GEAR
Quote:
KeyItem NameA brief description of the item's history and intended useCost: 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
AmmunitionStandard RoundsBullets 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 RoundsA 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 RoundsBullets 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 RoundsA 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 RoundsThe 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 RoundsRubber 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.
ArrowsA 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 BulletThis 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.
ExplosivesEach 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.
Molotov CocktailA 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-BangA 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 EnhancementsQuote:
KeyItem NameA brief description of the item's history and intended useCost: 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
IronsightsA 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
TaclightThis 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 SightA 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 StockThe 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 ScopeA 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 ScopeA 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 ScopeA 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
SuppressorThis 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 LauncherA small one-shot grenade launcher which is often affixed to the base of the M16Cost: $2,000
Purchase: Firearms Licence
Mod: 3
Notes:
• Range: 100/400
• Launches small size explosives
Misc. EquipmentDuct TapeTouted 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 MatchesA 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 CameraA 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.
LighterWith 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.
MirrorA 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 SprayAn 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 RecorderThis 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
Rope50 feet of sturdy nylon fiber woven rope with countless uses.Cost: $20
Size: 1
Notes:
• Capable of supporting up to 2000 lbs of weight
FlashlightA 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 PouchAttached 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 CuttersA 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 ResinStronger 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.
HandcuffsSteel 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.
BackpackA 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
CrowbarA 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 MeterUsed 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 ExtinguisherBy 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 LightSo 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 KitA 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 TalkieA 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 SuitA 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
ThermometerA 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 FlaresWhen 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 PhoneA 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 UnderlayThick 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 MaskA 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
GPSThe 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 TranslatorAn 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 CameraA 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 RamThough 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 TazerA 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
ParachuteDeployed 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
BinocularsEnlarges distant objects, making the details of far-off locations more vivid to the viewer.Cost: $500
Size: 1
Notes:
• Up to 12x magnification
Data PhoneNot 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 CameraDigital 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 BinocularsThese 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 BinocularsThe 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 ComputerA 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 GogglesStrapped 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 GogglesBy 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
KITSTool KitThis 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 KitContains 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 KitContains 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.
TackleboxContains 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 KitAll 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 ToolkitThe 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 PackA 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 GearAll 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)