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Mercurius James
Captain

PostPosted: Thu Oct 30, 2008 10:31 pm


All characters start with $1,000 to purchase starting equipment. Whatever money is not spent at this point becomes on-hand cash when the game begins.

Weapon Proficiencies
Characters begin the game with one weapon proficiency and may purchase others through Advantages
Ranged Weapons
Artillery: Machine guns, mortars, and heavy weaponry that's nearly impossible to fire from an unmounted position.
Handguns: Side arms which can be held and fired in a single hand. They are extremely mobile, tactical weapons which are easy to conceal.
Longarms: Long guns with a focus on precision and power. Rifles are powerful but difficult to conceal.
Other: Bows, thown weapons, other less modern impliments which require a great deal of skill to use well.

Melee Weapons
Arcing Weapons: Axes and clubs which gain kinetic force through an arc before striking their target.
Close Quarters: Small, quick weapons which are easy to conceal but require a certain degree of speed and skill to be effective.
Flails: Whips, chains, and other weapons which amplify kinetic force through the length of the weapon.
Swords: Essentially a bladed club, the sword is the versatile weapon of choice for knights in all centuries.

Armor Proficiencies
Characters begin the game with one armor proficiency and may purchase others through Advantages
Light Armor: What it lacks in defense, light armor makes up for in comfort and mobility.
Heavy Armor: Capable of stopping heavy fire at the cost of speed and ease of wear.


Many items listed here (such as firearms) are fairly restricted and difficult for the average citizen to purchase. Such items require either the ownership of a licence to purchase from legitmate dealers, or access to criminal circles where such items are bought and sold on the black market. There are four levels of restriction that can apply to an item, each more difficult to obtain than the last:
• Specific Licence: A specific type of licence is required to own or operate the item in question. This licence can be a bother to get, but is generally not particularly difficult to obtain for the average citizen.
- Characters may begin the game with an item that requires a licence so long as they have the specific licence in question through the Licenced Advantage. Characters without this advantage may still own an item with this restriction - however, they do so illegally and can suffer legal repercussions for doing so.
• Restricted: The item is restricted to use by certain police and military forces only. In order for a normal citizen to possess the item, a licence which is both costly and difficult to obtain is required.
- Characters may begin the game with a restricted item so long as they possess the Backing Advantage. The Judge will decide if the character has been issued this item or not - if so, the item will cost the character no money to purchase.
- A Restricted item's cost will be subjectively represented with a number of • between 1 and 5 with 1 being the least expensive and 5 being the most expensive.
• Military Only: Only military personnel are capable of obtaining the item legally. Anyone outside this elite group caught with the item is subject to criminal prosecution.
- Characters may not begin the game with a military only item. If the possess the Backing Advantage and are a member of a military or military-affiliated organization, they may have limited access to these items but may not claim personal ownership.
- A Military Only item's cost will be subjectively represented with a number of • between 1 and 5 with 1 being the least expensive and 5 being the most expensive.
• Illegal: The item in question is totally illegal and its use or ownership is highly restricted, even in military circles.
- No character may possess an illegal item at the beginning of the game. However, he may possess contacts that can sell the item to him if he has the Connections Advantage.
- An Illegal item's cost will be subjectively represented with a number of • between 1 and 5 with 1 being the least expensive and 5 being the most expensive.
PostPosted: Thu Oct 30, 2008 10:33 pm


RANGED WEAPONS
User Image
Quote:

Key
Item Name
A brief description of the item's history and intended use
Cost: The number of dollars the purchase of this item requires. Dots instead of a set amount of dollars indicates that the item is restricted in some capacity and cannot be purchased by the average citizen. (see below)
Purchase Restrictions: Whether purchase and ownership of the item requires a licence and, if so, exactly what licence is required.
• Valid ID: Any full-fledged adult with an ID card can purchase the item.
• Licence: A specific licence, which is fairly easy to obtain, is required to own this item.
• Restricted: Only certain organizations or individuals which obtain a difficult licence are able to own this item.
• Military: Only legitimate police and military organizations are allowed to purchase this item.
• Illegal: The item is illegal for all parties; its use and commerce is heavily policed.
Size: The number of item slots the item takes up when equipped
Range: The number to the left of the / indicates the weapon's practical range (in feet). The number to the right indicates its maximum range.
• Using a weapon outside its practical range incurs a +2 penalty for every 10 feet up to the weapon's maximum range.
Ammunition: The amount of bullets that the weapon can hold at once.
Rate of Fire: How quickly the weapon may be fired.
• Single: Only a single attack may be made with the weapon each time it is fired.
• Three Round Burst: A quick burst of 3 bullets may be fired with each attack the weapon makes.
• Full-Auto: The number beside the Full-Auto qualifier indicates the number of bullets fired for each number the character sacrifices from his Defensive Limit for the round (each number sacrificed represents a single attack). Accuracy suffers a +2 Difficulty when firing on Full-Auto.
Enhancement Slots: Weapons can be modified and enhanced with a variety of useful tools like scopes, laser sites, and silencers. This number represents the amount of slots these enhancements can take up.
Damage: The damage this weapon does per bullet.
Fail: If the d20 used to attack with the gun rolls this number or lower, the weapon jams and can not fire until repaired. Fail increases by 1 each day the weapon sees regular use. Cleaning the weapon with an Intellect + Craft feat will reduce Fail back to its default position.
Notes: Any additional notes regarding the weapon's use.


Artillery

M79
Also known as the "thumper", this single shot grenade launcher was first developed during World War II and versions of this base design still see tactical use in police SWAT teams today.
Cost: ••
Purchase Restrictions: Military Only
Size: 3
Range: 50/100
Ammunition: 1
Rate of Fire: Single
Enhancement Slots: 0
Damage: N/A
Fail: 1
Notes:
• Fires small sized explosives

M72 LAW
The M72 is a compact rocket launcher which can be easily carried and deployed by a soldier faced with disabling enemy installations or vehicles.
Cost: •••
Purchase Restrictions: Military Only
Size: 3
Range: 250/600
Ammunition: 1
Rate of Fire: Single
Enhancement Slots: 0
Damage: N/A
Fail: 1
Notes:
• Fires small sized explosives
• A full round is required to reload the weapon

MM-1
While it may be heavy and bulky, the MM-1 is a tactical grenade launcher capable of holding multiple rounds and has been used by military police and special forces since its development after World War II.
Cost: •••
Purchase Restrictions: Military Only
Size: 4
Range: 50/100
Ammunition: 12
Rate of Fire: Single
Enhancement Slots: 0
Damage: N/A
Fail: 3
Notes:
• Fires small sized explosives
• +3 Difficulty to Guile feats made concealing the weapon

SMAW
The SMAW is one of the most destructive and powerful weapons available. Its primary use is against vehicles and equipment, tanks in particular, though its use as an anti-personnel weapon is brutally effective as well.
Cost: •••
Purchase Restrictions: Military Only
Size: 6
Range: 300/800
Ammunition: 1
Rate of Fire: Single
Enhancement Slots: 2
Damage: N/A
Fail: 3
Notes:
• Fires large sized explosives
• This weapon is impossible to conceal
• A full round is required to reload the weapon

QLB-06
THe QLB-06, unveiled by the Chinese army in 2006, is the first ever lightweight, portable grenade launcher which can be used in an infantry support capacity.
Cost: •••
Purchase Restrictions: Military Only
Size: 2
Range: 50/100
Ammunition: 8
Rate of Fire: Single
Enhancement Slots: 4
Damage: N/A
Fail: 1
Notes:
• Fires small sized explosives
• +5 Difficulty to Guile feats made concealing the weapon

M202 Flash
A multi-shot rocket launcher designed in the late 70s, the Flash is a 4 barrel launcher perfect for destroying enemy equipment and personnel.
Cost: ••••
Purchase Restrictions: Military Only
Size: 6
Range: 200/750
Ammunition: 4
Rate of Fire: Single
Enhancement Slots: 2
Damage: 3d20 Elemental to initial target, 1d20 Elemental to all within blast radius (20 foot diameter)
Fail: 2
Notes:
• Fires large sized explosives
• This weapon is impossible to conceal
• A full round is required to reload the weapon

H&K GMG
The reknown German gun company, Heckler-Koch, produced the Grenade Machine Gun for the German army in 1995 which has since been exported to a number of other countries.
Cost: ••••
Purchase Restrictions: Military Only
Size: 6
Range: 100/1000
Ammunition: 32
Rate of Fire: Full Auto (5)
Enhancement Slots: 0
Damage: 3d12 Elemental to all within blast radius (15 foot diameter)
Fail: 2
Notes:
• Fires small sized explosives
• This weapon is impossible to conceal
• This weapon must be fired from the mounted position if the user's Strength is less than or equal to 5.

