Difference between revisions of "Super Equipment"

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(Created page with "==Costume== * Costume (• to •••••+) :Dur: 2, Siz: character’s Size-1, SL: Dur+Siz Effect: special, see components. '''Component''' '''Effect''' Armored • ...")
 
(General Equipment section)
 
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==Costume==
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Note: Unlike the majority of this wiki, the equipment section is written with the assumption that the game is being played with the current (post-god machine) WoD rules.
  
* Costume (• to •••••+)
+
==Reskinning Equipment==
:Dur: 2, Siz: character’s Size-1, SL: Dur+Siz
 
Effect: special, see components.
 
  
'''Component''' '''Effect'''
+
In many cases it is not necessary to create entirely new rules for equipment. Existing equipment can be used to fill generic types of gear. If the character is wielding a laser gun, it's perfectly alright to use the stats for an existing gun and simply describe it as a laser gun. This principle can extend quite far, such as allowing Kevlar stats to be applied to a cape, for example.
Armored • to •• +1/+1 Armor and +1 Dur per dot
 
Bulletproof • +1/+0 Armor, +1 Dur, Bulletproof quality
 
Camouflaged • to ••• +1 to +3 bonus to Stealth rolls in designated terrain (aerial, desert, snow, urban, virtual or woodland)
 
Caped • +1 bonus to Athletics rolls when balancing, falling, flying
 
Feral • +2 bonus to Expression or Animal Ken rolls against non-Supers
 
Insulated • to ••• Protects against environmental penalties or damage from extreme cold, heat, electricity, radiation, sound, or toxic substances (choose one); +1 Dur
 
Inspiring • +2 bonus to Expression or Persuasion rolls against non-Supers
 
Intimidating • +2 bonus to Expression or Intimidation rolls against non-Supers
 
Masked -, or • (-) Domino Mask: -1 penalty to recognize character only; Full Mask: as •, but -1 pen to social rolls for no facial expression, (•) -2 penalty to recognize character; no automated facial recognition.
 
Mysterious • +2 bonus to Expression or Subterfuge rolls against non-Supers
 
Padded • +0/+1 Armor, doubles against B damage
 
Sexy • +2 bonus to Expression or Socialize rolls against appropriate gender
 
Shifting •• Costume able to change appearance at will once per scene, or more often with expenditure of one Verve per scene
 
Smart •• Contains sensors for specific substances, radiation, or electrical transmissions and can relay their existence and concentration in immediate vincinitiy to wearer
 
Symbiotic •• Reduces Verve regain by one; may have own three-dot rank 1 power, or four dot Merit
 
Tranquets • Medicine roll +2 automatically stabilizes character when bleeding to death (Health track full with L dmg)
 
Unstable Mole. •• Changes shape or size with character; highly resistant to elemental- or energy emissions from character
 
Utility Pockets • Costume provides five extra pockets for gadgets and gear of Size 1 or less.
 
Weatherproof • Costume lets character ignore up to -2 environmental penalties or 1 damage from weather or extreme temperatures.
 
Ridiculous -• -1 penalty to social rolls; cancels Feral, Inspiring, Intimidating, Mysterious, or Sexy quality.
 
Unhandy -• Additional -1 movement penalty
 
  
==Mega-Items==
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==Superior Equipment==
  
 +
Equipment which is simply better versions of existing equipment is pretty standard in the Superhero genera. By adding a +1 to an item's Availability a player may add one of the following to an item's stats:
  
* '''Communicard''' (Mega-Item •)
+
* +1 equipment rating
:Dur: 1, Siz: 0, SL: 1
+
* +1 durability (also increases Structure)
Effect: This type of next-gen communication- and identity-management systems is produced by Stark Enterprises, Oscom, Fitzengel Electronics, and other providers of top-of-the-line hardware for state, military, or private sector operations, in many variants and rivaling standards, and employed by many famous International Defense Agencies, Superhero Groups, or Terrorist Organizations, such as S.H.I.E.L.D., HYDRA, or The Avengers. A, by biometric and morphogenic security, rightfully identified owner may take up audiovisual communication with other members of its team, or other holders of such cards within a closed system of designated members and the operating company. The card may double as a high-end pass- or keycard with programmable clearances. The card also monitors the location and health condition of its owner, relates these data via satellite to its operator and can be programmed to alert other card members or operating personal, in case the owner becomes lost, or health condition changes to critical. To have a own Communicard System a group of Heroes must either rent the provider services from one of the companies above for a fee of Resources 3 per member and month, or own a shared Base with Computer Network 4+ and buy a franchised system from one of the companies above for Resources 5 without restrictions to members and allocation of cards, which includes appropriate hard- and software for the operating computers, as well as 100 blank cards.
+
* +1 mobility penalty (removes penalties)
 +
* +2 initiative
 +
* +1 general armor
 +
* +2 ballistic armor
 +
* increase range by 25%
 +
* increase size of clip by 25%
 +
* increase its speed by 30%
 +
 +
These bonuses can stack, with an individual stat being increased no more than three times. The ST can choose to allow the bonus to go beyond +3, but is advised against it in the case of armor ratings and weapon damage.
  
