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====GEAR==== Modern Gear can be purchased at twice the standard price (including Ammo, Armor, Weapons, etc.) listed in SWADE core book. Futuristic gear is also available but generally rarely for sale, but can be found by some merchants. Prices are at least five or more times then the standard prices found in SWADE. Listed below are some examples and the minimum price for them. </Br> Note that cellphones reception and the internet are very limited to small high tech area. Note 2 - Buying goods on the cheap ('''El Cheapo''') </Br> :Cost: El cheapo gear costs half the normal price, but a survivors only receives a discount on types of gear described below.</Br> :* Breakage: Cheap guns, saddles, and so forth—anything a survivor might use in a skill roll—break if the player rolls a Critical Failure. An el cheapo axe falls apart while you’re trying to whack some nogood rascal, or a secondhand wagon loses a wheel. If your cowpoke has the All Thumbs Hindrance, the breakage is spectacular enough to Stun the user. Powered items explode, the cinch on a saddle snaps like thunder, and so on. :* Persuasion Penalties: Items that don’t come into play for skill rolls might affect folks’ perception of your hero. It rare in this setting (as everyone wear old cloths, etc.) but items that are especially cheap looking or maybe mildly radiative, etc. might give a penalty. Each of these items inflicts a −1 modifier to your hombre’s Persuasion rolls, but the maximum penalty for el cheapo gear is −2. :EL CHEAPO HORSES or MOUNTS </Br> :* Skinflint characters who cheap out on horseflesh are in for a whole different addition to their normal statistics, have two Minor Hindrances or a Major Hindrance of the Marshal’s choice. That’s right, partner, you could wind up with an Elderly nag, a Stubborn mare, or a Mean stallion full of piss and vinegar. You pays your money... Additional Modern Gear (prices already include increased cost) * Beer, bottle (2 quarts): Cost $5, wt. 3lb * Binoculars: Cost $100, wt. 1lb (allow x2 to x5 vision magnification) * Book, survival: Cost $100, wt. 1lb (+1 to Survival checks) * Book, technical: Cost $500, wt. 1lb (+1 to appropriate/one ''Knowledge'' skill) * Canned Goods, per day: Cost $15, wt. 2lb (varity of types) * Can Openner: Cost $10, Wt. 1/2lb (without requires a Agility or Smarts check with a knife to open and not use 1/2 of the content) * Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs) * Compass: Cost $50, Wt. 1/2lb. * CBRN Suit: Cost $500, Wt. 10lb (a one-piece military suit that is worn over armor. total immunity to biological and chemical toxins and +4 resistance checks verse radiation. But wearer suffers a -2 to Notice and -1 to Shooting) * Duck Tape: Cost $5, wt. 2 lb (60-yard roll) * Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -2 to sight based Notice checks and -1 to Shooting) * Geiger Counter: Cost $150, wt. 2lb * Handcuffs, steel: Cost 50, wt. 2lbs * Handcuffs, zip ties: Cost $10, wt. 1lb for 100 * Lantern, battery: Cost $50, wt. 2lb (creates light in with an Large Burst Template, and Dim illuminations within twice that) * Map, local: Cost $50, wt. 0 * Map, atlas: Cost $500, wt. 1lb * Matches, Box of 50, waterproof: Cost $10, wt. 0 * Mini-Tool Kit: Cost $750, Wt. 5lbs (required to make Electronic and Repair checks at -2. Without it suffer a penalty of -2). A Master Mini Kit costs $1,500 and does not suffer a skill penalty. * Portable Tool Kit: Cost $500, wt. 20lbs (required to make Electronics and Repair checks Without it suffer a -4 penalty). A Master Kit cost $750 and grants a +1 bonus to Repair checks. * Radio, crank: Cost $200, wt. 3lb (Wind up for 2 minutes, radio last 10 minutes. 2 mile range) * Radio, CB: Cost $1,000 wt. 5lb (100 mile range) * Walkie Talkie, basic: Cost $500 wt. 1lb (2 mile range) * Walkie Talkie, professional: Cost $1,500, wt. 2lb (15 mile range) * Vodka (2 quarts): Cost $20, Wt. 3lb Futuristic Gear</Br> Much of the following is found in the Science Fiction companion and from one of the of Gamma World * 3D Printer: Cost $5,000, wt. 10lb (a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of just raw materials in about one minute per pound. Blue print for most common good costs $100-500 each) * Adhesive Patches: Cost $100 for 10 patches, wt. 0 (Small squares made of the same material as space and CBRN suits, adhesive patches are a quick puncture repair kit. One patch is required for each breach) * Anti-Grav Pods: Cost $150,000, wt. 1lb (these 12” disks are used in pairs by a Hydrogen Cell. When clamped onto an object they can negate gravity and allow the object to be moved easily. The can lift 75 lbs for 1 hour, 150 lbs for half-hour and 300 lbs max for 15 minutes) * Anti-Grav Sled: Cost $800,000, wt. 10lb (this 4’x8’ platform is powered by an Atomic Energy Cell and when activated will negate gravity for its load. It can lift 6 tons for 100 hours, 12 tons for 50 hours and loads up to 24 tons for 25 hours) * Camouflage Suit: Cost $5,000, wt. 