Handguns
• Small Arms, Submachine Guns

Walther PPK
This compact, lightweight handgun was the favored weapon of fictional spy, James Bond and still sees use by plainclothes and undercover officers.
Cost: $200
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 7
Rate of Fire: Single
Enhancement Slots: 0
Damage: 2d4 Physical
Fail: 2
Notes:
• +1d4 damage on an attack roll that shows a natural 19 or 20
• +4 to Guile feats made concealing the weapon
• High quality weapon grants a +1 bonus to attack rolls made with the weapon

S&W Sigma Series Handgun
Smith & Weston's modern double-action-only handgun is a comfortable and powerful weapon favored in federal and law enforcement circles.
Cost: $350
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 17
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d6 Physical
Fail: 3
Notes:
• +2 to Guile feats made concealing the weapon

Glock Pistol
In the 1980s, Glock produced the first series of pistols made primarily from synthetic materials, resulting in a gun that was both powerful and cheaper to manufacture.
Cost: $500
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 15
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d6 Physical
Fail: 2
Notes:
• +1d6 damage on an attack roll that shows a natural 19 or 20
• +2 to Guile feats made concealing the weapon

Beretta M9
The standard issue weapon for the US military adopted in the 1970s has quickly become the choice sidearm for military and police units around the world.
Cost: $600
Purchase Restrictions: Firearms Licence
Size: 1
Range: 40/80
Ammunition: 15
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d6 Physical
Fail: 2
Notes:
• +1d6 damage on an attack roll that shows a natural 19 or 20
• +2 to Guile feats made concealing the weapon

S&W 629 Revolver
A powerful revolver which uses the .44 magnum cartridge, the 629 series has been seen widely in feature films and television due to its intimidating size and raw power.
Cost: $800
Purchase Restrictions: Firearms Licence
Size: 1
Range: 50/100
Ammunition: 6
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d8 Physical
Fail: 3
Notes:
• +1d8 damage on an attack roll that shows a natural 19 or 20
• +2 to Guile feats made concealing the weapon

Springfiedl Armory M1911
Sleek and powerful, this handgun is favored by the FBI who outfits its regional SWAT and Hostage Rescue Teams with the side-arm.
Cost: $850
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 8
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d6 Physical
Fail: 2
Notes:
• +1d6 damage on an attack roll that shows a natural 19 or 20
• +2 to Guile feats made concealing the weapon

H&K USP
The USP was designed with all the features generally sought by police and military organizations in mind, its internal and safety features easily customizeable to varying department standards.
Cost: $1000
Purchase Restrictions: Firearms Licence
Size: 1
Range: 40/80
Ammunition: 18
Rate of Fire: Single
Enhancement Slots: 4
Damage: 2d6 Physical
Fail: 1
Notes:
• +1d6 damage on an attack roll that shows a natural 18, 19, or 20
• +2 to Guile feats made concealing the weapon
• Requires cleaning and maintenance half as often as other weapons
• High quality weapon grants a +1 bonus to attack rolls made with the weapon

Desert Eagle
A large and rather unwieldy handgun with massive firepower that has become something of a legend through movies and TV portrayals. Despite its fearsome reputation, its awkward size makes it impractical for police or military use.
Cost: $1500
Purchase Restrictions: Firearms Licence
Size: 2
Range: 40/80
Ammunition: 9
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d8 Physical
Fail: 2
Notes:
• +1d8 damage on an attack roll that shows a natural 18, 19, or 20


TEC-9
The mass manufactured TEC-9 was once popular among criminals who exploited its cheap cost and easily modified inards to circumvent automatic weapon bans. Today the gun is largely a relic but can still be found commonly on the black market.
Cost: •
Purchase Restrictions: Restricted
Size: 3
Range: 40/80
Ammunition: 20
Rate of Fire: Single, Full Auto (5)
Enhancement Slots: 0
Damage: 2d6 Physical
Fail: 5
Notes:
• +1d6 damage on an attack roll that shows a natural 20
• +1 to Guile feats made concealing the weapon
• Fail increases by 2 each day the gun sees use without cleaning.
• This weapon naturally suffers a +4 Difficulty to hit. Gripping the weapon with both hands reduces this penalty to +3 Difficulty.

Ingram MAC-10
One of the most populare submachine guns ever comprised, the MAC-10 enjoyed great popularity during the 1980s but fell out of favor with the development of more sophisticated weapons.
Cost: ••
Purchase Restrictions: Restricted
Size: 3
Range: 40/80
Ammunition: 32
Rate of Fire: Single, Full Auto (5)
Enhancement Slots: 3
Damage: 2d6 Physical
Fail: 3
Notes:
• +1d6 damage on an attack roll that shows a natural 19 or 20
• +1 to Guile feats made concealing the weapon
• This weapon naturally suffers a +2 Difficulty to hit. Gripping the weapon with both hands reduces this penalty to +1 Difficulty.

H&K MP5
The MP5 is a well-known tactical SMG used by police and military units worldwide. It was one of the first SMGs designed for both speed and accuracy instead of a "spray and pray" philosophy.
Cost: •••
Purchase Restrictions: Restricted
Size: 3
Range: 50/100
Ammunition: 30
Rate of Fire: Single, 3-round burst, Full Auto (6)
Enhancement Slots: 4
Damage: 2d6 Physical
Fail: 2
Notes:
• +1d6 damage on an attack roll that shows a natural 19 or 20
• +1 to Guile feats made concealing the weapon
• High quality weapon grants a +1 bonus to attack rolls made with the weapon
• This weapon naturally suffers a +1 Difficulty to hit. Gripping the weapon with both hands reduces this penalty to +0 Difficulty.

FN P90
Created originally for rear-echelon military units who did not need a full assault rifle, the P90 has been adopted by special forces units worldwide including the US Immigration and Naturalization services.
Cost: •••
Purchase Restrictions: Restricted
Size: 4
Range: 70/140
Ammunition: 50
Rate of Fire: Single, Full Auto (6)
Enhancement Slots: 3
Damage: 2d6 Physical
Fail: 1
Notes:
• +1d6 damage on an attack roll that shows a natural 18, 19, or 20
• Requires cleaning and maintenance half as often as other weapons
• High quality weapon grants a +1 bonus to attack rolls made with the weapon
• This weapon naturally suffers a +1 Difficulty to hit. Gripping the weapon with both hands reduces this penalty to +0 Difficulty.


