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DeJoker Mar 9 '12 10:40pm

Equipment Guide
 
Please no one else post to this thread. I can only maintain posts that I create.

Equipment Guide Table of Contents

As it states the Table of Contents will go here -- I think I can make it a click and take you there kind of thing.

DeJoker Mar 9 '12 10:41pm

GSS Standard Equipment Kit

A skeinsuit is made of light ballistic cloth. A skeinsuit defends against all projectile weapons, gyrojet pistols and rifles, fragmentation grenades, explosives and all melee weapons except electrical or sonic weapons. When hit by one of these weapons, the skeinsuit absorbs one-half of the damage caused by the attack. The wearer takes the other half of the damage. If the damage can not be divided evenly, the character takes the smaller half. It also can be used along with an inertia screen the defenses stacking. This suit is ruined when it takes 25 points or more of damage.
GSS Security Skein Suit (Black and Grey with GSS Logo) Wgt: 1

This heavy-duty vest comes with a variety of patch pockets, inside zipper pockets, velcro strips, rings, and snaps for maximum item attachment. It is designed with an attached plastipack on the back so breakables can be kept relatively safe. A character wearing an Explorer Vest can treat his Strength score as if it were 5 points higher when determining encumbrance effects. This effectively allows 5 more kilograms of gear to be worn without affecting movement. An Explorer Vest itself has a negligible weight (its mass is quite evenly distributed, though when stored it is considered to weigh 0.5kg).
Explorer Vest Wgt: 0

These knee-high boots are made from waterproof, non-crushable material. They are insulated against desert heat, arctic cold, and tropical humidity. These boots can be purchased with built-in knife sheath, pistol holster, or patch pockets.
Explorer Boots Wgt: 8

This kit contains a spray bandage, an antiseptic spray and a spray hypodermic. The spray hypo does not use a needle, and is painless. It contains one dose of each of these two drugs: Stimdose and Staydose
First Aid Pack Wgt: 0

Chronocom is short for chronograph/communicator. A chronocom looks like a large wristwatch, but it can do many things. It is a watch with a lighted face that can be used as a stopwatch/timer; it is a minicalculator; it is a radio/video communicator that can be used to talk with other characters up to 5 kilometers away. It can also be used to summon the police or a rental skimmer, as well.
Chronocom Wgt: 0

The flashlight is about the size of a pencil. It contains enough power to operate for 200 hours. Its beam will shine up to 100 meters.
Pocket Flashlight Wgt: 0

All characters carry an Identification Card. An Id card can be used only by its owner, because the computers which read Id Cards also scan the character's thumbprint. Id Cards are commonly used as credit cards. When a character buys something, their Id Card must be inserted into a computer. They place their "living" thumb (or paw, or digit, or pseudopod) on a screen so the computer can verify their identity, and then the money is deducted automatically from the character's bank account. This same process is used to pay for monorail rides and rented skimmers. Money can be deposited into an account without the card, but the card is needed to get money out. GSS also uses this specific Id card in conjunction with security stations which is why a standard issued Id Card is not compatible. Subsequently the GSS Id Card is much harder to forge than the standard issued Id Card.
GSS Id Card Wgt: 0

This device is similar to a Swiss armor knife, but it includes many small tools besides a pen-knife blade; a universal screwdriver, a small adjustable wrench, vice pliers, a hole puncher, corkscrew, and a magnetized rod.
Pocket Tool Wgt: 0

• Any Toolkit for a PSA skill (med, robcom, tech, etc.)

• 1 Auto Pistol, Gyrojet Pistol or Needler Pistol, with one extra clip
.. -- OR --
.. 1 melee weapon under 200 Cr value, with an extra clip if necessary.

The Standard Equipment Kit is loose, but the first aid kit is small enough to hook on a belt or stuff in a backpack. It can also be attached to the Explorer Vest.

Standard Survival Pack (Frontiersman #1 pg. 4)
This is an emergency survival pack. It is similar to the Standard Equipment Pack, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival packs stowed, as well as a single duraraft and envirotent. The Standard Survival Pack comes in the form of a highly compact backpack and is not just a bunch of individual items.

The Survival Pack consists of the following items:
• All-weather blanket
• Basic first-aid equipment (bandages, etc.)
• Compass
• Everflame
• Gas Mask
• Holoflare
• Life Jacket
• Pocket Flashlight
• Pocket Tool
• Rope
• Sungoggles
• Survival Rations (5 days)
• Toxy-rad guage
• Waterpack

Envirotent (Frontiersman #1 pg. 4)
This tiny 3kg pouch-sized kit can be erected into a small 3-man habitat tent in about ten minutes. It takes a similar amount of time to deconstruct. It can come in a variety of colors. When deconstructed and properly stowed, it fits in a small pack that straps to the thigh for easy transport.

DeJoker Mar 9 '12 10:49pm

Armor, Protective Gear, and Other Clothing

Explorer Vest (Remastered Zebulon's Guide pg. 92)
This heavy-duty vest comes with a variety of patch pockets, inside zipper pockets, velcro strips, rings, and snaps for maximum item attachment. It is designed with an attached plastipack on the back so breakables can be kept relatively safe. A character wearing an Explorer Vest can treat his Strength score as if it were 5 points higher when determining encumbrance effects. This effectively allows 5 more kilograms of gear to be worn without affecting movement. An Explorer Vest itself has a negligible weight (its mass is quite evenly distributed, though when stored it is considered to weigh 0.5kg).

Explorer Boots (Remastered Zebulon's Guide pg. 92)
These knee-high boots are made from waterproof, non-crushable material. They are insulated against desert heat, arctic cold, and tropical humidity. These boots can be purchased with built-in knife sheath, pistol holster, or patch pockets.


Helmets in General (Frontiersman #4 pg. 15)

In game terms, a helmet doesn’t do much in the core Alpha Dawn rules and I am not using Powered helmets or any kind, nor the expanded rules in Zebulon's guide. I'm trying to keep things simple. Still if you want to wear helmets, I am okay with that and while the game effect will be minimal there will still be situations where they would prove beneficial. For instance, if a bunch of rocks fell on your head or you crashed a vehicle, I'll reduce some damage for having helmet on. Perhaps other situations may occur as well but these will be a GM discretionary item as to its viability and its effect.

Universal Combat Helmet
The basic combat helmet is simple in design and effective protection against light shrapnel and projectiles. Unlike some earlier helmets – these helmets are not camouflaged but polished and white, designed to deflect a glancing beam weapon. Combat helmets come in sizes and shapes for all four of the major races. This helmet has a universal fit, with inserts and chin straps designed to accommodate each of the four core species. All simple combat helmets (including this Universal one) costs 50Cr and weighs nothing when worn. They weigh 1kg when stored.


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