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== GEAR AND EQUIPMENT == <font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></br> Cost Steps (see Wealth) – Cheap (C), Normal (N), Pricy (P), Expensive (E), Very Expensive (VE), Extremely Expensive (EE), Minor Relic (MR), Relic (R), Significant Relic (SR), Greater Relic (GR), Artifact (A)</br> Gear (and weapons and armor) can be considered uncommon (U), illegal (I) or military only (M). This generally means the character needs to find a seller (either Connections or Networking check). For military only character needs to be Status 3+ to legally purchase it, otherwise it is considered illegal. For freeman etc. The price for illgeal gear on the black market increases by +1 step. '''CLOTHING AND PROTECTIVE GEAR''' :'''Lower-class Clothing or Coveralls''': peasant work and relaxation wear (Status 1 or lower). Wt. 6lbs, Cost C :'''Middle-class Clothing''': everyday faction work and casual wear (Status 2). Wt. 6lbs, Cost N :'''Upper-class Clothing''': non-formal dress of the great factions (Status 3 or higher). Wt. 6lbs, Cost P :'''Royal Clothing''': regal wear, heavy and bulky but add +1 to Persuasion and Status checks in appropriate situations (Status 5 or higher). Wt. 16lbs, Cost VE :'''Shift Fabric''': clothing that can change colors and ‘design’ with one’s mood, etc. Adds +2 Persuasion and Status checks in most situations. Wt. 6lbs, Cost EE :'''Camouflage Uniform''': in correct environment grant +1 to Stealth checks but -1 to checks in all others areas. Wt. 6lbs, Cost N (patterns include forest, artic, jungle, urban, etc.) :'''Night Cloak''': a cloak that absorbs ambient light and grants +2 to Stealth checks but only in Dim or darker light situations. Wt. 4lbs, Cost E :'''CamoSilk''': this full bodyglove changes patters with background, grants +2 to Stealth checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the bonus to stealth, just a normal roll). Wt. 4lbs, Cost VE (E for cell) (M). :'''Hiking Boots''': grant +2 against Fatigue caused by long journeys on foot. Wt. 3lbs, Cost N :'''Backpack''': carry up to 60lbs of gear. Wt. 3lbs, Cost C :'''Desert Suit''': collects water and protects against heat and can provide up to a gallon a water a day in most deserts (see Environment). Wt. 8lbs, Cost E :'''Winter Clothin'''g: basic winter clothing for cold environmental. Wt. 8lbs, Cost N :'''Winter Suit''': advanced artic gear, this ignores all but the most server of cold environmental conditions. Wt. 12lbs, Cost P :'''Clip/Drop Harness''': magnetic/hook safety line grant +4 with Athletics (Climbing) skill, but double the time required. Wt. 4lb, Cost P (N cell) :'''Filtration Plugs''': simple plugs that are worn in each nostril. Grant +2 against inhaled toxins and poisons, along with hazardous atmospheric conditions. Wt. nil, Cost C :'''Rebreather''': a gas mask that cover the whole head and includes large shattered resistant goggle. Grant +4 against inhaled toxins and poisons, low or high pressure and hostile atmospheres. However limits vision. Wearer suffers a -1 Notice/Shooting. Wt. 1lb, Cost N (C for 4 replacement filter). :'''Aquamask''': an advanced full face mask allows wearer to breath underwater for 4 hours (refill takes 30 minutes and cost N at filling station). Wt. 1lb, Cost P :'''Environmental Suit''': combines the functions of both desert and winter suits with a rebreather mask. Also grants +4 to resist radiation damage. Can be torn or ripped (3-4 damage depending). However limits vision. Wearer suffers a -1 Notice/Shooting. Wt. 15lbs, Cost E :'''Wet Suit''': skintight wetsuit and air tank for up to four hour underwater, advantage with saving throws against cold and pressure environmental conditions. +2 to Athletics tests when swimming. Oxygen tank lasts 4 hours and costs N to refill (taking 30 minutes to re-fill). Wt. 10lbs (tank is 6lbs), Cost P [[File:FadingSunCover.jpg]] '''COMMUNICATIONS''' :'''Squawker''': head-set ear and throat vox, 5 miles max range under perfect conditions. Wt. 1lb, Cost N :'''Whisper Pin''': ear and pin vox, 5 miles max range under perfect conditions. Subtle and not normally notices as a communication device. Wt. ½lb, Cost E :'''Starlight Vox caster LRCD''': backpack box with satellite uplink unit, range with satellite routing planetary, otherwise 50 miles. Wt. 10lbs, Cost VE :'''Image Lantern''': holographic projector, com-unit. 10 mile