Longarms
• All longarms are two-handed weapons
Sniper Rifles, Assault Rifles, Antimaterial Rifles, Shotguns


Remington Model 700
The Remington Model 700 is a well known American hunting rifle ideally suited for hunting large game such as deer, moose, and caribou, though it can certainly be fitted for more violent pursuits.
Cost: $800
Purchase Restrictions: Firearms Licence
Size: 4
Range: 100/500
Ammunition: 5
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d10 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d10 damage on an attack roll that shows a natural 20

M40
The M40 is the standard sniper rifle of the US Marine Corps and has seen widespread use throughout other branches of US Law enforcement.
Cost: $7,000
Purchase Restrictions: Firearms Licence
Size: 4
Range: 100/1,000
Ammunition: 4
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d10 Physical
Fail: 2
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d10 damage on an attack roll that shows a natural 18, 19, or 20

Dragunov SVD
A soviet weapon designed to suit sniper tactics of the former communist block, the Dragunov is a well-known and much feared weapon capable of firing great distances with incredible accuracy.
Cost: $10,000
Purchase Restrictions: Firearms Licence
Size: 4
Range: 110/1,200
Ammunition: 15
Rate of Fire: Single
Enhancement Slots: 5
Damage: 2d10 Physical
Fail: 1
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d10 damage on an attack roll that shows a natural 18, 19, or 20
• Requires cleaning and maintenance half as often as other weapons
• High quality weapon grants a +2 bonus to attack rolls made with the weapon


AK-47
One of the most famous and widespread weapons in the world, the Russian AK-47 has been used in numerous guerilla conflicts across the globe and is a favorite of international arms dealers.
Cost: ••
Purchase Restrictions: Restricted
Size: 4
Range: 70/210
Ammunition: 30
Rate of Fire: Single or Full Auto (5)
Enhancement Slots: 4
Damage: 2d8 Physical
Fail: 4
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d8 damage on an attack roll that shows a natural 19 or 20

M16
The American military's signature weapon since the late 1950s, the M16 is a powerful, durable, and versatile weapon which has been used in virtually every US conflict since its emergence.
Cost: •••
Purchase Restrictions: Restricted
Size: 3
Range: 80/240
Ammunition: 30
Rate of Fire: Single, 3-Round burst, or Full Auto (6)
Enhancement Slots: 5
Damage: 2d8 Physical
Fail: 2
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d8 damage on an attack roll that shows a natural 19 or 20

H&K G3
The German-designed G3 is a versatile rifle which uses a roller-lock mechanism to reduce recoil and increase rate of fire. The design has seen much success and many variants of the basic G3 model are still in production.
Cost: •••
Purchase Restrictions: Restricted
Size: 4
Range: 90/270
Ammunition: 20
Rate of Fire: Single, 3-Round burst, or Full Auto (8 )
Enhancement Slots: 5
Damage: 2d8 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d8 damage on an attack roll that shows a natural 19 or 20

OICW
The Objective Individual Combat Weapon (or OICW for short) is the most advanced modern weapon system and is actually two guns in one; a 5.56mm assault rifle and a grenade launcher capable of firing airbust rounds which fragment at a certain pre-programmed distance, allowing shooters to effectively fire around corners.
Cost: ••••
Purchase Restrictions: Restricted
Size: 4
Range: 70/120
Ammunition: 30 (rifle) 6 (airbust rounds)
Rate of Fire: Single, 3-Round burst
Enhancement Slots: 0
Damage: 2d8 Physical(rifle), 3d6 Physical (airbust rounds)
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d6 damage on an attack roll that shows a natural 20
• Capable of firing airbust rounds which explode at a set distance (programmed on the weapon's interface as a move action), dealing 3d6 damage to all enemies within 5 feet of the blast.


Armalite AR-50
The AR-50 is an antimaterial rifle designed to be as accurate and lightweight as possible. Both its stock and scope unit can be easily removed for quick transport.
Cost: $3,000
Purchase Restrictions: Firearms Licence
Size: 4
Range: 120/700
Ammunition: 1
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d12 Physical
Fail: 2
Notes:
• Weapon is impossible to conceal
• +1d12 damage on an attack roll that shows a natural 20
• Ignores conventional armor bonuses, inflicting full damage on targets
• This weapon must be fired from the mounted or prone position if the user's Strength is less than or equal to 5.

Barret M95
A powerful long range rifle designed to take out enemy installations and equipment, the M95 is the US military's choice weapon for such tasks.
Cost: $6,000
Purchase Restrictions: Firearms Licence
Size: 5
Range: 120/1,000
Ammunition: 5
Rate of Fire: Single
Enhancement Slots: 6
Damage: 2d12 Physical
Fail: 2
Notes:
• Weapon is impossible to conceal
• +1d12 damage on an attack roll that shows a natural 19 or 20
• Ignores conventional armor bonuses, inflicting full damage on targets
• This weapon must be fired from the mounted or prone position if the user's Strength is less than or equal to 5.

Barret M82A
An improved version of the M95, the M82A is a more accurate and well-designed (though more expensive) antimaterial weapon.
Cost: $8,000
Purchase Restrictions: Firearms Licence
Size: 5
Range: 120/1,500
Ammunition: 11
Rate of Fire: Single
Enhancement Slots: 6
Damage: 2d12 Physical
Fail: 1
Notes:
• Weapon is impossible to conceal
• +1d12 damage on an attack roll that shows a natural 19 or 20
• Ignores conventional armor bonuses, inflicting full damage on targets
• High quality weapon grants a +2 bonus to attack rolls made with the weapon
• This weapon must be fired from the mounted or prone position if the user's Strength is less than or equal to 5.



Ithaca Model 37
One of the earliest and most widespread shotguns, the American made Ithaca Model 37 enjoys use in both sporting and tactical roles across the world.
Cost: $250
Purchase Restrictions: Firearms Licence
Size: 4
Range: 30/50
Ammunition: 8
Rate of Fire: Single
Enhancement Slots: 0
Damage: 2d6 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d6 damage on an attack made within 10 feet of the target
• -1d6 damage on an attack made from 31 or more feet away from the target
• +1d6 damage on an attack roll that shows a natural 19 or 20
• Attacks from this weapon deal damage to all enemies adjacent to the primary target.
• Attacks made from within 30 feet of the target gain a +2 bonus to hit.
• This weapon may be modified to become a "sawed off" version, reducing its range to 10/30 and permanently increasing damage by 1d6. The +5 Difficulty for concealing the weapon is also removed.

Mossberg Model 500
The Mossberg 500 series are some of the most popular shotguns in police service today. Grueling tests have led the military to adopt use of this series of shotgun as well.
Cost: $500
Purchase Restrictions: Firearms Licence
Size: 4
Range: 40/60
Ammunition: 8
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d8 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d8 damage on an attack made within 10 feet of the target
• -1d8 damage on an attack made from 41 or more feet away from the target
• +1d8 damage on an attack roll that shows a natural 19 or 20
• Attacks from this weapon deal damage to all enemies adjacent to the primary target.
• Attacks made from within 40 feet of the target gain a +2 bonus to hit.
• This weapon may be modified to become a "sawed off" version, reducing its range to 20/40 and permanently increasing damage by 1d8. The +5 Difficulty for concealing the weapon is also removed.

Franchi PA3
The PA3 is built around the frame of the SPAS 12, one of the first tactical shotguns. Its compact nature and great firepower make it a weapon of choice for police SWAT and counter-terrorism teams.
Cost: $1,000
Purchase Restrictions: Firearms Licence
Size: 3
Range: 40/60
Ammunition: 5
Rate of Fire: Single
Enhancement Slots: 4
Damage: 2d8 Physical
Fail: 2
Notes:
• +2d8 damage on an attack made within 10 feet of the target
• -1d8 damage on an attack made from 41 or more feet away from the target
• +1d8 damage on an attack roll that shows a natural 18, 19, or 20
• Attacks from this weapon deal damage to all enemies adjacent to the primary target.
• Attacks made from within 40 feet of the target gain a +2 bonus to hit.
• This weapon may be modified to become a "sawed off" version, reducing its range to 20/40 and permanently increasing damage by 1d8. The +5 Difficulty for concealing the weapon is also removed.


