuriken: No-one's quite sure where these came from, but they're annoying and people tend to coat them in poison.
[spoiler=Stats]

Distance (Short/Long): 3/10
Damage: 1d4+(F/2)
Quantity Per Purchase: 5
Qualities: None
Encumbrance: 1
Tech Level: I
Mod Slots: 0
Value: 20

Kills required for Mastery: 45

[/spoiler]


[/hr]

Rifles (AGI+Projectiles)

Hunting Rifle: The bolt-action rifles are everywhere and are the primary tool of hunting and civil defense for many communities.
[spoiler=Stats]
Ammo Type: .357
Distance (Short/Long): 30/120
Damage: 1d6+Projectiles
Magazine: 4
Qualities: None
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 400
[/spoiler]

Sniper Rifle: This is a military or police sniper rifle, still being used for it's intended purpose of long-range target elimination. Skilled hunters or expert marksmen are given this weapon and are lectured to preserve the delicate components.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 50/400
Damage: 1D10+Projectiles
Magazine: 6
Penalty:
-Sensitive
Crit Quality:
-AP Piercing (Bypass up to four points of Armor Rating.)
Encumbrance: 3
Tech Level: IV
Mod Slots: 2
Value: 3000
[/spoiler]

Hunting Shotgun: A break-action shotgun, usually double-barreled, chambered for 12-Gauge.
[spoiler=Stats]
Ammo Type: 12-Gauge Buckshot
Handling: N/A
Distance (Short/Long): 5/20
Damage: 1d12+Projectiles
Magazine: 2
Qualities:
-Double Barreled
-Scatter
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 1500
Kills to Master: 50
Durability: Six days without proper care.
[/spoiler]

Pump-action Shotgun: A military, police or personal defense shotgun. Carries more ammo and usually loaded with Slug shells.
[spoiler=Stats]
Ammo Type: 12-Gauge Slug
Distance (Short/Long): 5/40
Damage: 2d6
Magazine: 6
Qualities: None
Encumbrance: 2
Tech Level: IV
Mod Slots: 1
Value: 6000
KtM: 90
Durability: Four days without proper care.
[/spoiler]

Light Machinegun: This weapon comes in many forms, from dedicated belt-fed weapons to converted UEO Assault Rifles with modified receivers and magazine well adapters. Age has not been kind to them however, and jamming is a problem.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 30/80
Damage: 1d12
Magazine: Belt
Qualities:
-Salvos
Penalty
-Jamming
Encumbrance: 4
Tech Level: 4
Mod Slots: 2
Value: 4000
KtM: 60
Durability: Six days without proper care.
[/spoiler]


[/hr]

Heavy Weapons (AGI+Projectiles)

Grenade Launcher: A single-shot weapon typically designed to launch explosive or specialist payloads.
[spoiler=Stats]
Ammo Type: Grenades
Distance (Short/Long): 20/60
Damage: 20
Magazine: 1
Qualities:
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 1900
KtM: 45
Durability: 8 days without proper care.
[/spoiler]

Rocket Launcher: Post-Eshaton Rocket Launchers are all hand-forged and are all unique. But their ammunition, which is loaded through the front, is based on two different types of Bygone-era rocket, one called 'Panzerfist' and another simply called 'RPG'.
[spoiler=Stats]
Ammo Type: Rocket
Distance (Short/Long): 20/60
Damage: 40
Qualities:
-Armor Piercing
-Explosive
Magazine: 1
Encumbrance: 4
Tech Level: IV
Mod Slots: 2
Value: 4200
KtM: 20
Durability: 3 days without proper care.
[/spoiler]

Heavy Machinegun: Technically these are General Purpose or Medium Machineguns, but who's going to care that much? Rumor has it that the UEO, UAO and whatever is beyond the Spore Wall or in the Savage East may have weapons that are worthy of the name.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 50/2000
Damage: 2D12
Magazine: Belt
Qualities:
-Salvos (10 bullets)
-Jamming
Encumbrance: 6
Tech Level: IV
Mod Slots: 2
Value: 4000
KtM: 50
Durability: 6 days without proper care.
[/spoiler]


[/hr]

Explosives:

Black Powder: This stuff is pretty volatile, so be careful.
[spoiler=Stats]
Damage: 10
Qualities:
-Thunderstrike
-Explosive
Encumbrance: 1
Tech Level: II
Value: 100[/spoiler]

TNT: This powerful explosive can be transported safely, and is typically fitted with a fuse that is lit before throwing.
[spoiler=Stats]
Damage: 14
Qualities:
-Explosive
-Thunderstrike
Encumbrance: 1
Tech Level: III
Value: 300[/spoiler]

Now, these are only a few of the guns that you can find out there!
Hidden 7 yrs ago Post by Remial
Raw
OP

Remial

Member Seen 7 yrs ago

(Offensive Weapons done. Now for Defensive and Survival lists.)

Armor and Armor Qualities: Aahh...... Armor. One of the only ways that keep a Wastelander from becoming goop faster. These things keep you alive longer! But..... Weaker armor is sometimes better.

-Fire Resistant (Armor): The armor is treated and sealed against flames, so when attacked with fire the indicated armor rating. Additionally, the armor will never ignite and start burning.

-Terrifying (Difficulty): This armor, ranging from the blood to the skulls impaled on the shoulder spikes or whatever symbols are painted on, is terrifying to look at. If the enemy fails a 1d20+Faith/Willpower roll against the listed difficulty, their next attack is done at a -9 penalty. They must roll every turn until they flee, die, or conquer their fear and become immune from that point on.

-Camo (Difficulty): This armor makes the wearer very difficult to spot. The opponent must roll an 1d20 INS+Perception against the wearers natural and Armor boosted Stealth score to spot the wearer.

-Unstable: This stuff is held together with wire and prayers. When the Blunt Crit Quality reaches or surpasses the Armors l, the armor permanently loses 1 Armor Point. The lost armor can be repaired with Scrap scrounged in the field. But if the Armor Rating falls to 0..... The Armor is unsalvageable.

-Insulated: This armor protects against electrical discharges, rendering them ineffective.

-Bulletproof (Armor Rating): This armor can turn a knife away, but it's real strength is in stopping bullets and other projectiles. The listed armor rating is doubled against any projectile attacks that use bullets. Armor Piercing ignores this entirely.

-Massive (Armor Rating): This armor is made from heavy plates or is cast in one piece per section, granting it incredible strength against a great majority of attacks, meaning you use the listed armor rating for any attacks that don't have the Blunt or Armor-Piercing Crit Quality. If the Blunt or Armor-Piercing Crit Quality is attached to the weapon, if the crit damage that weapon does exceeds the base armor rating, the wearer suffers wounds as normal, but the wearer suffers 1 Flesh Wound per hour as the armour is warped and bent to the point where it physically harms the wearer unless repaired. Protects the upper arms.

Conductive: BZZT!! This armor takes double damage when up against Electricity or something along that line. So Metal isn't always the way to go!

-Brittle (Critical Damage Rating): This armor is tougher, but if too much damage is taken without it being repaired, the plates are ruined and lose 1 Armor permanently until repaired. But just like unstable, if the Armor Rating drops to 0, the Armors Unsalvageable.

-Sealed (Bonus Successes): This armor grants bonus successes when facing off against disease, environmental hazards, Spore infestation, Radiation Clouds, and contact with Psychovores.


[/hr]

Armor:
NOTE: Most Physical Armor Cannot Be Stacked! Some Perks boost Armor Rating!
NOTE 2: Your characters are always assumed to be wearing some form of clothing unless specified.

-Salted Clothing: It's hide and leather clothing that has been cured with salt, making it marginally more durable. But too much abuse will cause this stuff to fall apart.
[spoiler=Stats]
Armor Rating: 1
Qualities:
-Unstable
Encumbrance: 1
Tech Level: I
Value: 20[/spoiler]

-Capes and Cloaks: Good for keeping the weather off, but not much else.
[spoiler=Stats]
Armor Rating: 1
Encumbrance: 1
Quality:
Unstable
Tech Level: I
Value: 40[/spoiler]

-Mammoth Hide Wrap: The thick hair and leather of a Mammoth is better than nothing. Difficult to make clothes with however.
[spoiler=Stats]
Armor Rating: 2
Encumbrance: 2
Tech Level: I
Value: 100[/spoiler]

-Leather Coat: A long coat made from treated leather. Tough, but mostly just used to keep the dust off your clothing.
[spoiler=Stats]
Armor Rating: 2
Encumbrance: 2
Tech Level: I
Quality:
Insulated
Value: 120
[/spoiler]

-Leather Armor: Thick sections of leather secured with bands of metal and some chain. It might save your life. Might.

