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04:16, 17th May 2024 (GMT+0)

GEAR.

Posted by The GMFor group 0
The GM
GM, 3 posts
Wed 11 Oct 2023
at 22:29
  • msg #1

GEAR


You may choose ONE of these:

Melee Weapons:
• Combat Knife (Class 0, Melee, Severing)
• Length of Chain (Class 0, Adjacent, Flexible)
• Brass Knuckles (Class 0, Melee, Glove)
• Stun Baton (Class 0, Melee, Shock)
• Throwing Knives (Class 1, Adjacent/Close, Thrown, Concealed)
• Rapier (Class 1, Melee, Impaling, Stylish)


(You don't start with these. Maybe someday you can get/find/steal):
• ShatterHammer (Class 2, Two-handed, Melee/Adjacent, Hafted, Impact, Destructive)
• Laser Sword (Class 2, Melee, Energy, Defensive, Severing))


Tags:
Concealed: Inconspicuous, easily hidden, doesn't show on scanners.
Defensive: Can parry, deflect and disarm.
Destructive: Causes property damage, damages machinery and vehicles.
Energy: Glows with incandescent energy, melts, burns.
Flexible Whip: length capable of binding and lashing. (Optimal Range: Near)
Glove: A heavy, weaponized glove. Can still manipulate objects.
Hafted: Two handed. Long reach. Sweeping attacks. Range: Melee, Adjacent
Heavy: Two handed. Massive, resilient. Devastating attacks, hard to block.
Impact: Heavy kinetic force that breaks bones and knocks people over.
Impaling: Can pin targets, pierce thin materials, and stab with great accuracy.
Penetrating: Ignores Armor.
Ripper: Loud mechanical motion rips, tears, grinds or shreds.
Severing: Chops, cuts, and can sever robot limbs.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Stun: Extra non-lethal. Stuns, snares or renders unconscious.
Stylish: Looks impressive, distinctive and unique.
Thrown: Handful of small weapons/ single two-handed. Range: Adjacent, Close.


You may choose ONE of these up to Class 1:

Ranged weapons:
• Stunner Pistol (Class 1, One-handed, Close/Far, Stun)
• Laser Rifle (Class 1, Two-handed, Close/Far, Laser)


(You don't start with these. Maybe someday you can get/find/steal):
• Sniper Rifle (Class 2, Two-handed, Far/Distant, Scope, Silenced)
• Grenade Launcher (Class 2, Two-handed, Close/Far, Launcher, Explosive)

Tags:
Attachment: Attach Class 0 Small weapon with Sharp, Ripper, Energy or Shock.
Burst: Instead of a single shot, sprays shots in a wide cone.
Concealed: Inconspicuous, easily hidden, doesn?t show on scanners.
Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
Destructive: Causes property damage, damages machinery and vehicles.
Explosive: Loud. Causes messy wounds, property damage near the point of impact.
Impact: Heavy kinetic force that breaks bones and knocks people over.
Keyed: Can only be fired by you unless you unlock it.
Laser: Projects focused beams of energy that can cut or melt materials.
Launcher: Lobbed, arcing projectile with a modest area of effect.
Mounted: Mounted to a forearm or shoulder rig, keeps hands free.
Penetrating: Ignores Armor.
Plasma: Fires bright bolts of supercharged, burning energy.
Rapid Fire: Unleashes suppressing fire at multiple targets.
Scope: Can fire at distant objects. Optimal Ranges: Far, Distant.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Silenced: Suppressed muzzle flash and practically silent shot.
Stabilized: No recoil, can be used in micro-gravity environments.
Stun: Non-lethal. Stuns, snares or renders unconscious.
Stylish: Looks impressive, distinctive and unique.



