Difference between revisions of "Equipment"
(Created page with "'''Example Equipment''' Academics - Jeweler's Loupe +1 Mental, The Greek Classics +2 Mental Animal Ken - Whip n’ Chair +2 Socials (Taming), National Audubon Society Handbo...") |
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Brawl - please see the Weapons Chart. | Brawl - please see the Weapons Chart. | ||
− | Crafts - | + | Crafts - Forge +1 Craft:Armor, Blacksmithy +1 Craft: Weapon, Workshop +1 Craft:Equipment |
Defense - Please see the Weapons Chart. | Defense - Please see the Weapons Chart. | ||
Line 53: | Line 53: | ||
Survival - The Boy Scout Handbook +1 Mental, Camping Gear +2 Physical | Survival - The Boy Scout Handbook +1 Mental, Camping Gear +2 Physical | ||
− | Most Items are on a 1- | + | Most Items are on a 1-3 scale, there are 4s but they are extremely rare and difficult to create. Any higher grade equipment is created by insanely powerful entities. |
+ | |||
+ | == Driving and Vehicles == | ||
+ | |||
+ | All cars and vehicles move 6 steps per round. Hitting a person with a vehicle is a Drive vs Defense check. It deals 3B. Humans struck by cars begin bleeding out. | ||
+ | |||
+ | All vehicles have 5 health levels. They reduce all damage by one innately unless that damage is explicitly to be used against buildings. Vehicles are subject to any item destruction power and otherwise act like weapons. A character can still be struck normally while they are in a Vehicle. You must declare a vehicle at the beginning of a scene. Craft and expression can make better quality cars, but these just provide traits on the Drive roll. You cannot adamant a Car. Getting on and off a vehicle takes a step. If you are riding in a vehicle, that movement still consumes your steps for the turn. |
Latest revision as of 13:25, 6 September 2023
Example Equipment
Academics - Jeweler's Loupe +1 Mental, The Greek Classics +2 Mental
Animal Ken - Whip n’ Chair +2 Socials (Taming), National Audubon Society Handbook +1 Mental (Identifying)
Athletics (Out of Combat) - Running Shoes +1 Physical (Running), Hookshot +1 Physical (Climbing)
Awareness - Theodolite Pendulum +1 Mental, Harmonic Crystals +2 Mental
Brawl - please see the Weapons Chart.
Crafts - Forge +1 Craft:Armor, Blacksmithy +1 Craft: Weapon, Workshop +1 Craft:Equipment
Defense - Please see the Weapons Chart.
Drive - N20 Injector +1 Physical/Mental, Racing Tires +1 Physical/Mentals
Empathy - Rorschach Test +1 Mentals (Willing Subject Only), Exner Scoring System +2 Mental
Expression - Studio Equipment +2 Mental, Thesaurus +1 Mental, Designer Suit +2 Social
Finance - Financial Planning Software +1 Mental, Detailed Prospectus +2 Mental
Firearms - Please see the Weapons Chart.
Intimidation - Black Armani Power Suit +2 social traits
Investigation - Fingerprinting Kit +1 Mental, CSI Trace Evidence Lab +3 Mental
Leadership - Swagger Stick +1 social trait
Medicine - Gray's Anatomy +1 Mental, Ultrasound Machine +2 Mental
Melee - Please see Weapons Chart.
Occult - Celestial Orrery +1 Mental, Staff of Power +2 Mental
Politics - Burke's Peerage +2 Mental, Who's Who +1 Mental
Science - Biological Specimen Cryostorage Unit +2 Mentals, 500 Rats +1 Mentals
Scrounge - Sotheby's Antiques Price Guide Book +2 Mental, Web Filtration Software +2 Mentals
Security - Thief's Tools +1 Physical, Keylogger +2 Mental
Stealth - Ninja Outfit +1 Mental, Smoke Bomb +2 Mental
Streetwise - GPS +1 Mental, FBI Files on Gang Signs +2 Social
Subterfuge - Forged ID Documentation +3 Social, Phone Voice Changer +1 Social
Survival - The Boy Scout Handbook +1 Mental, Camping Gear +2 Physical
Most Items are on a 1-3 scale, there are 4s but they are extremely rare and difficult to create. Any higher grade equipment is created by insanely powerful entities.
Driving and Vehicles
All cars and vehicles move 6 steps per round. Hitting a person with a vehicle is a Drive vs Defense check. It deals 3B. Humans struck by cars begin bleeding out.
All vehicles have 5 health levels. They reduce all damage by one innately unless that damage is explicitly to be used against buildings. Vehicles are subject to any item destruction power and otherwise act like weapons. A character can still be struck normally while they are in a Vehicle. You must declare a vehicle at the beginning of a scene. Craft and expression can make better quality cars, but these just provide traits on the Drive roll. You cannot adamant a Car. Getting on and off a vehicle takes a step. If you are riding in a vehicle, that movement still consumes your steps for the turn.