[spoiler=Stats]
Armor Rating: 3
Encumbrance: 2
Tech Level: II
Quality:
-Insulated
Value: 320[/spoiler]

-Rubber Harness: Thick rubber sheets fashioned into a full-body coverall, mostly used when working around live power lines.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Insulated
Encumbrance: 3
Tech Level: II
Mod Slots: 2
Mods: Rubber for Bulletproof Quality.
Value: 650[/spoiler]

-Scrap Armor: Held together with wire, glue and dreams, this armor is often the first thing a Scrapper might make, or an enterprising Clanner. Its main strength is that it is very easy to customize and improve.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Unstable
-Conductive
Encumbrance: 3
Tech Level: II
Mod Slots: 6

Mods: The Wasteland is filled with crazy ideas for this Scrap Metal!

Value: 700

[/spoiler]

-Chain Mail: A suit made of small steel links riveted together that provides decent protection, but is very uncomfortable to wear for long periods.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Conductive
Encumbrance: 3
Tech Level: II
Value: 400

[/spoiler]

-Reinforced Suit Of Plate Metal: Forged or scavenged metal is hammered into a reinforced frame work and then strapped to the body. Bulky and tough, the only danger comes from foes armed with hammers whose strikes will bend and warp the armor until it does the job of breaking the wearer for them.
[spoiler=Stats]
Armor Rating: 5
Qualities:
-Massive
-Conductive
Encumbrance: 4
Tech Level: II
Mod Slots: 2
Mods: Just like Scrap, Wastelanders can be more creative with Metal!
Value: 750[/spoiler]

-Kevlar Jacket: Military-issue bulletproof armor used by UEO soldiers.
[spoiler=Stats]
Armor Rating: 4
Qualities:
-Bulletproof
Encumbrance: 2
Tech Level: III
Mod Slots: 1
Mods: To be found.
Value: 1400[/spoiler]

-AMSUMO Casing: The hollowed-out armor of an AMSUMO combat robot. It won't fool an actual AMSUMO, but it's very good armor until you find something even better, and who knows what that could be.
[spoiler=Stats]
Armor Rating: 8
Qualities:
-Massive
-Conductive
Encumbrance: 3
Tech Level: V
Mod Slots: 1
Value: 9000[/spoiler]


[/hr]

Shields: Raise your Shields! Sometimes Armor isn't enough in the world. So, these metal weights on your arm can be your best friend!

Sheet Metal Shield: It's a sheet of metal fitted with straps. Stats can also be used to represent wooden or hand-made steel shields.
[spoiler=Stats]
Armor Rating Boost: +1 to non-Metal armor, +2 to Metal Armor.
Attack Penalty: -1 to Melee attacks, -2 to Ranged.
Encumbrance: 1
Tech Level: II
Value: 40[/spoiler]

Plastic Shield: Made of moulded ballistic plastic, this shield is shaped similar to Bygone-era riot shields.
[spoiler=Stats]
Defense (Active/Passive): +2 to Metal Armor, +3 to Kevlar.
Attack Penalty: -2 to Melee attacks, -4 to Ranged.
Encumbrance: 1
Tech Level: III
Value: 900
[/spoiler]


[/hr]

Now, there are more Weapon Crit Qualities and Armor Qualities out there, so I recommend that you go looking for fights!
Hidden 7 yrs ago Post by Remial
Raw
OP

Remial

Member Seen 7 yrs ago

Survival Gear:

Food Rules: All characters consume 1 ration of food and water per day. 1 Ration is equal to a full day of meals (Breakfast, Lunch, Dinner) and prices fluctuate great depending on location.
In these dark times, the resurgance of native wildlife means hunting is common, as is fishing and roasting insects. Even Irradiated and sickness-infected creatures can be safely consumed with a good roasting, which kills the mycelium that blooms in the lungs, nasal cavities, brain and is strung throughout the flesh.
And if all else fails, scraping off lichens, moss and mushrooms will help, as well scavenging off corpses (Anyone for maggot gruel?) in the field.