2lb (this is an LED suit, cloak, or poncho that copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2) * Cargo Loader: Cost $500,000, wt. 2,000lb (essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo. The pincers are awkward if used for combat and act as an Improvised Weapon (–1 Fighting and Parry). They cause Str+d6 damage) * Commlink: Cost $5,000, wt. 1/4lb (a voice-activated communications device that can be worn on the ear, throat, or collar, or held in the hand. It has a range of 10 mile on its own and undetectable by non-advanced communication detectors) * Cyber Deck: $10,000, wt. 2lb (a high-end, portable computer built for hacking. Characters can’t generally hack a system without one unless they’re able to log into a dedicated station. A fully-loaded deck with the latest security cracks costs three times as much but adds +2 to Hacking skill) * Electro Binoculars: Cost $3,000, wt. 2lb (these advanced viewing devices provide magnification up to 500×, including a digital readout of distance and compass direction. A button press also provides Low Light or Infravision (eliminating illumination penalties for Dim and Dark and -3 for total darkness). Electro Binoculars add +2 to vision-based Notice rolls to see things at a distance. For an additional $4,000, the binoculars can see through up to 6” of anything but solid stone, metal, or other dense materials) * Energy Sheet: Cost $2,000, wt. 1lb (this 8’×5’ sheet of lightweight energy cells absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. This is the size used for personal bedding) * Energy Tent: $5,000, wt. 2lb (an easy-to-assemble 2-man tent using the same material found in the energy sheet (above). The tent and collapsible poles are contained in a small drawstring bag) * Exoskeleton: Cost $20,000, wt. 5lb (this device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps) * Force Field Generator, Personal: $500,000, wt. 30lb (this device creates a force field the size of a Medium Burst Template (in a sphere). It conforms to earth, walls, and other objects so as not to destroy them. The device’s batteries contain one hour’s worth of continuous use and recharge time is five hours for a full charge. The field blocks 20 points of any incoming attack (except mental powers). If an attack breaches the force field (21 points of damage or more in one attack), the sphere collapses and loses half its remaining power. Powering the field on again requires a Repair roll) * Glowcube: Cost $500, wt. 0 (this 1” crystal cube is powered by a Hydrogen Cell, they will operate for a year of continuous use. May select Area: illuminate a 15” diameter, or Beam: can be seen for 30 kilometers and is about 2” wide. This causes light illumation and for twice that affect Dim illumation) * Hoverboard: Cost $1,500, wt. 2lb (a lightweight skateboard-sized device that allows the user to hover a few inches off the ground using the Piloting skill. This version is powered and gives the user an Handling of +1 and Top Speed of 30mph) * Language Translator: $5,000, wt. 1lb (available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra high and ultra low frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2) * Matter Cutter: Cost $75,000, wt. 15lb (these devices use ultrasonics, lasers and molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls or sealed interiors. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not gameinches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP 10, and subtracts 2 from Fighting rolls and Parry) * Matter Remover: $100,000, wt. 10lb (this tool is typically used by miners to tunnel through rock. It removes up to a cubic foot of rock or earth per round. Armored surfaces reduce this by half. As an improvised melee weapon, it causes 3d6 Damage at AP 5, and subtracts 2 from Fighting rolls and Parry) * Medi-Gel: Cost $150, Wt. 1/4lb (a tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out, and contains 10 uses) * Medi-Scanner: Cost $3,000, wt. 2lb (this hand-held scanner and screen depicts the internal structure of organic beings. This greatly helps doctors looking for damage, and adds +2 to their Healing rolls. With a tiny blood sample, the medi-scanner can also detect known poisons, diseases, and other conditions) * Mineral Detector: Cost $5,000, wt. 4lb (a hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the penalties for detecting mines) * Nutri-Bar: Cost $100, wt. 1/4lb (advanced freeze-drying and condensing techniques allow a complete meal (one days worth of rations for a Size 0 creature) to be packed into a 4” by .5” thick bar) * Portent: Cost $10,000, wt. 5lbs (this backpack-sized unit is powered by Solar Energy Cells good for 24 hours of constant use. It creates a dome-like force field the size of a Large Burst Template that resists wind, water, bugs and other natural elements. If attacked against the Force Field deals has a 5 point Toughness. Anything that deals more then that causes the field to collaspe)
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