Total Equipment (Action!)

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There is equipment to be bought for practically everything, providing an Effect Value (EV) bonus to a skill roll. Cost is based on the bonus the item provides, but is also subject to very large fluctuations depending on the item's demand. Some of these items may also be available as Magic items, and may then be bought with XP, and given a measure of script immunity.

Examples include:

Contemporary[edit | edit source]

  • A pair of Rayban's (+5 EV to Willpower, Cost 5).
  • ACME Disguise kit (+5 EV to Disguise, Cost 5).
  • Ballistic Targeting Computer (+5 EV to Gunnery, Cost 8).
  • Military Scope (x1 EV multiplier, +5 EV to Guns while Aiming, Cost 8).
  • Stethoscope and occlusion device (+5 EV to Medicine, Cost 5).
  • Toyota XE with total modification kit (+5 EV to Drive, Cost 11).


Near future[edit | edit source]

  • Top-of-the-line decking setup (+8 EV to Decking, Cost 13).
  • Cyberdoc van reconfiguration kit (+5 EV to Cyberdoc, Cost 8).

Fantasy[edit | edit source]

  • Elven Focusing Crystal (+5 EV Sorcery, Cost 8).
  • Thin Leather Gloves (+5 EV to Pickpocket, Cost 5).
  • Brûk-Corrin's Standard of Valor (+5 EV to Leadership, Cost 8).
  • The Sword of Auregan (+5 EV to Willpower, Leadership and Intimidation, Cost 11)
  • The Shield of Azzad Khan (+5 EV to Warlord, Cost 11).
  • The Hand of Karach (+8 EV to Strange Powers, Cost 12).
  • Very Light: +0 Damage, 3 Free points.
  • Light: +3 Damage, 2 Free points.
  • Medium: +5 Damage, 1 Free point
  • Heavy: +7 Damage, Heavy.
  • Large: +8 Damage, 2-Handed and Heavy
  • Good Quality: Add 1 point.
  • Inferior Quality: Add 1p Flaw.
1 2 3 4 5 6 8 10
+3 +5 +7 +8 +9 +10 +11 +12

Weapons[edit | edit source]

Damage Weapon Perks and Flaws
+0 Unarmed Natural
+3 Fighting Glove Natural
+3 Small stone Bash, Short, Throwable
+5 Stone Bash, Heavy, Short
+8 Big stone 2-Handed, Bash, Heavy, Impact, Short
+3 Small club Bash
+5 Hand Axe Chop
+7 Heavy Axe Heavy, Chop
+7 Axe 2-handed, Chop
+8 Really big axe 2-handed, Heavy, Chop
+9 Huge axe 2-handed, Heavy, Chop, Tiresome
+3 Nun-chaku Chain, Multiple
+5 Club Bash
+7 Baton Stun
+7 Mace Bash, Heavy
+7 Flanged Mace Bash, Expensive
+7 Big club, Baseball bat 2-handed, Bash
+8 Really Big club 2-handed, Bash, Heavy
+9 Really Big war club 2-handed, Bash, Expensive, Heavy
+5 Staff 2-handed, Impact, Multiple
+3 Shield bash Shield, Bash
+3(+6) Halfspear Thrust, Throwable
+5(+8) Spear Thrust, Long, 2-handed
+7(+10) Polearm Thrust, Long, 2-handed
+7(+10) Pike Thrust, Set, Long, Heavy, 2-handed
+3(+5) Epee Thrust, Fast
+5(+8) Rapier Thrust, Sharp
+8 Heavy Rapier Heavy, Expensive
+4 Dagger Short, Sharp
+6 Shortsword Expensive, Sharp
+6 Cutlass Sharp, Short
+7 Sabre Sharp 2, Expensive 3
+8 Sword Sharp 3, Expensive 4
+9 Dull big sword 2-handed, Heavy, Long, Dull, Expensive
+10 Really big sword 2-handed, Sharp 2, Heavy, Long, Expensive 4
+9 Monofilament whip Fragile, Expensive, No defense, Sharp 4
+9 Monofilament dagger Short, Sharp 4, Fragile, Expensive
+12 Monofilament sword Sharp 7, Fragile, Expensive 5
+8 Chainsword Sharp, Chain, Heavy, Wounding 5, Expensive 6
+8(11) Vibrosword Bash, Thrust, Sharp 3, Expensive 4
+3 Powerknife Bash, Chop, Impact, Expensive 1
+5 Powerknife Bash, Chop, Impact, Expensive 2
+8 Powersword 2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
+12 Plasmasword 2-handed, Chop, Sharp 5, Expensive 7
+12 Lightsaber (Power-based) Chop, Sharp 7, Expensive 8
+16 Death glove
+16 Singularity Sword
Damage|AV|Perks & Flaws Very Light +0 +3 AV Small
Light +3 +1 AV
Medium +5 0 Sharp
Large +8 -1
Huge +10 -2

Types of Weapons[edit | edit source]

