Post by DUNCE on Nov 7, 2006 23:02:28 GMT -5
this is by no means a complete list, if you want something thats not on here, ask me and i'll give it to you for a small price, but if something is used or created in a creative manner, i'll give you bonus points
Hunters start with $15,000 to purchase all of their gear
[glow=red,2,300]MISC. EQUIPMENT[/glow]
Cost--Damage--Item--Notes
10--3d6--Hammer--Pretty obvious isn't it?
20--3d6--Climbing pick--A pick the size of a hammer used by mountain climbers for balance
300--5d6--Cutting Torch--Hand held cutting torch
25--3d6--caltrops(5)--Small sharp objects similar in appearance to a chiald's jacks. Used to slow down pursuers
50--4d6--shovel--standard military issue folding shovel
20--3d6--iron spikes(12)--six inch long metal spikes
100--Tool kit--+1 to Technical--standard kit includes:wrench, screwdrivers, & Pliers
125--Binoculars--Makes things far away look closer
300--first aid kit--+1 to first aid--Bandages, Gauze, tape, etc. (no drugs)
100--Bandolier--holds 50 shotgun shells/bullets--With loops o hold bullets, as seen in a lot of western movies
75--long bow Quiver(25 arrows)--leather case that carries arrows on your back
100--crossbow quiver(25 bolts)--leather case that carries bolts on your back
300--IR goggles--smoke has no effect--goggles that alow the wearer to see heat patterns
75--tape recorder--mini recorder to tape last will & testiment etc.
150--pocket T.V.--mini television to watch the game
200--CD/radio player--Combination CD player and radio for music to kill by
200--35mm camera--A picture is worth a thousand words
500--video camera--hand held camcorder, great at weddings...or funerals
750--laptop computer--size of a small briefcase, comes with all the software you need
50--flashlight--comes in lots of sizes, and they all make light
25--cloak--for more dramatic hunters
700--bear sark--bear skin on your back gives you the power of the bear, +1 to melee
50--backpack--to carry all your stuff around in
20--belt pouch--small pouch attaches to any belt, holds a handfull
5--pocket mirror--size of a lady's purse compact
5--sack--paper or plastic?
100--rope (50')--all purpose rope, usefull to tie people up with
20--water skin--holds a quard of liquid, any liquid
5--disposable lighter--small pocket lighter to light cigaretts or other things
5--torch--a stick with gas soaked rags at one end
5--gloves--for fashion conscious hunters
30--sword belt--a belt that you can carry your sword with
15--pitons(10)--similar to spikes but not as crude, used by mountain climbers
100--sun glasses-for fashion conscientious Hunters
200--Lab goggles--used by researchers to protect eyes from chemicals
25--hypodermic needle--to inject drugs, air, or water into people
5--ear plugs--Huh? What did you say?
20--Compass--Every good boy scout should have one
200--make-up kit--stage make-up to fake blood and gore
30--hack saw--small saw to cut through handcuffs or a leg with
10--chain per foot--thick industrial chain
100--detonator for plastique--Can detonate plastique withing 100 feet
50--handcuffs--just like the police use (can be broken with a size roll -5)
20--strip binds--for cuffing protestors (size roll -2 breaks them)
10--Pack of cigarettes--You suck on them and they slowly kill you
600--anti-smoke goggles--complex lenses in the goggles filter out smoke, wearer able to literaly see through smoke
200--Targeting scope--+1 rifle/pistol skill--the infamous red dot targeting system, a red dot is seen on the target, the dot is no bigger than a fingernail
950--color armor--+1 stealth--any armor can be treated to blend into its environment, effect is limited, but not insignificant
1500--fireproof suit--flame thrower does 12d6 less damage--if another guy has a flame thrower, this will quickly become your most prized possession
950--crossbow scope--+1 archery--same red dot system as targeting scope
1750--grenade launcher--lobs selected grenade
300--fire extinguisher--puts out fires
[glow=red,2,300]WEAPONS[/glow]
Melee Weapons (1 attack per turn)
50--3d6--Hunting Knife--typical big knife for cutting down small trees
200--4d6--machete--Very useful in the jungle and THE HUNT
350--5d6--katana--A Japanese sword made of steel folded a million times
400--6d6--two-handed sword--A really big sword similar to those used by knights during the Middle Ages
175--4d6--hand axe--Ordinary hatchet for chopping firewood and people
400--6d6--two-handed axe--the kind of weapon preferred by Dwarfs
250--5d6--Boar spear--Since boar have a tendency to run up normal spears when stuck, a boar spear has metal coils on the shaft, with a boar spear, the boar ends up gutting himself
150--3d6--gladiator net--Knocks down opp.Tangles the guy up and knocks him down
200--5d6--trident--Similar to a pitch fork, has 3 long metal tips
45--3d6--bull whip--nice heavy duty whip
50--3d6--Cat-O'-Nine Tails--nine separate whips wove together into one handle
50--3d6--generic--club,bat, chair leg, bone, etc.
