Difference between revisions of "IrradiatedFur:Equipment"

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*<i>Lethal Absorb</i> is how much damage it absorbs from Lethal attacks.
 
*<i>Lethal Absorb</i> is how much damage it absorbs from Lethal attacks.
  
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<tr><th>Armor<th>Coverage<th>Manveruability<th>Stun Absorb<th>Lethal Absorb<th>Cost<th>Description
 
<tr><th>Armor<th>Coverage<th>Manveruability<th>Stun Absorb<th>Lethal Absorb<th>Cost<th>Description
 
<tr><td>Leather Jacket<td>15<td>-0<td>2<td>0<td>$100<td>At least it keeps your corpse all in one piece.  Available for nonmorphic characters for $300.
 
<tr><td>Leather Jacket<td>15<td>-0<td>2<td>0<td>$100<td>At least it keeps your corpse all in one piece.  Available for nonmorphic characters for $300.

Revision as of 20:07, 24 June 2005

To buy Equipment, you need money. Take the die you assigned to Equipment in character creation and look it up here:

Equipment dieSpending money
d4$800
d6$1800
d8$3200
d10$5000
d12$7200

(The formula is (Equipment die size squared) times 50, by the way, if you want to know.)

Weapons

Add your accuracy to your attack roll.

  • Knife: Your basic stabby. Melee or Martial Arts, accuracy +0, damage Strength+2d6 stun. $10.
  • Sword: Your enhanced stabby. Melee or Martial Arts, accuracy +2, damage Strength+1d10 lethal. $100.
  • Axe: A weapon pressed into service. Melee, accuracy -1, damage Strength+1d8 lethal. $25.
  • Machete: A weapon pressed into service. Melee, accuracy 0, damage Strength+2d6+1 stun. $20.
  • Chainsaw: A very nasty weapon pressed into service. Melee, accuracy +1, damage 3d8 lethal.
  • Staff: A reinforced version of the ever-present 10' pole. Melee, accuracy +2, damage Strength+d8 stun. $10.
  • Great Sword: A claymore, katana, whip, or whatever your group thinks is the most awesome weapon. Melee, accuracy +2, damage Strength+3d8 lethal. $1000.
  • Pistol: Your basic shooty. Firefight, accuracy +0, damage 2d6 lethal, range 30m. $500. Holds 12 shots; each shot costs $2.
  • Autopistol: An enhanced pistol. May fire a three-shot mode for +4 accuracy (but firing three bullets, obviously). Firefight, accuracy +1, damage 2d6+1 lethal, range 30m. $800. Holds 21 shots; each shot costs $3.
  • Rifle: Your enhanced shooty. Has a three-shot mode. (Sniping, accuracy +2) or (Firefight, accuracy -2), damage 3d8 lethal, range 80m. $1500. Holds 40 shots; each shot costs $5.
  • Sniper Rifle: A special-purpose weapon. Sniping, accuracy +4, damage 4d10 lethal, range 250m. $3000. Holds 1 shot; each shot costs $10.
  • Grenade: Does damage in a 10m radius. Firefight, accuracy -, damage 4d8 lethal, range (Strength+Strength+Weight Lifting) meters. $80.
  • Claymore: A mine that deals damage in 25m long cone. None, accuracy -, damage 3d10+3 lethal, range -/25m. $125.

Armor

Armor has 4 stats:

  • Coverage: Armor protects on any attack with a number equal to or less than its Coverage.
  • Maneuverability is the penalty to dodge or other 'gross' movements (including your Initiative and Move scores).
  • Stun Absorb is how much damage it absorbs from Stun attacks
  • Lethal Absorb is how much damage it absorbs from Lethal attacks.
ArmorCoverageManveruabilityStun AbsorbLethal AbsorbCostDescription
Leather Jacket15-020$100At least it keeps your corpse all in one piece. Available for nonmorphic characters for $300.
Kevlar14-142$250Nice and airy. Available for nonmorphic characers for $1500.
Sports Gear13-251$200Good for contact sports, bad for actual combat.
Bolted Plate Armor18-463$600Easy to make if you have some scrap lying about. Available for nonmorphic characers for $2500 and an additional -1 maneuverability penalty.
Forged Plate Armor20-3105$1000This kind of armor is actually smelted down before it's pounded together. Available for nonmorphic characters for $6000.
EOD Suit24-4168$4000The best defense money can buy. It just makes you slower than moleasses.

