Editing MTH:Equipment Merits

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New equipment which is unique to the character or requires it's own part of the system is appropriate to create a merit for. 'Generic' superhero stuff isn't. For equipment, check the [[Super Equipment]] section.
 
New equipment which is unique to the character or requires it's own part of the system is appropriate to create a merit for. 'Generic' superhero stuff isn't. For equipment, check the [[Super Equipment]] section.
  
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===Airship (special)===
  
===Demolitions (**)===
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PREREQUISITES: Base, and combined Resources 10+ or Unlimited Resources. Characters who share a Base pool their Resources to achieve this minimum.
  
PREREQUISITES: Effective Strength, or Intelligence 3+
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EFFECT: Choose one: the character's entire Base is mobile in defiance of all physics, or the character's Base has an additional detachable room. In either case, the Airship flies as fast as a typical passenger plane, making travel easier but mostly just looking cool.
  
EFFECT: Through force of personality or natural talent, your character seems particularly inclined toward property damage.  When the character would roll to see if they damage and object, subtract Power Level from the object's Durability.
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If the Base and Airship are one and the same, this merit costs as many dots as the Base to which it applies. Such an Airship cannot be upgraded later unless both merits are upgraded at the same time.
  
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If the Base and Airship are separate entities, treat this merit as another Base with one-quarter the surface area. Such an Airship cannot have more dots than the Base that services it.
  
===Embedded Equipment (* to *****)===
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If for some reason the prerequisites are no longer met, the Airship is grounded.
  
EFFECT: Your character has a genetic or technological implant that replicates the function of a piece of equipment. The base cost for the merit is equal to the Availability rating of the piece of equipment. Brandishing the equipment, such that it can be used, takes an action, which is usually obvious. Adding a dot to the rating removes this limitation.  
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Note that an airship as this merit describes it is a base of operations with the needed amenities for living. If the character(s) simply want a flying vehicle with gadgetry, they should look to the Tricked-Out Ride Merit.
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If the player characters are expected to regularly travel beyond the reach of a simple airship, through time, or even to parallel universes, the Storyteller may allow the Airship to take them there at no extra cost, but if they don't need such a thing, they can't possibly buy it.
  
If the equipment uses up a resource, such as ammunition, then it either has to be loaded after the equipment is brandished, or it can be stored internally with another purchase of this merit.
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===Base (* to *****; special)===
  
The embeds created with this merit are standardized. They can be visually detected for what they are unless hidden under heavy clothing. By adding a dot to the level of this merit, the embed cannot be noticed, even if the character is naked, without some form of medical diagnostic or security scan.
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EFFECT: A Base is a safe, secure location in which a character can train, plan his actions, recuperate from injuries, or simply rest while he's not saving the world.  Perhaps there is a cave beneath his house in which he's set up a lair, or he has access to a special penthouse in a skyscraper.
  
Add the Size rating of above (character's size-2), the cost of the merit is increased by 2 dots per every point of difference.
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All Bases are not created equal.  A warehouse might have sufficient space, but might not have sufficient security to drive away intruders.  A hidden basement in the character's house might be hard for others to breach, but might offer barely enough space to hold the character's specialized equipment.  Great time and effort is spent in finding appropriate Bases, and their value is represented by two factors: Size and Security.  See the "Sanctum" Merit from ''Mage: The Awakening'' or the "Haven" Merit from ''Vampire: The Requiem'' for rules to apply to Bases.
  
If the piece of equipment cannot be 'put away' or hidden at all, subtract a point for the merits rating.
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If using the God Machine Chronicle rules update, use the Safe Place merit in place of Base.
 
For a similar merit with a more mystical feel, see Examic Object.
 
  
For a scalible offensive weapon that exists as part of the character's body, see Power Strike.
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===Demolitions (**)===
  
For scalible armor that exists as part of the character's body, see Armor.
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PREREQUISITES: Effective Strength, or Intelligence 3+
  
Players may use this merit to build a supped-up vehicle or pet. The system is identical, the player need only identify that this merit is applied to the vehicle or pet.
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EFFECT: Through force of personality or natural talent, your character seems particularly inclined toward property damage. When the character would roll to see if they damage and object, subtract Power Level from the object's Durability.
  
 
===Enhanced Item (* to *****)===
 
===Enhanced Item (* to *****)===
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EFFECT: Magically or technologically improved objects are not uncommon in the world of MTH. Any object can be enhanced to increase there equipment bonus by one per dot, or improve their durability by two per dot. Likewise, penalties to a normal item can be removed on a two-per dot ratio as well.
 