Other

Thrown Weapon
Bladed discs resembling a star or small knives perfectly balanced for throwing.
Cost: $25 for 12
Purchase Restrictions: None
Size: 1/10
Range: (Strength + Athletics) x 5
Ammunition: N/A
Rate of Fire: Single
Enhancement Slots: 0
Damage: Strength + 1d4 Physical
Fail: 0
Notes:
• The weapon is silent and makes no noise when firing.
• Does not require regular cleaning or maintenance

Crossbow
Another version of the bow, the crossbow is drawn back and fired by way of complex spring mechanisms and shoots smaller bolts at shorter range.
Cost: $350
Purchase Restrictions: None
Size: 4
Range: 120/360
Ammunition: N/A
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d8 Physical
Fail: 1
Notes:
• +1d8 damage on an attack roll that shows a natural 19 or 20
• The weapon is silent and makes no noise when firing.
• Does not require regular cleaning or maintenance

Compound Bow
The true hunter's weapon of choice, the compound bow uses a system of pulleys to help draw a wire tight and fire a powerful bolt through the air silently.
Cost: $650
Purchase Restrictions: None
Size: 3
Range: 100/300
Ammunition: N/A
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d6 Physical
Fail: 0
Notes:
• +1d6 damage on an attack roll that shows a natural 18, 19, or 20
• The weapon is silent and makes no noise when firing.
• Does not require regular cleaning or maintenance

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Oct 30, 2008 10:35 pm


MELEE WEAPONS
User Image
Quote:

Key
Item Name
A brief description of the item's history and intended use
Cost: Cost: The number of dollars the purchase of this item requires. Dots instead of a set amount of dollars indicates that the item is restricted in some capacity and cannot be purchased by the average citizen. (see below)
Purchase Restrictions: Whether purchase and ownership of the item requires a licence and, if so, exactly what licence is required.
• Valid ID: Any full-fledged adult with an ID card can purchase the item.
• Licence: A specific licence, which is fairly easy to obtain, is required to own this item.
• Restricted: Only certain organizations or individuals which obtain a difficult licence are able to own this item.
• Military: Only legitimate police and military organizations are allowed to purchase this item.
• Illegal: The item is illegal for all parties; its use and commerce is heavily policed.
Size: The number of item slots the item takes up when equipped
Wield: The number of hands required to wield this weapon. Ligher, faster weapons require only one hand to use effectively. Though they cause less damage, the character's other hand is free to wear a shield, use items, or wield another one-handed weapon. Two-handed weapons require both hands to use well and typically cause a great deal more damage than lighter weapons.
Damage: The damage this weapon does per attack.
Notes: Any additional notes regarding the weapon's use.



Arcing Weapons

Improvised Arcing Weapon
The item's original design was not to be made a weapon, but a weapon it shall be! Includes items like a bowling pin, a chair, a wrench, a meat cleaver, etc.
Cost: Circumstantial
Purchase Restrictions: None
Size: Not intended to be carried for extended use
Wield: Varies
Damage: Strength + 1d4 Physical for 1 handed items, Strength + 2d4 Physical for 2 handed items
Notes:
• +1d4 damage on an attack roll that shows a natural 20

Club
A blunt instrument, like a baseball bat or a club designed for attack purposes.
Cost: $20
Purchase Restrictions: None
Size: 2
Wield: 1 handed
Damage: Strength + 1d4 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• Weapon may be gripped with both hands to add +1d4 damage

Sledgehammer
A heavy weight on the end of a pole originally designed for driving stakes into the ground and breaking concrete...or bones.
Cost: $30
Purchase Restrictions: None
Size: 3
Wield: 2 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 18, 19, or 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +1d6 damage on an attack roll that shows a natural 19 or 20

Spiked Club
A club that has been modified by the addition of spikes in the fashion of a medieval mace.
Cost: $40
Purchase Restrictions: None
Size: 2
Wield: 1 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• Weapon may be gripped with both hands to add +1d6 damage

Axe
A wedge of sharpened metal at the end of a rod which amplifies force, the axe is designed for splitting wood but can easily be used to split skulls instead.
Cost: $50
Purchase Restrictions: None
Size: 2
Wield: 2 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 17, 18, 19, or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d6 damage on an attack roll that shows a natural 19 or 20

Scythe
An uncommon impliment to be sure, the scythe is an old farming tool used for threshing grain. It is also the iconic tool of the grim reaper.
Cost: $100
Purchase Restrictions: None
Size: 3
Wield: 2 handed
Damage: Strength + 1d8 Physical
Notes:
• If a natural success is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d8 damage on an attack roll that shows a natural 19 or 20

Chainsaw
Typically, the chainsaw is used to make the task of cutting through thick piles of wood easier. Occassionally, however, it is used as a weapon by psychos who watch too many movies.
Cost: $250
Purchase Restrictions: None
Size: 4
Wield: 2 handed
Damage: Strength + 1d12 Physical
Notes:
• If a natural success is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 5 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d12 damage on an attack roll that shows a natural 18, 19, or 20

Close Quarters Weapons

Improvised Close Quarters Weapon
The item's original design was not to be made a weapon, but a weapon it shall be! Includes items like a roll of quarters, a straight razor, rings, glass shards, etc.
Cost: Circumstantial
Purchase Restrictions: None
Size: Not intended to be carried for extended use
Wield: Varies
Damage: Strength + 1d4 Physical
Notes:
• +1d4 damage on an attack roll that shows a natural 20
• +5 to Guile feats for concealing the weapon

Stake
In Vampire fiction, the only way to kill a bloodsucker is to drive a stake through his heart. In reality, driving a stake through the heart will kill anything.
Cost: $5
Purchase Restrictions: None
Size: 0
Wield: 1 handed
Damage: Strength + 3 Physical
Notes:
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon
• Attacks with this weapon can only be made using a stabbing motion, limiting its flexibility and imposing a +2 Difficulty to hit with the weapon.

Brass Knuckles
A series of brass rings worn over the knuckles to add power to a bare-fisted attack.
Cost: $15
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

Knife
Quick, deadly, and easy to conceal, butterfly knives, switchblades, and even butcher knives are a favorite weapon of those intending to cut something up.
Cost: $20
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 1 point of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

Garrote
A thin but tough strand of wire tied at both ends to short wood or metal rods, the garrote is the ideal weapon for murder by strangulation.
Cost: $20
Purchase Restrictions: Formal garrotes are Restricted (and uncommon), but improvised garrotes can be made from any spare wire lying around.
Size: 0
Wield: 2 handed
Damage: Suffocates a target (see the rules on suffocation.)
Notes: None

Police Baton
This weapon telescopes out to become three times its carrying size. Made from durable composite metals, it can be a highly effective weapon in trained hands.
Cost: $30
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 3 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

Meat Hook
A gruesome weapon whose intended function is to hang meat in a large butcher's freezer, it has been known to rip chunks of flesh off an enemy's body.
Cost: $30
Purchase Restrictions: None
Size: 0
Wield: 1 handed
Damage: Strength + 3 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 1 point of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1 damage on an attack roll that shows a natural success

Clawed Glove
Long metallic claws are affixed to either the fingers or the knuckles of this glove to inflict slashing wounds on a target.
Cost: $50
Purchase Restrictions: Valid ID
Size: 0 (1 when unequipped)
Wield: 1 handed
Damage: Strength + 4 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +2 damage on an attack roll that shows a natural success

Flails

Chain
A length of interconnected metal links which crush rather than lash like a regular flail.
Cost: $20
Purchase Restrictions: None
Size: 1
Wield: 1 handed
Damage: Strength + 1d4 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the flail entangles the target, preventing it from acting or moving while ensnared. The target may free itself with an Agility + Athletics feat (made at the end of its turn).
• +2 damage on an attack roll that shows a natural 18, 19, or 20.

Bullwhip
This length of leather was the first man-made object to break the speed of sound and is capable of cutting just as deeply as any sword.
Cost: $30
Purchase Restrictions: Valid ID
Size: 1
Wield: 1 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 1 point of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• If a natural 19 or 20 is rolled when attacking with this weapon, the flail entangles the target, preventing it from acting or moving while ensnared. The target may free itself with an Agility + Athletics feat (made at the end of its turn).
• +2 damage on an attack roll that shows a natural 18, 19, or 20.