  • Accurate: Progression 10 Attack.
  • Bash: Attacks also cause 1(Progression 5) Shot point loss.
  • Chop: Attacks cause an extra Wound on the first Wound.
  • Chain: Attacks cause Critical on all doubles.
  • Defensive: Progression 5 Defense.
  • Fast: Progression 5 Initiative.
  • Fine: +3 Damage, +1 AV (Expensive 2).
  • Long: Opponent may not use Short Weapons for Attacks against you.
  • Impact: Attacks also cause a Knockdown.
  • Multiple: Extra Attack per 5 Outcome. 1 Extra Damage per Outcome 5. (2)
  • Wounding: Extra Attack per 5 Outcome. Normal Damage. (5)
  • Set: Double Damage vs Mounted, or when charging Mounted.
  • Sharp: +1 Damage.
  • Shield: Gain Free Active Defense once per round.
  • Blunt: Lose the first Wound. (0)
  • Shock: Inflict Progression 2 extra Shock points.
  • Stun: Lose the first 4 Wounds, Cause 5(Progression 5) extra Shock points.
  • Throwable (2): Weapon may be thrown Str x 3 m..
  • Thrust: Progression 1/2 Damage against Armor.

Flaws[edit | edit source]

  • 2-handed: Requires double grip (or counts as Heavy, requiring (adds x 2) Str. Add any Str
  • Burnout: Only works 3, 2, 1 Sequence(s).
  • Dull: Raise require Margin for Wound by 1.
  • Fragile: Cannot be used for Active Defense.
  • Heavy: Weapon requires Str equal to the Damage add, but at least 6.
  • Inaccurate: Progression 1/2 penalty to Attack AV.
  • No Defense(2): No Passive Defense with Weapon.
  • Oneshot: May not be used for snapshot attacks.
  • Recharge: May only be used once every 2, 3, 4 Sequences.
  • Slow: May not be used a Sequence where you Move.
  • Short(1): Weapon cannot be used to parry Long Weapons. Weapon may be hidden.
  • Tiresome: Weapon causes 1 point of Shot loss when used.
  • Unwieldy: Requires space.
  • Expensive: Raise cost by 1 (Either Resources or points).

/Old

Ranged Weapons[edit | edit source]

Ranged Weapon Damage +0, 1 Free point.

As of now, only Steam Age weapons are done.

  • Good Quality: Add 1 point.
  • Inferior Quality: Add 1p Flaw.
  • Precise: -5 Damage, +1 AV. (Rifle, Revolver)
  • Imprecise: -1 AV, 1 Free point. (Musket, Pistol)
  • Bashing Damage: Ignore first Wound. (Pellet Shotgun, Blunderbuss)

Weapon Range[edit | edit source]

  • Short Range: (Perception+Damage) /2 meters. Cost -1
  • Medium Range: (Perception+Damage) x2 meters. Cost +0
  • Long Range: (Perception+Damage) x (Perception+Damage) meters. Cost +1

All these weapons have Short(x1) -0, Medium(x2) -2 and Long(x4) Range -4.

Magazine size[edit | edit source]

Magazine: 1(0)/3(-1 lvl Damage)/10(-2 lvls Damage)/30(-3 lvls Damage)/Infinite(-4 lvls Damage) in magazine.

Flaws[edit | edit source]

  • 2-handed (-1): Weapon must be used in two hands.
  • Awkward (-1): Weapon is difficult to use in close quarters.
  • Fragile: Weapon breaks on doubles, or when used in close combat.
  • Heavy X (-X): Strength Requirement increased by 2X (from 6), Damage+X.
  • Reload (X): Weapon takes X Sequences to reload.
  • Single Shot (1): Weapon may only be used to fire at one enemy per Attack Action.
  • Slow (-1): Weapon causes 2 points of multi-action penalty.

Perks[edit | edit source]

  • Counter (Hit) 5
  • Counter (Attack) 8
  • Counter (Defensive) 11
  • Damage (2): Increase Damage by 1 level.
  • Devastating (2): Increase Outcome by 5.
  • Dual Damage (10): Does Damage twice (Type in parenthesis is other Damage type).
  • Ignores Armor (10): Ignore all Armor
  • Knockback (2): +5 Knockback.
  • Knockdown on Hit (4)
  • Knockdown on Roll (1)
  • Knockdown on Shockpoints (2)
  • Knockdown on Wound (1)
  • Machine(5): (For each 5 Outcome gain an extra Hit, gain normal Damage).
  • Piercing X (2X): Ignore X lvls of Armor. (All costs 10)
  • Repeating(1): (For each 5 Outcome gain +1 Damage and an extra Hit).
  • Small (-1 lvl of Magazine): You may hide weapon.
  • Unblockable (10): Lowers Defense by 5.

(as Fu powers, except for Damage type which costs double).

Ancient[edit | edit source]

Ancient
Str+0 Thrown Stone Thrown, Bashing Damage
Per+0 Wood Arrow Thrown
Per+5 Sling Single Shot, Short Range.
Per+0 Short Bow
Per+10 Staff Sling, Spear Thrower 2-handed, Strength 6
Str+5 Bow

Middle Ages[edit | edit source]

Middle Ages
Per+5 Small Crossbow
Str+6 Steel Bow / Longbow
Per+6 Crossbow

Renaissance[edit | edit source]

Renaissance
Per+4 Black-powder pistol
Per+6 Arquebus
Per+20 Cannon?