EFFECT: Magically or technologically improved objects are not uncommon in the world of MTH. Any object can be enhanced to increase there equipment bonus by one per dot, or improve their durability by two per dot. Likewise, penalties to a normal item can be removed on a two-per dot ratio as well.
 
  
 
===Equipment Theme (** to ****)===
 
===Equipment Theme (** to ****)===
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Individuals may share a theme.
 
Individuals may share a theme.
  
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God Machine Chronicle Rules Update: Treat the Resources requirement above as an Availability rating.
  
 
===Fetish Object (*)===
 
===Fetish Object (*)===
  
 
EFFECT: Often a religious icon, weapon, heirloom, or all three, a fetish object is of great importance to its bearer or protector.  So great is its importance that the character possessing this merit adds two to their effective Resolve when bearing the object or protecting it. The object may also be an Exanimaic Object, if the player pays for them as such.
 
EFFECT: Often a religious icon, weapon, heirloom, or all three, a fetish object is of great importance to its bearer or protector.  So great is its importance that the character possessing this merit adds two to their effective Resolve when bearing the object or protecting it. The object may also be an Exanimaic Object, if the player pays for them as such.
 
  
 
===Gadgetry Foresight (* to *****) ===  
 
===Gadgetry Foresight (* to *****) ===  
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'''Possible (Cumulative) Penalty Guidelines''' <br>  
 
'''Possible (Cumulative) Penalty Guidelines''' <br>  
A tool used only for a specific job, but which probably exists (lock picks).  -1 <br>
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A tool used only for a specific job, but which definitely exists (lock picks).  -1 <br>
A tool only makes sense in the loose physics of comic books (Bat Shark Repellent).  -2 <br>
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A tool which may or may not exist, but physically could (Horse Attracting Whistle).  -2 <br>
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A tool only makes sense in the loose physics of comic books (Bat Shark Repellent).  -3 <br>
 
The area/character has already been searched.  -1 <br>
 
The area/character has already been searched.  -1 <br>
If doesn't seem like there is enough room for the item.  -1 <br>
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The area/character has sustained significant damage.  -1 <br>
The item requires exotic materials (Gold, Argon).  -2 <br>
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If doesn't seem like there is enough room for the item.  -2 <br>
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The item requires exotic materials (Gold, Argon).  -1 <br>
 
The item requires established fictional materials (Kryptonite, Adamantium).  -2 <br>
 
The item requires established fictional materials (Kryptonite, Adamantium).  -2 <br>
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The item requires unestablished fictional materials (the soul of a ginger).  -4 <br>
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===Intelligent Object (*+)===
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EFFECT: One object in the character's possession has a mind of its own and can communicate with people*. This object can be anything, even a vehicle or building. It has a pool for mental and social actions equal to the character's dots in this merit + 2 + its own equipment bonus if applicable, and can't roll physical actions. An intelligent object has full control over its own functions, but will not move by itself unless designed to do so, and can't attack by itself. This merit can be part of another merit if applicable, such as combining it with Tricked Out Ride, to make a car that talks to you.
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It knows one language to start with. It can be given language-related merits by adding that merit's cost to it's own.
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===Tricked-Out Ride (*+)===
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PREREQUISITES: Equal or better Resources dots, and equal or better total of the following; Backing (Military), Contacts (Black Market), Allies (Military). 
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EFFECT: The character has procured a specialized and highly modified custom vehicle.  The player selects any vehicle found in any of the WoD books (with ST permission).  The ST may choose to limit this selection based on what the character they can normally afford with their resources, and the character's background.
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Each dot allows the player to add three dots worth of gadgetry to their vehicle.  Each of those dots is equal to one dot of resources if the player where using a normal version of the item.  For instance, according to Armory, Caltrops cost **, and an Advanced Security System is ****.  Installing them in a car would make the car a Tricked-Out Ride (**).
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Vehicles can be 'nested' within other vehicles this way.  If your car can eject a motorcycle, use the motorcycle's resources in the example above.
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Installation is assumed to be free (and possible). 
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Characters can pool their dots into a single vehicle if they like.
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If the character also has the Equipment Theme Merit, they may treat the dots in that merit as additional dots in this merit as well. In other words, every dot in Theme adds the equivalent of three dots of resources to this merit.  All characters contributing to this merit must possess the Theme Merit for this secondary effect to apply, and those effects do not stack.  The lowest Theme rating applies.
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If the vehicle is destroyed the merit is lost.  The character(s) may repurchase the merit, but 'training time' time is still required to build the vehicle.  Even characters with Unlimited Resources can't order something like this 'off the shelf'.
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If using the God Machine Rules, replace references to Resources with Availability.
  