range. Wt. 10lbs, Cost EE '''COVERT DEVICES''' :'''Lockpicking tools''': grants +1 to Thievery (lockpicking) checks. Wt. ½lb, Cost P :'''Advanced Lockpicking Tools''': grants +2 to Thievery (lockpicking) checks. Wt. 1lb, Cost E (I) :'''Mag-Lock Passkey''': grants +1 to Hacking and Thievery (Mag-locks) checks. Wt. 1lb, Cost E (I) :'''Advanced Mag-Lock Passkey''': grants +1 to Hacking and Thievery (Mag-locks) checks. Wt. 2lb, Cost VE (I) :'''Gen-Lock Passkey''': grants +1 to Hacking and Thievery (Gen-locks) checks. Wt. 2lbs, Cost VE (I) :'''Advanced Gen-Lock Passkey''': grants +2 to Hacking and Thievery (Gen-locks) checks. Wt. 2lbs, Cost VE (I) :'''Jammer, Area''': jams all wireless and radio communications within a 20yd radius (10”) and can interfere with radar, etc. Others must make an Tech-Use skill check at -4 each round to use wireless skills and communications in area. Wt. 2lbs, Cost P :'''Jammer, Directional''': as Area Jammer but in a Blast Template. Wt. 2lbs, Cost P :'''Laser Mic''': Can be pointed at a hard surface (with a Tech-Use check) and listen in to converstions up to 1,000" (2,000 yds). Wt. 4lbs, Cost E :'''Stummer''': This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds +4 to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves. Wt. 4lbs, Cost E :'''Screamer''': Proximity alarm that detects motion and sound, base Notice d8+2 within a Large Burst Template. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within its signal strength of 50”/100yards). They automatically detects ultra-sound waves (Stummer or similar devices) within their area. Wt. 3lbs, Cost P :'''White Noise Generator''': Used to mask talking within a 10yds (5”) radius area from outside listeners. It imposes a -4 Notice penalty on outsiders listening in on any conversions, etc. Wt. 5lbs, Cost P :'''Pasteel Handcuff Restraints''': Escape is Agility or Strength check at -4. Causes one level of Fatigue each attempt. Attempt takes 2d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls. Wt. 1lb and Cost P for a set of 4 :'''Plastic Handcuff Restraints''': Escape is Agility or Strength check at -2. Causes one level of Fatigue each attempt. Attempt takes 1d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls. Wt. ½lb and Cost N for a set of 4 '''HAND HELD SCANNER'''</br> The following all require a Tech-Use skill checks. :'''Auspex Sensor Suite''': advanced hand scanner that uses optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes a -4 or greater penalty on check. Within 30” (60 yards) and a Tech Use check can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. -2 to the check for every 5” (10 yards) targets outside of optimal range. Raises determine more detailed information. Wt. 4lbs, Cost EE :'''Cybernetics Detector''': hand-wand unit used to detect implanted cybernetics. The user makes a Tech Use check within 2” (4 yards). A Raise user gains targets’ Stain level and basic info on cybernetics, additional raises will gives more detailed info. Wt. 2lbs, Cost P.: :'''Electronic/Radio Transition Detector''' (bug detector): hand-wand unit to active radio transmission, active scan, listening devices, etc. within 10” (30 yards) with a Tech Use check. Each 2” (4 yards) farther away -2 to check. Wt. 1lb, Cost P. :'''Explosives Detector''': hand-wand unit that detects explosives. The user makes a Tech Use check within 2” (4 yards). Wt. 2lbs. Cost P :'''Giger Counter''': this is a simple disposable pocket detector that determines the base radiation level and automatically informs the user. Wt. ¼lb, Cost C :'''Medscanner''': a small hand-held wand. User can make a Tech Use check to determine ‘standard’ diseases, poisons, and conditions. Rare or unique ones will a Raise. A successful check grants +2 to Heal checks. Wt. 2lbs, Cost P :'''Motion Detector''': hand sensor for detecting movement. User makes a Tech Use check within 30” (60 yards), -2 for every 2’ (4 yards) beyobd. This check ignores lighting obscure and light cover obscure. Heavy cover obscure imposes -4 on the check. A targets that uses the Run action grants +2 on check while those standing still (Pace 0) impose -2. Wt. 3lbs, Cost E :'''Weapons Detector''': hand-wand unit to detect concealed weapons, although higher tech weapons are easier to sense. Within 2’” (4 yards) a Tech Use check will detect any high tech weapon, a Raise it will detect ‘stealth’ weapons and a second Raise