Flying Weight/Spike
This martial arts weapon requires great training and precision, but if used properly can inflict massive damage very accurately.
Cost: $40
Purchase Restrictions: Valid ID
Size: 1
Wield: 2 handed
Damage: 2d8 Physical
Notes:
• Requires an Agility of 4 or higher to wield
• +1d8 damage on an attack roll that shows a natural 19 or 20
• If the attached weight is a blunt weight, a natural 19 or 20 rolled when attacking will fracture (and possibly break under additional pressure) the bone supporting the damaged area.
• If the attached weight is a spiked weight, a natural 19 or 20 rolled when attacking will cause serious bleeding. A bleeding target loses 1 point of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.

Ball & Chain
A heavy metal ball is affixed to the end of a length of chain and swung like a wrecking ball, destroying all in its path.
Cost: $100
Purchase Restrictions: None
Size: 5
Wield: 2 handed
Damage: Strength + 2d10 Physical
Notes:
• If a natural success is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +3 damage on an attack roll that shows a natural success

Swords

Machete
A short, curved blade more useful for hacking through thick brush than enemies.
Cost: $50
Purchase Restrictions: Valid ID
Size: 1
Wield: 1 handed
Damage: Strength + 1d4 Physical
Notes:
• +2 damage on an attack roll that shows a natural 19 or 20

Broadsword
A thicker, more powerful weapon made from a solid block of high-quality carbon steel.
Cost: $300
Purchase Restrictions: Valid ID
Size: 2
Wield: 1 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d6 damage on an attack roll that shows a natural 19 or 20
• Weapon may be gripped with both hands to add +1d6 damage

Claymore
This gigantic sword inflicts massive quantities of damage through sheer size...however, it is difficult for all but the mightiest to carry around freely.
Cost: $650
Purchase Restrictions: Valid ID
Size: 4
Wield: 2 handed
Damage: Strength + 2d10 Physical
Notes:
• Requires a Strength of 4 or higher to wield
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 4 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d10 damage on an attack roll that shows a natural 18, 19, or 20

Katana
These masterfully crafted oriental swords are made by folding thin layers of steel to increase the sword's durability while keeping it lightweight.
Cost: $1,000
Purchase Restrictions: Valid ID
Size: 1
Wield: 1 handed
Damage: Strength + 1d8 Physical
Notes:
• If a natural success is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 3 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d8 damage on an attack roll that shows a natural 19 or 20
• Weapon may be gripped with both hands to add +1d8 damage
PostPosted: Thu Oct 30, 2008 10:37 pm


ARMOR
User Image
Quote:

KEY
Item Name
A brief description of the item's history and intended use
Cost: Cost: The number of dollars the purchase of this item requires. Dots instead of a set amount of dollars indicates that the item is restricted in some capacity and cannot be purchased by the average citizen. (see below)
Purchase Restrictions: Whether purchase and ownership of the item requires a licence and, if so, exactly what licence is required.
• Valid ID: Any full-fledged adult with an ID card can purchase the item.
• Licence: A specific licence, which is fairly easy to obtain, is required to own this item.
• Restricted: Only certain organizations or individuals which obtain a difficult licence are able to own this item.
• Military: Only legitimate police and military organizations are allowed to purchase this item.
• Illegal: The item is illegal for all parties; its use and commerce is heavily policed.
Size: The number of item slots the item takes up when equipped
Armor: The Armor bonus this protective equipment grants
Notes: Any additional notes regarding the armor's capabilities


Light Armor

Stab Armor
While it may not provide great protection against firearms, Stab armor provides great protection against knives and slashing attacks.
Cost: $300
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: +2 Physical Armor
Notes:
• Against Handguns, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 0% chance of stopping a bullet (roll after being hit)
• Against bladed weapons, this armor has an 75% chance of stopping the attack (roll after being hit)
• Imposes no Agility or movement penalties

Concealable Vest
This light vest can be worn under regular clothes to provide protection against surprise attacks.
Cost: $400
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: +3 Physical Armor
Notes:
• Against Handguns, this armor has a 40% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Imposes no Agility or movement penalties

Tactical Jacket
The bulletproof vest worn by patrol officers and other non-combat law enforcement personnel.
Cost: $600
Purchase: Valid ID (must not be a convicted felon)
Size: 2
Armor: +4 Physical Armor
Notes:
• Against Handguns, this armor has a 50% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 25% chance of stopping a bullet (roll after being hit)
• Agility -1 when equipped

Nano-fiber Armor
Woven from incredibly dense and durable fibers, this material provides lightweight, comfortable, and reliable defense against bullets.
Cost: $1,500
Purchase: Valid ID (must not be a convicted felon)
Size: 2
Armor: +5 Physical Armor
Notes:
• Against Handguns, this armor has a 60% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 40% chance of stopping a bullet (roll after being hit)
• Imposes no Agility or movement penalties

Heavy Armor

Flak Jacket
Worn by military infantry, this body armor provides great protection, even against heavy fire.
Cost: $800
Purchase: Valid ID (must not be a convicted felon)
Size: 3
Armor: +4 Physical Armor
Notes:
• Against Handguns, this armor has a 60% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 50% chance of stopping a bullet (roll after being hit)
• Agility -1 when equipped

Riot Suit
This suit of heavy armor is worn by riot police and SWAT teams up against heavy fire.
Cost: $1,800
Purchase: Valid ID (must not be a convicted felon)
Size: 4
Armor: +6 Physical Armor
Notes:
• Against Handguns, this armor has a 70% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 60% chance of stopping a bullet (roll after being hit)
• Agility -2 when equipped

Dragonskin Armor
A new innovation in heavy armor, the Dragonskin Armor system utilizes composite materials to make its ceramic plates lighter and stronger.
Cost: •••
Purchase: Restricted
Size: 3
Armor: +8 Physical Armor
Notes:
• Against Handguns, this armor has a 80% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has an 70% chance of stopping a bullet (roll after being hit)
• Agility -2 when equipped

Survival Suit
These expensive suits of armor are reserved only for the most skilled soldiers under the heaviest fire.
Cost: ••••
Purchase: Restricted
Size: 3
Armor: +10 Physical Armor
Notes:
• Against Handguns, this armor has an 90% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 80% chance of stopping a bullet (roll after being hit)
• Agility -3 when equipped

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Oct 30, 2008 10:40 pm


GEAR
User Image
Quote:

Key
Item Name
A brief description of the item's history and intended use
Cost: Cost: The number of dollars the purchase of this item requires. Dots instead of a set amount of dollars indicates that the item is restricted in some capacity and cannot be purchased by the average citizen. (see below)
Purchase Restrictions: Whether purchase and ownership of the item requires a licence and, if so, exactly what licence is required.
• Valid ID: Any full-fledged adult with an ID card can purchase the item.
• Licence: A specific licence, which is fairly easy to obtain, is required to own this item.
• Restricted: Only certain organizations or individuals which obtain a difficult licence are able to own this item.
• Military: Only legitimate police and military organizations are allowed to purchase this item.
• Illegal: The item is illegal for all parties; its use and commerce is heavily policed.
Size: The number of item slots the item takes up when carried
Notes: Any additional notes regarding the item's capabilities


Ammunition

Standard Rounds
Bullets come in a variety of shapes and sizes and each is designed for use within a specific weapon system.
Cost: $25 for a box of 100
Purchase Restrictions: Valid ID
Size: 0
Notes:
• Rounds are purchased with a specific gun type in mind (handgun, shotgun, etc.) and will not work with another gun type.

Hollow Point Rounds
A dimple in the head of this bullet causes it to fragment upon impact, resulting in a larger hole and more damage to the target.
Cost: $70 for a box of 100
Purchase Restrictions: Valid ID
Size: 0
Notes:
• Enemies wearing armor take 1 dice less damage than they normally would.
• Unarmored enemies take 1 dice more damage than they normally would.