You may choose ONE of these:

Example Explosives:
• Smoke Bomb (Class 1 Grenade, Thrown (Close), Chemical [Smoke])
• Flashbang (Class 1 Grenade, Thrown (Close), Concussive)
• Incendiary Grenade (Class 2 Grenade, Thrown (Close), Plasma, Chemical [Fire])


Tags:
• Grenade (One-handed thrown explosive. Optimal Range: Close)
• Timed: Explodes after fixed time.
• Charge (Two-handed placed explosive. Optimal Range: Melee)
• Triggered: Explodes when conditions are met (signal, proximity, etc)
• Destructive: Causes property damage, damages machinery and vehicles.
Breaching: Breaches reinforced buildings and starships. Charge only.
Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
Cluster: Scatters secondary explosives in the area of effect, which then detonate.
Concealed: Inconspicuous, easily hidden, doesn't show on scanners.
Concussive: Exceptionally loud and bright. Deafens, blinds and knocks away.
Destructive: Causes property damage, damages machinery and vehicles. Grenade only.
Focused: Directed high explosive force, little collateral damage.
Haywire: Disrupts electronic systems, scanners and advanced weaponry.
Kinetic: Heavy kinetic force that breaks bones and knocks people over.
Plasma: Creates a nova of incandescent energy that vaporizes matter.
Shock: Electrocutes, causes malfunctions in electronics and robots.
Shrapnel: Causes amputation, bleeding and disfigurement in a wide radius.
Sticky: Attaches itself to any surface, difficult to remove.
Stun: Non-lethal. Stuns, snares or renders unconscious.
Stylish: The explosion looks impressive, distinctive and unique.





You may chose ONE of these:

• Jumpsuit (Class 0 Uniform)
• Environmental Survival Suit (Class 1 Simple, Sealed)
• Climbing Gear (Class 1 Rugged, Rig [Wilderness])
• Formal (Class 1 Cultural, Impressive)


(You don't start with this, but maybe someday you can get/find/steal):
• Bulletproof Suit (Class 1 Formal, +1 Armor, Meshweave)


Tags:
• Rugged: Aged and worn-looking, but durable.
• Simple: Utilitarian, favors function over looks.
• Cultural: Incorporates popular styles/elements of a culture.
• Formal: Well cut and stylish.
• Uniform: Easily identifiable as belonging to a specific faction or group.
Armored: +1 Armor.
Carapace: Clumsy +2 Armor.
Comms: Can receive and broadcast signals over great distances.
Connected: Built-in CPU with eye-piece HUD, connects wirelessly to other systems.
Impressive: Distinctive, intimidating, with embellishments and accessories.
Jump Jets: Can give small burst jumps, slow descent, and controlled flight in zero-g.
Meshweave: +1 Armor that looks like normal fabric.
Rig: Choose a Kit (see below): That Kit is integrated in the suit. Can still cary a 2nd Kit.
Tough: Protects from elements, hard to damage, easy to repair.
Sealed: Airtight suit with helmet and oxygen tank.
Sensor: Choose a type of information. The wrist screen scans for that subject.
Shielded: +1 Armor provided by thin, invisible energy shield projected by the suit.
Stealthy: Muffled, blends in to environments, difficult to pick up on scanners.
Visor: Choose a type of information. The visor detects that subject.



You may choose ONE of these. All of them have 5 uses, then they're used up. Each grants +1 to a roll to do a certain type of thing:

• Broadcast Kit: Tools to send and receive signals. Collapsible broadcast antenna,
signal boosters, wires, vid screens, recording hardware, portable data drives, etc.

• Computer Kit: Tools to access, program, diagnose and repair computer systems.
Laptops, diagnostic tools, wires, handheld power sources, portable data drives, etc.

• Engineering Kit: Tools to repair and dismantle machinery. Hammers, drills, cutters,
wrenches, welders, grips, cables, diagnostic tools, cage lamps, misc spare parts, etc.

• Infiltration Kit: Tools to gain access to forbidden places. Mechanical lockpicks,
intrusion hardware, chloroform, glass cutters, disguises, ropes, climbing tools, etc.

• Medical Kit: Tools to perform medical treatments. Bandages, scalpels, gels, stimms,
surgical braces, dermal regen spray, etc.

• Research Kit: Tools to study and experiment out in the field. Specimen jars, hammer
and chisel, scalpels, chemical analyser, data recorder, etc.

• Survey Kit: Tools to observe and monitor. Range finders, tracking devices, motion
sensors, deep scanner tripod, holo-map projector, data recorder, deployable transmitter, etc.

• Wilderness Kit: Tools to traverse hostile landscapes. Ropes, climbing tools, light
sources, breather mask, tent, sleeping bag, heat lamp, thermal blanket, water filter,
etc.
This message was last edited by the GM at 23:34, Thu 12 Oct 2023.
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