Food and water is gained through 1D20 INS+Survival Rolls, with success creating 1 ration plus additional rations per 2 Ranks of Survival achieved. Survival Gear has no Encumbrance rating.

Fishing Gear: Allows for fish, crab and other edible sealife to be caught.
Effect: +1D to INS+Survival rolls when fishing.
Value: 5

Cooking Gear: Even if it's only a skillet and a long pointed stick for use as a spit, it's better than holding it over a fire with your bare hands.
Effect: Lets you cook things. Obviously.
Value: 30

Flask: A Bygone-era metal drinking bottle. Can also be represented by water/wineskins.
Effect: Stores 2 days worth of water.
Value: 10

Water Filter: A simple, compact system using various membranes, ash and sand to make filthy and some radiated water drinkable.
Effect: Purifies dirty water. (Roll 1d4 to see how many days of water you purify.)
Value: 120

Repair kits: This is used for keeping weapons and armor together. Every weapon is a small baby that you need to care for, my friend.
Effect: +1d4 to Engineering and Crafting rolls when repairing weapons or other items.
Value: 30.

Traps:

Trap Rules: Traps are set or dug with AGI+Stealth against a Difficulty of 2. Enemies and prey must make a 1d20 INS+Perception roll against the Challenge (xC) rating of the trap.

Trip Wires and Pit Falls can be made with available materials and as such are not listed. Land Mines are only found in Bygone-era bases or are hand-made.

Bear Trap: Two serrated jaws connected by a spring-based pressure switch can cripple most prey or do enough damage to distract them from the ambush.
Challenge Rating: 14C
Effect: 8 Damage per round
Special Rule: The trapped prey must make a escape roll (1D20+Dex) to get out of the trap or suffer another round of damage.

Survival Gear:

Food Rules: All characters consume 1 ration of food and water per day. 1 Ration is equal to a full day of meals (Breakfast, Lunch, Dinner) and prices fluctuate great depending on location.
In these dark times, the resurgance of native wildlife means hunting is common, as is fishing and roasting insects. Even Sepsis-infected creatures can be safely consumed with a good roasting, which kills the mycelium that blooms in the lungs, nasal cavities, brain and is strung throughout the flesh.
And if all else fails, scraping off lichens, moss and mushrooms will help, as well scavenging off corpses (Anyone for maggot gruel?) in the field.

Food and water is gained through INS+Survival Rolls, with success creating 1 ration plus additional rations per Trigger achieved. Survival Gear has no Encumbrance rating.

Fishing Gear: Allows for fish, crab and other edible sealife to be caught.
Effect: +1D4 to INS+Survival rolls when fishing.
Value: 5

Cooking Gear: Even if it's only a skillet and a long pointed stick for use as a spit, it's better than holding it over a fire with your bare hands.
Effect: Lets you cook things. Obviously.
Value: 30

Flask: A Bygone-era metal drinking bottle. Can also be represented by water/wineskins.
Effect: Stores 2 days worth of water.
Value: 10

Water Filter: A simple, compact system using various membranes, ash and sand to make filthy water drinkable.
Effect: Purifies dirty water. (Roll 1D3 to see how many days of water you purify.)
Value: 120

Traps:

Trap Rules: Traps are set or dug with AGI+Stealth against a Difficulty of 2. Enemies and prey must make a INS+Perception roll against the Challenge (xC) rating of the trap.

Trip Wires and Pit Falls can be made with available materials and as such are not listed. Land Mines are only found in Bygone-era bases or are hand-made.

Bear Trap: Two serrated jaws connected by a spring-based pressure switch can cripple most prey or do enough damage to distract them from the ambush.
Challenge Rating: 4C
Effect: 8 Damage
Special Rule: The trapped prey must make a BOD+Force (4) roll to escape, or else suffer a penalty to all actions equaling the Challenge Rating. Body Armor that covers the entire body reduces damage, but a Scourger Flak Jacket or Bulletproof Vest offer no protection.
Encumbrance: 1
Value: 30

Light And Fire Sources:

Matches: The brand names are faded, but boxes of matches are still found and still work.
Effect: Contains anywhere between 10 to 100 Matches.
Value: 25