Armor Piercing Rounds
Bullets with a pointed tip made from an exceptionally dense metal, armor piercing rounds are restricted due to their ability to cut through police armor.
Cost: • for a box of 100
Purchase Restrictions: Restricted
Size: 0
Notes:
• Ignores Armor bonuses, inflicting full damage.
• Reduces a piece of armor's chance of stopping the bullet by 40%.

Incendiary Rounds
A flammable mixture of materials is stored in the tip of the bullet, designed to ignite on impact with a target.
Cost: •• for a box of 100
Purchase Restrictions: Restricted
Size: 1
Notes:
• Handgun rounds have a 10% chance of igniting the target upon impact with a level 1 flame.
• Rifle rounds have a 20% chance of igniting the target upon impact with a level 1 flame.
• Antimaterial & machine gun rounds have a 30% chance of igniting the target upon impact with a level 1 flame.

Tracer Rounds
The back of the bullet is filled with flare which ignites when the bullet is fired, allowing the shooter to better determine his accuracy in the dark.
Cost: $300 for a box of 100
Purchase Restrictions: Valid ID
Size:
Notes:
• Each shot with a tracer round removes 1 Difficulty from the penalty added for shooting in the darkness (to a minimum of +0 Difficulty)

Nonlethal Rounds
Rubber bullets for handguns and rifles, bean bags for shotguns, and a variety of other ammunition designed to incapacitate rather than kill.
Cost: $50 for a box of 100
Purchase Restrictions: Valid ID
Size: 0
Notes:
• Deals half the weapon's total damage.
• Inflicts non-lethal damage which will incapacitate rather than kill the target.

Arrows
A shaft tipped with a metal point and fletched with artificial feathers, the arrow is the projectile fired by a bow or crossbow.
Cost: $50 for a quiver of 20
Purchase Restrictions: Valid ID
Size: 1
Notes:
• There is a 30% chance the target will begin bleeding for 1 point of damage each round on his turn when the arrow is removed.

Silver Bullet
This bullet is cast from silver or at least coated in a layer of silver to deal damage to supernatural entities repulsed by the material's spiritual purity.
Cost: $100 for 10
Purchase Restrictions: None
Size: 0
Notes:
• Exceptionally rare and difficult to find in normal circumstances; must often be custom made
• Evil or unholy enemies take double damage from silver bullets.

Explosives
Each explosive threatens 3 ranges: the kill zone (closest to the blast), the lethal zone (further away), and the casualty zone (at the edges of the blast). Naturally, damage is different within each of these ranges:
In the Kill Zone, all targets take full damage/effect.
In the Lethal Zone, all targets take half damage/effect.
In the Casualty Zone, all targets take quarter damage/effect.
User Image

Molotov Cocktail
A rag stuffed inside a bottle of alcohol is lit on fire and thrown, the flammable liquid spreading to start a blazing fire.
Cost: $10
Purchase Restrictions: Illegal...but the materials to make one are readily available from any grocery store.
Size: 1
Kill Zone: 5 feet
Lethal Zone: 10 feet
Casualty Zone: 15 feet
Notes:
• Targets in Kill Zone have an 75% chance of being ignited with a level 3 flame.
• Targets in Lethal Zone have a 50% chance of being ignited with a level 2 flame.
• Targets in Casualty Zone have a 25% chance of being ignited with a level 1 flame.

Smoke Bomb (small sized)
A thick cloud of gray or colored smoke pours from the grenade, obscuring visibility within the area of effect.
Cost: $20 (hand grenade), • (canister)
Purchase Restrictions: Valid ID for hand grenade, others are Restricted
Size: 1 for 3 grenades
Kill Zone: 500 feet (outdoors); 1,000 feet (indoors)
Lethal Zone: 5,000 feet (outdoors); no lethal zone indoors
Casualty Zone: 20,000 feet (outdoors); no casualty zone indoors
Notes:
• All targets within the kill Zone are rendered completely blind so long as they remain within the area of effect.
• All targets within the Lethal Zone are partially blind, unable to see more than 15 feet in front of them.
• All targets within the Casualty Zone are partially blind, unable to see beyond 40 feet.

Tear Gas Grenade (small sized)
Also known as CS gas, the aerosol substance sprayed from this grenade has the effect of completely incapacitating anyone who comes in contact with it.
Cost: • (hand grenade), • (canister)
Purchase Restrictions: Restricted
Size: 1 for 3 grenades
Kill Zone: 500 feet (outdoors); 1,000 feet (indoors)
Lethal Zone: 5,000 feet (outdoors); no lethal zone indoors
Casualty Zone: 20,000 feet (outdoors); no casualty zone indoors
Notes:
• Targets within the Kill Zone experience a burning sensation on their skin, involuntarily shut their eyes, and vomit almost immediately. Needless to say, they are completely incapacitated so long as they remain within the area of effect and instinctually make ever effort to flee the gas.
• Targets within the Lethal Zone experience a burning sensation on their skin and involuntarily shut their teared-up eyes. They too are incapacitated for as long as they remain in the area of effect and instinctually make every effort to flee the gas.
• Targets within the Casualty Zone experience a mild tingling sensation on their skin and their eyes and nose water as though severly affected by allergies. They suffer a +5 Difficulty to most actions but are not incapacitated, though fleeing from the gas is definitely a priority.

Flash-Bang
A grenade that detonates with a loud bang and bright flash which disorients and stuns the target.
Cost: • (hand grenade), • (canister)
Purchase Restrictions: Restricted
Size: 1 for 3 grenades
Kill Zone: 10 feet
Lethal Zone: 20 feet
Casualty Zone: 30 feet
Notes:
• Targets within the Kill Zone lose 4+1d8 from their Wait. These lost points return at a rate of 1 point per round at the end of the target's turn each round.
• Targets within the Lethal Zone lose 2+1d6 from their Wait. These lost points return at a rate of 1 point per round at the end of the target's turn each round.
• Targets within the Lethal Zone lose 1+1d4 from their Wait. These lost points return at a rate of 1 point per round at the end of the target's turn each round.

Frag Grenade (small sized)
A small grenade which explodes either on impact or after a timed fuse has run out, sending explosive fragments flying in all directions.
Cost: • (hand grenade), • (canister), •• (RPG)
Purchase Restrictions: Restricted
Size: 1 for 3 grenades
Kill Zone: 15 feet
Lethal Zone: 30 feet
Casualty Zone: 45 feet
Notes:
• Deals 1d12 Elemental damage and 2d10 Physical damage to all targets in threatened range; damage is reduced the further a target is from the center of the blast.

Frag Grenade (large sized)
A much larger grenade which must be launched from a weapon, the threatened range and destructive ability of this grenade are much higher.
Cost: • (canister), •• (RPG)
Purchase Restrictions: Restricted
Size: 1
Kill Zone: 25 feet
Lethal Zone: 50 feet
Casualty Zone: 100 feet
Notes:
• Deals 3d12 Elemental damage and 2d20 Physical damage to all targets in threatened range; damage is reduced the further a target is from the center of the blast.

Napalm (small sized)
This jelly-like substance burns extremely long and at extremely high temperatures. It was used most infamously during the Vietnam war and its use against infantry has been infrequent ever since.
Cost: •• (hand grenade), •• (canister), ••• (RPG)
Purchase Restrictions: Military Only
Size: 1 for 3 grenades
Kill Zone: 15 feet
Lethal Zone: 30 feet
Casualty Zone: 45 feet
Notes:
• Targets in Kill Zone have a 100% chance of being ignited with a level 4 flame that will not go out for several hours.
• Targets in Lethal Zone have an 80% chance of being ignited with a level 4 flame that will not go out for several hours.
• Targets in Casualty Zone have a 60% chance of being ignited with a level 4 flame that will not go out for several hours.