Other Gear

  • Airtight Chest: Good for keeping bugs out and cold in. $20.
  • Batteries: There's never enough. Normal batteries cost $2; rechargable batteries cost $10 and the charge is half as long; solar recharable batteries cost $25. The charges are about the same for any domestic use.
  • Book: Always a handy trade good: knowledge is power. $10 per 32 pages for a good book, down to 'just' $1 per 32pages for dimestore romance.
  • Deck Of Cards: Good for fun, telling fortunes, using as impromptu TP, just about anything. Your choice of CCG, poker, SAGA, tarot, or Uno. $3.
  • Dice: Many games use them, either alone or as part of the mechanics of the game. Handful of dice, $1.
  • Clothing, Mundane: A shirt costs $2 to $5. A pair of pants or shorts costs $2 or $5. Socks, when worn, cost $1; shoes or gloves costs $5; boots cost $10.
  • Cooking Set, Full: More forks than you'll ever need, plus enough flatware to serve eight. $120.
  • Cooking Set, Travel: Enough to make something vaguely edible over a fire and serve it to up to four people, and wash up after. $40.
  • Fishing Pole: Tackle is usually included (and usually no good). $10.
  • Flare Gun: Good for showing people where you are. Does 1d6 stun burn damage per round for 1d4 rounds if fired at someone (Firearms, accuracy -2, range 30m). $50; flares cost $5 each.
  • Food: $3 per meal for a restaurant meal; cheap meals (like hot dogs) cost $1-$2; decent meals cost $5 per day for raw ingredients if you buy a weeks' worth at a time; bare minimum is $1/day for unseasoned, uncooked grain.
  • Hireling: You've hired a NPC to work for you. They'll carry baggage, watch the kids, carry you around (if a taur), act as a guide, and so on. Hirelings work for $75 per week, plus board and food; they may ask up to double for very hazardous or tiring duty.
  • House: A home costs $25 per week, as long as you don't really mess up the place. An apartment in an ancient-run hotel costs $15.
  • Knapsack: For antropomorphic or nonanthros. Tough, rugged. $10.
  • Radio: A AM/FM radio is receive-only and costs $10. A CB radio is twoway and costs $250.
  • Pakra: Keeps you mostly dry in the rain. $4.
  • Portable Stove: A collapsable metal stove, able to keep a fire lit off from the wet ground and rain for cooking. Heavy, but luckily, only one per dozen people is needed.
  • Rope: Always handy. $1 per 10 yards.
  • Saddlebags: Most taurs can't (or, more likely, won't) draw a cairrage or stagecoach, but they can. Up to 500 pounds can be held safely by these bags; weight in them is halved when it comes to how much it feels like the 'taur is carrying (he can't lift more than usual, but it doesn't tire him out as much). $40.
  • Shovel: You can clear out (Strength die size)/4 cubic meters of dirt, a quarter that of rubble, per hour, with this handy tool. Dig latrines, bury the dead, make a garden! $20.
  • Sleeping Bag: Keeps you from freezing. $65.
  • Spices: Makes food more palatable, or unpalatable if too much is added. Enough for 100 meals. $4.
  • Tent, Campaign: Used as pre-made impromptu shelter, used in the army. $1000.
  • Tent, Large: Actually has more than one room. There's even enough room in the center room for a taur to sleep in (two taurs if they're familiar). $200.
  • Tent, Small: The least-common denominator tents they use in the Scouts. $50.
  • Toilet Paper: AKA wooden gold. $6 per roll.
  • Towel: Ever-handy. $1.
  • Watch: For tracking time. One set of batteries works for three months. $15.
  • Water Purification Can: Fill it up with water, seal it tight, carry it with you, in eight hours it's clean. $15.