Age of Reason[edit | edit source]

Age of Reason
Per+6 Musket
Per+6 Blunderbuss
Per+7 Long Rifle

Steam Age[edit | edit source]

Steam Age
Let's begin here as it is the campaign-specific table...
Per+0 Light Revolver Ammo 6, Short Range, Reload 1
Per+5 Revolver Ammo 6, Short Range, Reload 2
Per+8 Heavy Revolver Ammo 6, Short Range, Heavy 1 (Str 6), Reload 2
Per+5 Light Shotgun Ammo 2, Spread, 2-handed
Per+5 Light Rifle Ammo 1, Accurate (+1 AV), 2-handed, Long Range, Single Shot
Per+8 Shotgun Ammo 2, Spread, 2-handed, Heavy 1
Per+8 Rifle Ammo 6, 2-handed, Heavy 2 (Str 8), Reload 1, Long Range, Single Shot
Per+5 Repeater Rifle Ammo 6, 2-handed, Heavy 1 (Str 6), Reload 2, Long Range
Per+13 (-5) Hunting Rifle Ammo 1, 2-handed (+1), Heavy 3 (Str 10) (+3), Reload 1 (+1), Long Range (-1), Single Shot (+1)
Heavy Weapons
Per+8 Gatling Gun Automatic Fire 5 (1 Attack/Margin), 2-handed, Heavy 4 (Str 12), Reload 3, Long Range
Esoteric Weapons
Per+5 Ray Gun Infinite Ammo, Prototype (Fail on double), Fragile, Short Range
Per+10 Energy Rifle Infinite Ammo, Prototype (Fail on double), Fragile, Heavy 2 (Str 8 required)

World Wars[edit | edit source]

World Wars
Per+0 Light Pistol Ammo 9, Short Range
Per+5 Pistol Ammo 9, Short Range, Jam
Per+8 Revolver Ammo 6, Reload 1, Short Range
Per+5 Submachine Gun Ammo 20, Autofire, Inaccurate (-2 AV), Heavy 1 (Str 6)
Per+8 Carbine Ammo 10, 2-handed, Long Range, Heavy 1 (Str 6)
Per+10 Rifle Ammo 10, 2-handed, Long Range, Heavy 2 (Str 8)
Per+10 Machine Gun Ammo 30 (Infinite w/ Belt (causes Jam)), Autofire 1/4, 2-handed (Tripod), Long Range, Heavy 4 (Str 12), Reload 2
Heavy Weapons
Per+20 Heavy Machine Gun Ammo 30, 650 meters, Mounted
Per+13 Anti-Tank Rifle Ammo 1, 2-handed, Heavy 4 (Str 12), AP 4 (Pierce 12), Single Shot, Long Range, Slow, Setup 1
Per+25 Anti-Tank Grenade Launcher Ammo 1, Slow, -5 AV vs Personnel
Per+30 Bazooka Ammo 1, Slow, Reload 1, Heavy 1, -5 AV vs Personnel

Contemporary[edit | edit source]

Contemporary
Per+6 Heavy Pistol
Per+8 Heavy Submachine Gun

Near Now Future[edit | edit source]

Near Now Future
Per+8 Superheavy Pistol
Per+10 CyberGun

Science Fiction[edit | edit source]

Science Fiction
Per+6 Laser Pistol
Per+7 PPG
Per+12 PPG Rifle
Per+10HE MicRoc Rifle
Per+20HEAP Plasma Rifle
Per+11 Laser Rifle
Per+5 Pistol
Per+7 Heavy Pistol
Per+9 Superheavy Pistol

Space Opera[edit | edit source]

Space Opera
Per+5* Phaser Stun
Per+5 Phaser
Per+7 Phaser Wide Beam
Per+9 Phaser Maximum
Per+10 Phaser Rifle
Per+7 Disruptor
Per+12 Disruptor Rifle

Artillery[edit | edit source]

Artillery
Ancient
Catapult +30
Ballista +20
Middle Ages
Trebuchet +40
Renaissance
Bronze Cannon +20-+40
Age of Reason

/Old

Protection Examples
+1 Cloth Armor, Leather
+2 Thick Leather, Studded Leather
+3 Cuirbouilli, Ringmail
+4 Chainshirt
+5 Splintmail
+6 Lorica segmentata, Bulletproof vest
+7 Iron Cuirass, Chain Dress
+8 Steel cuirass, Reinforced protective vest
+9 Chainmail
+10 Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
+11 Reinforced chainmail
+12 Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
+13 Heavy plate armor
+14 Maximilliam armor, Door suit, Near future armor
+15 Encounter suit w/ shields
+16 Space Marine armor, Heavy near future armor
+17 Overcharged Encounter suit
+18 Near future assault armor
+19 Reinforced near future assault armor
+20 Space Marine Terminator armor, Anti-Death Field

Hardened Armor[edit | edit source]

Armor may not be pierced or ignored. This may be partial.