Napalm (large sized)
This jelly-like substance burns extremely long and at extremely high temperatures. It was used most infamously during the Vietnam war and its use against infantry has been infrequent ever since.
Cost: •• (canister), ••• (RPG)
Purchase Restrictions: Military Only
Size: 1
Kill Zone: 25 feet
Lethal Zone: 50 feet
Casualty Zone: 100 feet
Notes:
• Targets in Kill Zone have a 100% chance of being ignited with a level 4 flame that will not go out for several hours.
• Targets in Lethal Zone have an 80% chance of being ignited with a level 4 flame that will not go out for several hours.
• Targets in Casualty Zone have a 60% chance of being ignited with a level 4 flame that will not go out for several hours.

Weapon Enhancements

Quote:
Key
Item Name
A brief description of the item's history and intended use
Cost: The number of dollars the purchase of this item requires
Purchase Restrictions: Whether purchase and ownership of the item requires a licence and, if so, exactly what licence is required.
• Valid ID: Any full-fledged adult with an ID card can purchase the item.
• Licence: A specific licence, which is fairly easy to obtain, is required to own this item.
• Restricted: Only certain organizations or individuals which obtain a difficult licence are able to own this item.
• Military: Only legitimate police and military organizations are allowed to purchase this item.
• Illegal: The item is illegal for all parties; its use and commerce is heavily policed.
Mod: The number of Modification Slots the addition of this Enhancement takes up on a weapon
Notes: Any additional notes regarding the item's capabilities


Ironsights
A metal attachment at the end of the gun's barrel which allows the shooter to accurately estimate just where his bullet will go once fired.
Cost: $50
Purchase: Valid ID
Mod: 1
Notes:
• Provides a +1 bonus to accuracy when firing the weapon

Taclight
This flashlight, mounted to the weapon, provides light in dark areas without the added burden of wielding a flashlight.
Cost: $100
Purchase: None
Mod: 1
Notes:
• Brightly illuminates up to 50 feet in a straight line, dimly illuminates an additional 100 feet in a straight line.

Laser Sight
A red or green laser which points directly forward allowing the shooter to see precisely where his bullet will hit once fired.
Cost: $100
Purchase: None
Mod: 1
Notes:
• Provides a +2 bonus to accuracy when firing the weapon

Folding Stock
The stock of weapon can fold in to reduce the weapon's size at the cost of added recoil.
Cost: $150
Purchase: None
Mod: 2
Notes:
• Reduces the Size rating of the weapon by 1.
• For use on Long Arms and SMGs only

Handgun Scope
A small scope which enhances distant targets, making them easier to hit.
Cost: $150
Purchase: Valid ID
Mod: 2
Notes:
• Increases the weapon's practical range by 25 feet
• For use on Handguns and SMGs only

Rifle Scope
A larger scope which can have a significant effect on whether the shooter hits a distant target or not.
Cost: $200
Purchase: Valid ID
Mod: 2
Notes:
• Increases the weapon's practical range by 100 feet
• For use on Rifles only

Sniper Scope
A large, intricate scope with measures to adust for wind, distance, pitch, and a myriad of other factors so the shooter can get just the right shot.
Cost: $400
Purchase: Valid ID
Mod: 2
Notes:
• Allows the weapon to fire at its maximum range with no added penalty
• The shooter must spend at least 1 round aiming in order to use this device.
• For use on Sniper Rifles only

Suppressor
This device greatly reduces the sound emitted by a gun firing by letting the gas from the fired round out slowly instead of all at once.
Cost: $800
Purchase: Valid ID
Mod: 2
Notes:
• Only those within 50 feet of the weapon who have a Perception of 3 or more may make a Perception + Awareness check to hear it firing.

M203 Grenade Launcher
A small one-shot grenade launcher which is often affixed to the base of the M16
Cost: $2,000
Purchase: Firearms Licence
Mod: 3
Notes:
• Range: 100/400
• Launches small size explosives

Misc. Equipment

Duct Tape
Touted by many as the essential tool for fixing anything, one cannot deny the endurance and flexibility of this product...especially in improvised repairs and invention.
Cost: $5
Size: 0
Notes:
• Too many uses to name. Be creative.

Waterproof Matches
A book of matches which will light when struck, even if wet.
Cost: $5
Size: 0
Notes:
• 100+ matches in the box. Produces an inconsequential flame that can start larger fires with enough fuel.

Disposable Camera
A camera which takes rather poor quality photographs but is cheap and easy to use.
Cost: $10
Size: 0
Notes:
• Takes low resolution photographs with no zoom and little flash.

Lighter
With a single click of the external flint, this sturdy, metal device can produce a small flame that is sustained until shut off.
Cost: $10
Size: 0
Notes:
• 20 hours of constant flame. Produces an inconsequential flame that can start larger fires with enough fuel.

Mirror
A small mirror with a variety of uses.
Cost: $10
Size: 0
Notes:
• Can be used for shaving, catching sunlight to signal others, looking around corners, identifying certain supernaturals, or a number of other uses.

Pepper Spray
An aerosol spray designed for personal defense which sends a stinging blast of an inflammatory agent right into the target's eyes.
Cost: $15
Size: 0
Notes:
• Forces target to make a Will feat a +5 Difficulty. Failure results in incapacitation for about 10 minutes and seething pain even if the target resists.

Tape Recorder
This small, portable device can record and playback audio at will.
Cost: $15
Size: 0
Notes:
• Capture or playback audio as a free action at any time

Rope
50 feet of sturdy nylon fiber woven rope with countless uses.
Cost: $20
Size: 1
Notes:
• Capable of supporting up to 2000 lbs of weight

Flashlight
A sturdy, quality flashlight which provides illumination in dark places, giving some sense of visibility.
Cost: $25
Size: 0
Notes:
• Illuminates up to 25 feet brightly and 50 feet dimly in front of the flashlight.

Modular Pouch
Attached to a piece of tactical armor, these pouches provide quick access to ammunition and other necessesary items.
Cost: $25
Size: 0
Notes:
• Grants one additional slot to carrying capacity per pouch
• A max of 10 pouches per piece of armor

Bolt Cutters
A pair of heavy, heavy pliers used for cutting through metal bolts and padlocks.
Cost: $30
Size: 2
Notes:
• Bipass a check to pick a lock by cutting the lock off completely. Works only on padlocks.

Epoxy Resin
Stronger than super-glue, this industrial quick-drying adhesive forms bonds which are almost impossible to break.
Cost: $30
Size: 0
Notes:
• Small bottle of solution with roughly 40 uses.

Handcuffs
Steel wrist cuffs connected with a short length of chain, this restraining device is an essential part of any law enforcement officer's equipment.
Cost: $30
Size: 0
Notes:
• Requires a Strength of 5 or higher to attempt breaking free
• Bound target must accumulate (10 - Strength) successful Strength feats, made on his turn each round in order to break free.

Backpack
A durable canvass pack with many compartments, perfect for carrying equipment around in.
Cost: $40
Size: 0
Notes:
• Grants an additional 5 slots to carrying capacity

Crowbar
A metal bar with curved ends, most often used for prying things open...occassionally used as a club.
Cost: $40
Size: 2
Notes:
• When used to pry something open, provides a +3 bonus to the required Strength check

EMF Meter
Used for detecting electromagnetic fields, this meter is also used by amateur and professional ghost hunters for detecting the presence of nearby spirits.
Cost: $40
Size: 0
Notes:
• Detects the presence and strength of electromagnetic fields (including those put out by both unmanifested spirits and electrical devices) within 30 feet.

Fire Extinguisher
By spraying a foaming substance which consumes nearby oxygen, this device can put out relatively small fires.
Cost: $40
Size: 2
Notes:
• Reduces the level of a fire by 1 for each round the extinguisher continuously sprays the target
• Cannot affect fires above a level 5

Mag Light
So heavy it COULD be used as a club...it provides much brighter light at a much greater distance than a standard flashlight.
Cost: $40
Size: 1
Notes:
• Illuminates up to 50 feet brightly and 100 feet dimly in front of the flashlight.