 
===Unlimited Resources (*****)===
 
===Unlimited Resources (*****)===
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God Machine Chronicle rules update: If using the rules update, this merit is replaced by the Ascendent Acquisition merit. This merit is identical to the Unlimited resources merit, except that it boosts the character's effective Acquisition rating, and has the following prerequisites: A total of 7 in any combination of Allies, Backing, Status, Resources, Larceny, Politics, Computer, or Power Level. Note that if you acquire an item temporarily (you didn't pay exp for it) and that item is destroyed or lost in the course of play, the ST may rule that you are Leveraged by the owner of the item.
 
God Machine Chronicle rules update: If using the rules update, this merit is replaced by the Ascendent Acquisition merit. This merit is identical to the Unlimited resources merit, except that it boosts the character's effective Acquisition rating, and has the following prerequisites: A total of 7 in any combination of Allies, Backing, Status, Resources, Larceny, Politics, Computer, or Power Level. Note that if you acquire an item temporarily (you didn't pay exp for it) and that item is destroyed or lost in the course of play, the ST may rule that you are Leveraged by the owner of the item.
 
  
 
===Walking Armory (* to *****)===
 
===Walking Armory (* to *****)===
 
PREREQUISITES: None
 
PREREQUISITES: None
  
EFFECT: Usually a character is limited in what gear they can carry by the common sense limitations for physical space. With dots in this merit, the character has learned to alter their gear and/or create hyper-efficient ways of carrying it on their person, so as to circumvent these limitations.
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EFFECT: Usually a character is limited in what gear they can carry by the common sense limitations for physical space. With dots in this merit, the character has learned to alter their gear and/or create hyper-efficient ways of carrying it on their person, so as to circumvent these limitations.
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At one dot, no form of ammunition or fuel the character carries ever seems to run out without a specific reason.  The player simply never needs to keep track of how may bullets, throwing knives, packets of web-fluid or etc the character has used.  The ST may make exceptions to this for rare or particularly hard to carry objects.  Likewise, this merit doesn't do anything to stop an enemy from taking action to steal or sabotage the character's supplies.
  
At one dot, no form of ammunition or fuel the character carries ever seems to run out without a specific reason. The player simply never needs to keep track of how may bullets, throwing knives, packets of web-fluid or etc the character has used. The ST may make exceptions to this for rare or particularly hard to carry objects. Likewise, this merit doesn't do anything to stop an enemy from taking action to steal or sabotage the character's supplies.
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Players should outline how this carrying capacity is created, as it is vulnerable to tampering. For instance, the character never runs out of her special smoke bombs, unless someone swipes her utility belt.
  
At two or more dots the player divides the amount of space the character has used up by their number of dots in this merit. Essentially, when judging how much a character can carry, use each dot in this merit beyond the first as if it was an additional person. With three dots, for instance, STs should look at the character's gear and ask themselves, 'Could three people carry this?' If the answer is yes, a character with three levels in this merit can carry it.
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At two or more dots the player divides the amount of space the character has used up by their number of dots in this merit. Essentially, when judging how much a character can carry, use each dot in this merit beyond the first as if it was an additional person. With three dots, for instance, STs should look at the character's gear and ask themselves, 'Could three people carry this?' If the answer is yes, a character with three levels in this merit can carry it.
  
This merit doesn't represent the physical means of carrying so much as a knack for figuring out how to pack a personal armory. If the character's gear is permanently stolen, they only lose the benefit of this merit until they can re-stock. Likewise, the thief only benefits from the theft until they empty out the cache.
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This merit doesn't represent the physical means of carrying so much as a knack for figuring out how to pack a personal armory. If the character's gear is permanently stolen, they only lose the benefit of this merit until they can re-stock. Likewise, the thief only benefits from the theft until they empty out the cache.
  
 
While there is no precisely defined limit to how much a character can carry in terms of gear, the ST can use the rating in this merit to help act as a guideline.
 
While there is no precisely defined limit to how much a character can carry in terms of gear, the ST can use the rating in this merit to help act as a guideline.

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