Rag And Twigs Torch: Made of oil-soaked rags and/or dry twigs, these torches are a common source of light when navigating the wilderness, but highly visible.
Effect: Reduces the Darkness Penalty by 1. Lasts for 30 Minutes.
Value: 3

Flint And Tinder: The earliest way to start a fire, flint and tinder ranges from flintstone found in the wild to decorated flint boxes that also store some dry leaves and small twigs picked up in the field.
Effect: Easily available source of sparks. Takes a few minutes to reliably start a fire, modified with an INS+Survival Roll.
Value: 20

Lighter: These Bygone-era Lighters use a special reservoir of oil and a special sparkwheel to create a constant flame. The light is weak, but it's a longer lasting and faster way to start a fire than matches. The Neolibyans have begun making their own copies as a way to further flaunt their riches.
Effect: Operates the same as Matches, but can be refilled with either Petro or Lamp Oil when it runs out. Reservoire is good for weeks.
Value: 180

Oil Lamps: These come in a variety of styles, but they are a more reliable and brighter source of light than a bundle of rags and twigs on a stick.
Effect: Reduces the Darkness Penalty by 2 for 1 Hour.
Value: 40

Lamp Oil: For Oil Lamps, but also suitable for Lighters and can be used to set fires or soak Torches before lighting.
Effect: Has a variety of uses.
Value: 10

Orienteering And Tracking Tools:

Regional Map: These maps are often drawn on oilcloth to help preserve them, or else are made by a printing press or skilled cartographer on fine paper and kept inside a water-tight leather case.
Effect: +1D to INS+Orienteering
Value: 40

Compass: Using a magnetic Lodestone, these devices unerringly mark the way towards the Magnetic North Pole, unless they encounter someone or something that has a more powerful magnetic signature.
Effect: +1D to INS+Orienteering
Value: 220

Climbing Tools:

Climbing Harness: An ingenious harness festooned with various ways to secure a rope to one's body.
Effect: +1D to AGI+Acrobatics when attached to a length of rope.
Value: 400

Rope, 10m: Made of strong hemp fibers or interwoven with steel cable for added resilience.
Effect: Rope has many uses.
Value: 60

Overnight Gear:

Sleeping Bag/Warm Blanket: Sleeping bags these days are made of thick, waterproofed fabrics secured with rope ties, but in the wilderness a thick and warm blanket can offer a restful sleep even when resting on the cold earth.
Effect: Heals 1 Flesh Wound per night.
Value: 10
Encumbrance: 2

Insect Net: Insects are the tools of the Sepsis to spread the infection through contact or bites, making these essential camping equipment.
Effect: Keeps insects away, preventing hidden infestation rolls.
Value: 80
Encumbrance: 2

Camo Netting: These come in many forms, but their purpose is the same, to hide a resting spot or camp from hostile attention.
Effect: +2C to finding the camp site. The owner presumably has hidden markers or signs to point it out or knows the best route to find it.
Value: 60
Encumbrance: 2

Tent: Unless you have an encyclopedic knowledge of every suitable cave in a region, a tent is essential when the weather turns bad.
Effect: Protects the owner from the weather. Can comfortably hold 3 people if they don't mind being huddled together.
Value: 120
Encumbrance: 3

Travel Aids:

Backpack: These large canvas or leather bags with their numerous pockets and sturdy wood or metal frames can hold a great deal of equipment and supplies inside and outside their confines. Properly loaded, they greatly reduce the burden of carrying large amounts of equipment.
Effect: Reduces the Encumbrance rating of all items placed inside/strapped outside the backpack by 2. Backpack can hold 10 times the Player's BOD+Force rating. Can be dropped in combat without using an Action.
Value: 15
Encumbrance: 1

Sleigh/Hand Wagon: These little platforms on skids or wheels have items strapped down to them and the act of pulling them behind the owner is accomplished by holding onto a set of leads.
Effect: Reduces the Encumbrance of all items strapped to the Sleigh or Hand Wagon by 3. Can hold 20 times the Player's BOD+Force rating. Can be abandoned and recovered during and after combat.
Value: 20
Encumbrance: 1

Shadowy Aids:

Lockpicks: Ranges from a bobby pin and a screwdriver to elaborate tools kept in leather rolls that can defeat any mechanical lock.
Effect: Allows using AGI+Dexterity to open locks without a penalty. Electronic Locks require different tools, or explosives.
Value: 20

Camouflage Paints: A pot or pots of special paints that when used in the right way, make it nearly impossible to spot the painted individual.
Effect: +2D to AGI+Stealth rolls.
Value: 15

Communications Gear:

Radio: A salvaged Bygone-era radio system or one manufactured by either the Hellvetics or Chroniclers. Expensive and rare, with a decent range.
Effect: Allows communication with another radio over a 5km range.
Encumbrance: 1
Value: 1500

Gas Masks:

Breathing Cloth: Layered cloth and rags that provide emergency defence against a Spore Storm, pheromones and gas. Don't rely on this in a Spore Field or near an Earth Chakra
Effect: +1 Success (+1S) but renders the mask contaminated and unusable once removed.
Value: 5

Charcoal Absorber: These replaceable, bulky filters are attached to the many styles of gasmask in use across the known world. Reliable, long-lasting but expensive.
Effect: +2S to resistance rolls.
Value: 200

Breathing System: Combines a charcoal absorber with a self-contained air canister connected via a valve. This fully-sealed mask is the best protection a person can acquire, but the air tank lasts for only 1 hour.
Effect: +3S for one hour, then reverts to +2S.
Value: 600

There. General Gear Lists are done. For now. The list's update once you find more things in shops.
Hidden 7 yrs ago Post by Remial
Raw
OP

Remial

Member Seen 7 yrs ago

Money: When you start your character, you roll 1D10 and times the result by 100. That is how much you start with. But you can earn money for doing favors for people in the world, or simply killing enemies.

Aimed Shots: You can aim each attack to strike that location. Using this takes up one Survival point. Each limb can be taken off if hit enough.

Attacking: Both you and your attacker/who you're attacking both roll 1D20s to either block or hit the other person. Whoever has the highest wins the exchange. If defense wins, the defender takes only half damage. Attacker wins, full damage.

Combat: You may all decide an order by rolls or posts, but once all of you have went, I shall attack. See the Distance stat on all the weapons? You can strike up to that range. You can only move a Distance of 10+Stamina in the beginning.

Survival Points: Cold logic or burning fury marks the psychology of the warrior and fuels them. When they are spent, they collapse in mental and physical exhaustion.

Choose between Primal Or Focus. If you have neglected to put even a single point into either, then here's a single point (1), now choose one. Once you have chosen, calculate as follows.

Ego Points = (INS+Primal x2 OR INT+Focus) x2

You can use Survival Points for aimed attacks, Skills that you can learn from specific people, or spending them for certain rolls. You recover Survival with a full night's sleep, inhaling Burn, or acting in accordance with their Concept.

Radiation Infestation: There is a limit to how much Radiation a person can take before they are taken by the Primal Urges of man and become a mutant, a puppet with no soul.

Radiation or Sickness Infestation Max = (PSY+Faith OR Willpower) x 2

Flesh Wounds: You will get hurt, this is unavoidable. Flesh Wounds are how much the body can take before the damage becomes too great to bear.

Flesh Wounds Max = (BOD+Toughness x 2)

Trauma: Sooner or later, your wounds will drag you down, death opens the gates, the ancestors or God's angels come to meet you. Trauma is your last gasp, if these are drained, you will fall into a coma or just drop dead. Don't worry! You only get Trauma every time you go down in battle! So as long as you keep your Flesh Wounds from going down to 0, you'll be fine!

Trauma Max = BOD+PSY

Passive Defence: Passive Defence starts at 1 and can be raised through Potentials or special equipment.

Sanity(New!): The Wastelands isn't the most.......Stable environment for everyone. Some places and people in the world can be broken in more ways than one, from what I've discovered. A man cannot take more than a certain limit of mental hits.

Sanity Max: (PSY+Stability)x2

Once you go past that, you may go insane and join the ranks of the Psychos!

Experience: After each Combat, Encounter, or adventures, you each get a set amount of Experience points that you can spend on either upgrading skills or Attributes.

And with that, the Character set-up is complete. The limits of the Character Sheet have been removed and now you can upgrade up to Skills or Attributes of 50. Have fun!
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