Flare Gun Kit
A disposable hard plastic flare gun and several flares for use in emergency situations.
Cost: $50
Size: 0
Notes:
• Alerts all creatures within several miles of the user's location
• Comes with 4 flares

Walkie Talkie
A portable communications device which can be used to speak with others on the same radio frequency.
Cost: $50
Size: 0
Notes:
• Communicate with all users with a device tuned to the same frequency
• 22 mile range

Ghillie Suit
A full-body suit designed to resemble thick foliage, allowing the wearer to perfectly blend into his environment.
Cost: $60
Size: 1 (when unequipped)
Notes:
• Grants a +5 bonus to to Stealth checks
• Stealth checks that total to 20 or higher automatically count as critical successes

Thermometer
A non-contact thermometer that measures the ambient temperature of the immediate area. They are often used by ghost hunters to detect the presence of a spirit through subtle or dramatic fluctuations in temperature.
Cost: $60
Size: 0
Notes:
• Determines the ambient temperature and can be used to detect when a spirit is manifesting or otherwise consuming energy in the immediate area.

Case of Road Flares
When snapped, chemicals in this stick mix together to provide a bright light which will glow red for several minutes.
Cost: $100 for 36
Size: 1
Notes:
• Provides 10 feet of light brightly and 25 feet of light dimly in a circle around the flare for up to 20 minutes

Mobile Phone
A small device which can make and receive phone calls from anywhere on the planet that has a wireless signal.
Cost: $100
Size: 0
Notes:
• Make and receive calls to any wireless device or landline.
• May not work in remote or underground areas where signal strength is weak.

Plating Underlay
Thick ceramic plates placed in pouches underneath a particular piece of armor to increase its effectiveness against ballistic assault.
Cost: $150
Size: 0
Notes:
• Increases Physical Armor by 1
• Increases Handgun Stoppage by 10%
• Increases Rifle Stoppage by 5%
• Adds an additional -1 penalty to Agility

Gas Mask
A mask and goggles worn over the face which filters toxic air, allowing the user to resist the effects of airborn toxins.
Cost: $200
Size: 1
Notes:
• Automatically resists the effects of gases and other airborn toxins
• Gases which obscure visibility still impose their penalty

GPS
The Global Positioning System is a portable device that uses satellites to track the user's location and provide step-by-step directions from his current position to his desired location.
Cost: $200
Size: 0
Notes:
• Provides detailed directions from the user's current position to his desired location

Portable Translator
An electronic device with the ability to receive words on a keypad in one language and translate them either written or orally into another language.
Cost: $200
Size: 0
Notes:
• Translate freely from one language to another
• Does not allow the user to read characters he does not recognize
• Can only translate current, recognized languages and modern dialects

Digital Camera
A lightweight, handheld camera capable of taking high quality photographs complete with zoom, flash, and digital upload capabilities.
Cost: $250
Size: 0
Notes:
• Takes high resolution photographs
• Can store hundreds of pictures at one time
• Can take short 3-5 minute video clips

Police Battering Ram
Though exceedingly heavy, this stout rod is able to smash through heavy doors given enough time and effort.
Cost: $250
Size: 4
Notes:
• No strength feat needed to smash through most normal, wooden doors.
• Metal or especially thick doors will require a Strength feat (with all added Difficulties applied), but the battering ram offers a +5 bonus to these checks and reduces the number of successful checks needed by half.

C2 Tazer
A sleek blue-for-him or pink-for-her tazer which can incapacitate attackers with a concentrated burst of electricity.
Cost: $350
Size: 0
Notes:
• Range: 15 feet
• Damage: 1d6 Elemental
• Stuns target

Parachute
Deployed for long falls, this large piece of cloth catches thermal updrafts and increases wind resistance to slow a fall dramatically.
Cost: $400
Size: 1 (when undeployed), 6 (after deployment)
Notes:
• Negates falling damage for falls of 500 feet or more

Binoculars
Enlarges distant objects, making the details of far-off locations more vivid to the viewer.
Cost: $500
Size: 1
Notes:
• Up to 12x magnification

Data Phone
Not only does it make and receive calls, but this amazing device contains a host of other useful features.
Cost: $500
Size: 0
Notes:
• Make and receive calls to any wireless device or landline.
• Access the internet.
• Use as a GPS
• Use as a portable translator
• Offers entertainment in the form of games, movies, and MP3s
• May not work in remote or underground areas where signal strength is weak.

Video Camera
Digital recording device which takes quality video and stores it on the hardrive for later upload.
Cost: $500
Size: 1
Notes:
• Records up to 100 hours of digital video at once

Night Vision Binoculars
These binoculars allow the viewer to see in darkness by looking through the green and black hues of the light amplifying device.
Cost: $800
Size: 2
Notes:
• Provides visual clarity in all but pitch darkness, eliminating penalties associated with darkness
• Up to 12x magnification
• Handheld

Infrared Binoculars
The user can view targets through walls and other obstructions by locking onto the heat signature put out by organisms and some objects.
Cost: $1,200
Size: 2
Notes:
• See the heat signatures of organisms and objects through walls and other obstacles
• Up to 12x magnification
• Handheld

Laptop Computer
A portable data processor which can access the internet, store important data, and run a variety of useful programs.
Cost: $1,500
Size: 1
Notes:
• Allows the user to access the internet, store and process data as well as run a host of useful programs

Night Vision Goggles
Strapped to the head, these specs are capable of seeing in low-light scenarios in hues of black and green.
Cost: $2,500
Size: 1
Notes:
• Provides visual clarity in all but pitch darkness, eliminating penalties associated with darkness

Infrared Goggles
By displaying the heat signatures of organisms and objects, these goggles provide vision in low-light and allow the user to even view targets through walls.
Cost: $3,000
Size: 1
Notes:
• See the heat signatures of organisms and objects through walls and other obstacles


KITS

Tool Kit
This kit has basic tools needed for simple repairs, improvised invention, and quick maintenance.
Cost: $30
Size: 1
Notes:
• Includes hammer, phillips-head screwdriver, flat-head screwdriver, wrench, pliers, wire pliers, nails, screws, tape measure, and level

First Aid Kit
Contains the bare necessities for treating both light and serious wounds in an emergency situation.
Cost: $50
Size: 1
Notes:
• Includes bandages, gauze, disinfectant, scissors, syringe, cotton swabs, and a few painkillers

Investigator's Kit
Contains a number of tools essential for forensic and crime scene investigators.
Cost: $50
Size: 1
Notes:
• Includes zip-loc bags, chalk, measuring tape, print powder, lifting tape, a magnifying glass, and caution tape.
• When used in tandem with extended investigations, causes feats to automatically critical on rolls of 19 and 20.

Tacklebox
Contains all the lures, hooks, lines, and even a telescoping pole for fishing in survival scenarios.
Cost: $50
Size: 1
Notes:
• Includes hooks, lures, cleaning knife, lines, weights, bobbers, and a collapsible fishing rod

Gun Cleaning Kit
All the tools needed to disassemble and clean firearms to insure reliable and safe firing.
Cost: $100
Size: 1
Notes:
• Includes all-caliber patches, bore solvent, patch savers, obstruction removers, brush adapters, bore and chamber brushes

Locksmith's Toolkit
The perfect set of tools for opening a lock for which one does not have the key.
Cost: $150
Size: 2
Notes:
• Includes a variety of wedges, picks, and oddly shaped rods for picking locks.
• Purchase restriction: Restricted (to registered locksmiths, police, and automotive professionals only).

Camping Pack
A pack filled with the necessities for an extended stay in the great outdoors.
Cost: $200
Size: 2
Notes:
• Includes a personal tent, sleeping bag, canteen, utility knife, insect repellant, compass, water purification tablets, and wire saw.

Diving Gear
All the equipment one needs to dive deep into the dark waters and explore the unknown depths of the sea.
Cost: $5,000
Size: 4
Notes:
• Includes a rebreather, foot fins, body suit, and goggles
• Allows the wearer to breath underwater
• No Athletics feat is required to move underwater (though the character still moves at 1/2 speed)
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