will detect primitive weapons. Wt. 2lbs, Cost P '''LIGHT''' :'''Pen-Light''': small battery-powered hand or helm mounted light up to 50ft. Wt. ½lb, Cost N :'''Flashlight''': hand-held, out to 200ft. Wt. 1lb, Cost C :'''Fusion Lantern''': fusion hand lantern, 50ft radius or out to 500ft protection. Wt. 2lbs, Cost EE '''MEDICAL GEAR''' :'''Disposable Medpac''': advanced one-use medpac (+2 Healing skill checks and recepent gains a free Soak roll after 1d6 rounds). Wt. 1lbs, Cost E :'''Elixir''': tissue regen serum. Heals 1 lethal injury Wound immediately and then allows four “Soak” checks, one every minute after that. Cost VE (for a four dose vial) :'''First Aid Kit''': basic healing kit. Good for 3 uses with Healing skill checks. Wt. 1lb. Cost C :'''Medpac''': basic medpac. +1 to Healing checks for 5 uses. Wt. 4lb, Cost N (Cost C and weighs 2lbs for a refill) :'''Nanotech Medpac''': super-advanced medpac (+2 Heal rolls and recepent gain a free Soak roll at +2 in 1d6 rounds). Wt. 4lbs, Cost EE (5 uses before it needs to be re-charge for E cost) '''TOOLS AND POWER''' :'''Mech Tools''': required for mechanical craft and devices Repair checks. Wt. 25lbs, Cost E :'''Volt Tools''': required for electrical systems and devices Repair checks. Wt. 2lbs, Cost E :'''Hi-Tech Tools''': there are two basic kinds of Hi-Tech Tools, each give a +2 to related Repair and Knowledge checks. Energy/Power Source Kit, Wt. 25lbs, Cost E; Stardrive Kit, Wt. 50lbs, Cost EE) :'''Generator''': a gas-powered generator can run electric lanterns, minor gear, etc. Wt. 40lbs, Cost P :'''Fusion Generator''': a fusion generator can recharge weapon batteries, energy shields, etc. Wt. 15lbs, Cost EE '''SECURITY SYSTEMS''' :'''Gen-Lock''': scan genetic code of owner before lock will open (Think Machine -6). Wt. 1lb, Cost VE :'''Mag-Lock''': magnetically sealed-locks (Think Machine -2), Wt. 2lbs, Cost E :'''Scrambler Pad''': Random Key-Pad lock (Think Machine -4). Wt. 2lbs, Cost E :'''Wellesley Lock''': base lock (Lockpicking -2). Wt. 2lbs, Cost N '''THINK MACHINES (Computers)'''</br> The Church frowns on machines that rob man of his unique place in the universe and as such many of these machines are not as smart as they should be. Cost also tends to be higher because of this an true AI are illegal. The following are standard are palm size (Wt. 2lbs). Desktops are larger are also available but not really portable. :'''Accountant''': tracking of costs and profits, pocket secretary journal unit included. Cost E :'''Mapper''': roll-out clear plastic map-board hand wand, with GPS built in (d12 to Common Knowledge on location, etc.). Cost E :'''Facial Scanner''': recognize facial features even through disguises (Notice d10 vs. Disguise). Cost VE :'''Hierarchy''': wrist personal data management computer with various data (Photographic recorder and data, Academia d6, Tech Use d8). Cost E :'''Library''': stores lots of lore in a hand-help unit, non-AI (Academia d8, Science d8, Tech Use d8, Think Machine d8). Cost VE (M) :'''Advisor''': A.I. that can ‘think’ and fairly illegal (Smarts d10, Photographic Memory, Academia d10, Science d10 Tech Use d10, Think Machine d10). Cost EE (I) '''OCCULT AND THEURGIST ITEMS''' :'''Focus Crystal''': minor psychic crystal focus (+1 to one specific Occult/Psychic power. Must be choosen when purchased). Wt. ½lbs, Cost E :'''Greater Focus Crystal''': more powerfil psychic crystal focus (+1 to all Occult/Psychic powers and increases the wielder Power Points by +5). Wt. 1lb, Cost EE :'''Power Crystal''': adds +5 power points if carried on person, touching the skin. Only adds these points to psionic powers. Wt. 2lbs, Cost EE :'''Blessed Weapon''': melee weapon blessed by a Saint or important figure (‘supernatural’, can affect Incorporeal beings and +1 to attack and damage) Cost VE :'''Greater Blessed Weapon''': as base but +2 to attack and damage and AP-2. Cost MR :'''Minor Relic''': some minor religious icon or vestments (+1 to one specific Theurgist occult power. Must be choosen when purchased). Wt. 1lb, Cost E :'''Greater Relic''': some important religious icon (+1 to all Theurgist occult powers and increases the wielder Power Points by +5). Wt. 5lbs, Cost EE :'''Power Relic''': adds +5 power points if carried on person, touching the skin. Only adds these points to theurgist powers. Wt. 2lbs, Cost EE
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