* '''Bulletproof Cape''' (Mega-Item ••)
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==Equipment Merits & Powers==
:Dur: 3, Siz: 3, SL: 6
 
Effect: Armor +1/+0; wearable over costume or light body armor, stacks with armor of up to 2/X, bulletproof quality.
 
  
* '''Supersoldier Scalemail''' (Mega-Item •••)
+
Many Powers (especially when using an item-dependent Contingent Activation) and Merits blur the line between equipment and non-equipment.  
:Dur: 4, Siz: 3, SL: 7
 
Effect: Armor 3/2, bulletproof quality, energy ablative quality.
 
  
* '''Multi-Bracer''' (Mega-Item •••)
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As a general guideline Merits which relate to a physical item are assumed to be unique items that cannot/are not mass-produced, can be stolen, and can be used by anyone with the appropriate training. They are made-to-order for the character, and thus cost exp. The ST rules if destruction of a Merit Object returns the exp, looses it, or if possession of the merit allows the player to replace the item.
:Dur: 3, Siz: 1, SL: 4
 
Effect: Contains a combination of communicator, flashlight, and radio with police-scanner, and either a wrist-grappler with 25 ft. rope as well as a double dart-, disc-, or tracer launcher (+1; ft.), or a powerful mini-computer (+2 bonus) including a 3D-scanner and a strip-printer.
 
  
* '''Utility Belt''' (Mega-Item • to •••••)
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Object-dependent Powers can be made not to work by stealing the object, but the thief cannot use the stolen power. It is keyed to it's owner in a technological or mystical way.
:Dur: 3, Siz: 2, SL: 5
+
 
Effect: Belt comes with three slots fitted with selected equipment, plus three slots for each additional dot. Slots could contain ammunition clips, custom boomerang or bola, camera, climbing kit, crime-scene kit, demolitions kit, flashlight, flash- or smoke pellets, gas- or liquid container, Geiger-counter, knive, lockpicks, medkit, mini-computer, mini-toolkit, mini-powertool, mini-welder, probe kit, radio, rebreather, shuriken, taser, throwing darts, tracers, etc. Each object is custom made for the belt, smaller than Size 1 and has a Dur of 2 or 3. Objects from the belt provide a +1 equipment bonus and cost approximately Res 3 to add or replace. The Equipment Theme Merit, if bought in addition, affects every item contained in the belt.
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Equipment, even unusual equipment, can be bought and sold, and used by anyone who knows how. This doesn't mean that it can't be customized cosmetically to fit a character's theme, or that it is common place, but it's not a Power or Merit. Equipment does not cost exp, it just needs to have it's Availability requirements met.
 +
 
 +
==New Equipment==
 +
Coming Soon

Latest revision as of 11:20, 26 May 2014

Note: Unlike the majority of this wiki, the equipment section is written with the assumption that the game is being played with the current (post-god machine) WoD rules.

Reskinning Equipment[edit]

In many cases it is not necessary to create entirely new rules for equipment. Existing equipment can be used to fill generic types of gear. If the character is wielding a laser gun, it's perfectly alright to use the stats for an existing gun and simply describe it as a laser gun. This principle can extend quite far, such as allowing Kevlar stats to be applied to a cape, for example.

Superior Equipment[edit]

Equipment which is simply better versions of existing equipment is pretty standard in the Superhero genera. By adding a +1 to an item's Availability a player may add one of the following to an item's stats:

  • +1 equipment rating
  • +1 durability (also increases Structure)
  • +1 mobility penalty (removes penalties)
  • +2 initiative
  • +1 general armor
  • +2 ballistic armor
  • increase range by 25%
  • increase size of clip by 25%
  • increase its speed by 30%

These bonuses can stack, with an individual stat being increased no more than three times. The ST can choose to allow the bonus to go beyond +3, but is advised against it in the case of armor ratings and weapon damage.

Equipment Merits & Powers[edit]

Many Powers (especially when using an item-dependent Contingent Activation) and Merits blur the line between equipment and non-equipment.

As a general guideline Merits which relate to a physical item are assumed to be unique items that cannot/are not mass-produced, can be stolen, and can be used by anyone with the appropriate training. They are made-to-order for the character, and thus cost exp. The ST rules if destruction of a Merit Object returns the exp, looses it, or if possession of the merit allows the player to replace the item.

Object-dependent Powers can be made not to work by stealing the object, but the thief cannot use the stolen power. It is keyed to it's owner in a technological or mystical way.

Equipment, even unusual equipment, can be bought and sold, and used by anyone who knows how. This doesn't mean that it can't be customized cosmetically to fit a character's theme, or that it is common place, but it's not a Power or Merit. Equipment does not cost exp, it just needs to have it's Availability requirements met.

New Equipment[edit]

Coming Soon