1100--6d6--Chain saw--the type of machine you would expect to find in the wilderness or a horror movie, a very messy weapon to say the least
8000--16d6--Flame thrower--Multiple targets(only full auto... and i know its not a melee weapon but you have to bee point blank range to use so it might as well be in here)
1100--7d6--power axe--energy from a power source in the handle is channeled to the blade where it heats the metal and gives off a brilliant glow
1100--7d6--energy sword--similar to a power axe except that the energy output is increased and the energy becomes the weapon instead of an enhancer
1100--7d6--vibro blade--what looks like a normal broadsword, is not, with a battery pack in the handle, this blade vibrates fast enough to help it tear through armor easily
2000--10d6--vibro blade 2--with a bigger battery pack, a bigger blade, and a nastier sound, the vibro blade's bigger brother makes an appearance
900--5d6--energy net--knocks target down--working on the same basis as an electric blanket, an energy network of coils that pulsate heat
500--5d6--sonic whip--sound waves sent through the whip increase its impact force
2500--6d6--battle glove--+2 Brawling--massive metal gloves complete with lots of spikes, the gloves are by no means pretty but they are one of the most brutal weapons allowed in the hunt
1750--4d6--shock gloves--+1 brawling--battery powered gloves that are just larger than normal gloves, upon contact the gloves release a controlled charge designed to stun the opponent
2000--5d6--power gloves--by increasing the output of shock gloves, power gloves are less stable but more deadly
1150--4d6--Unique Shikomizue--They laugh at you for brining a stick to the hunt. A little less when you draw its hidden blades (+8d6). They stop altogether when the blade goes shooting through their chest. (20 ft. range/retractable)
Missle Weapons (1 attack per turn)
200--5d6--Composite Long Bow--armor is halved--a very precise and quiet instrument
300--6d6--Heavy Crossbow--armor is halved--Combination long bow and club
Pistols
Revolvers--Ammo per clip(1 attack per turn)
400--4d6--6--.38 police special--carried by police detectives
600--6d6--6--.357 magnum --Preferred by police
750--7d6--6--colt .45 "peacemaker"--The weapon that won the west
750--4d6--0--stun pistol--knocks down target when damage dealt--these guns fire a high voltage charge designed to knock a foe down, basically a high tec version of a taser, strong enough to stop the heart, causeing death
4500--10d6--0--laser pistol--plus 3 to pistol--highly charged electrons are fired through the air at alarming speeds, the effect is devastating and accurate, lasers have two major drawbacks, they are expensive and smoke halves their effectiveness
Automatics--ammo per clip--(2 attacks per turn)
650--5d6--15--9mm Beretta--Good standard 9mm, little bang, but lots of bullets
800--7d6--7--.45 colt military issue--standard U.S. military issue
900--8d6--7--.44 automag--really big pistol, scares elephants
Rifles
Shotguns--ammo per clip--(1 attack per turn)
750--12d6--2--Double barrel(sawed off)--double barrel, sawed off for concealability
1000--12d6--6--police issue 12 gauge pump--found in squad cars, bullets are loaded them pumped in chamber
1350--12d6--12--Combat assault shotgun--basically an assault rifle with shotgun rounds
2300--13d6--0--assault blaster--really big and dangerous beam weapon, not nearly as accurate as a laser, but it can be used against multiple targets
Sub machine guns--(burst=5 or full auto=10)
1100--10d6--30--uzi--the standard weapon of the israeli defense forces
1100--10d6--30--H&K MP-5--Small and compact, facored by terrorist in century city, Ca
1200 11d6--30--Mac 10--one of the first sub machine guns ever made, small and reliable
Combat rifle--(single=1 burst=5 full auto=10)
1350--12d6--25--AK-47--what the russians use, cheap price and quality
1500--5d6--0--Stun Rifle--knocks down target if damage dealt--these guns fire a high voltage charge designed to knock a foe down, basically a high tech version of a taser, these guns are powerful enough to stop the heart, causeing death
1600--12d6--30--M-16--what the americans us, expensive and well built
1750--13d6--35--FN-Fal Battle Rifle--What everyone in NATO uses
1800--14d6--30--British Individual Combat rifle--what the british use, lots of use in northern Ireland
7500--14d6--0--Laser rifle--plus 3 to rifle--highly charged electrons are fired through the air at alarming speeds, the effect is devastating and accurate, lasers have two major drawbacks, they are expensive and smoke halves their effectiveness
Ammunition
25--revolvers bos of 50
50--automatics box of 50
100--shotguns box of 25
50--sub machine guns box of 100
100--combat firles bos of 50
50--arrows (10)
75--crossbow bolts (10)
NOTE: Armor piercing rounds make armor 75% as effective! but cost is 5 times that of normal rounds ( does not apply to arrows/bolts because they already half armor )
Explosives--radius
400--10d6--30'--Fragmentation grenade--send little pieces of metal flying everywhere
500--3d6--30'--concussion grenade--turn loss--send force waves all over
350--2d6--30'--smoke grenade--minus 3 perception-- spews out smoke that lasts for one full turn
2000--15d6--50'--Plastique (1/4 lb)--(need detonator per plastique)very explosive putty, has to be primed in order to go off, a detonater sets off the primer, very effective booby-traps
[glow=red,2,300]ARMOR[/glow]
cost--defense value--areas--item--notes
0--0--all but head--Jumpsuit--what most prey where--made out of spandex or cotton
350--5--all but head--Leather suit--made out of thick materials, such as leather
850--10--arms/chest--bullet proof vest--balistic nylon that covers the chest and arms, this is the stuff cops wear
1000--15-arms/chest--flak vest--Most soldiers are issued flak jackets, kevlar is heavy and rather bulky, but very effective
1000--15--legs--flak pants--most soldiers are issued flak jackets, kevlar is heavy and rather bulky, but very effectice
2000--15--all but head--armored overcoat--similar to the coars long riders wore in the old west
3500--20--all--chain mail--minus 2 dodge--just like knights used to wear, heavy and cumbersome
5000--25--all--ceramic plate--minus 1 to dodge (fire proof)--ceramic sections are placed over a ballistic jumpsuit, the result is good protection but slowed movement, this armor is completely fireproof
5000--30--all--battle armor--minus 1 to dodge--the latest in combat plastics is custom molded to fit each individual, battle armor is a sign that you mean to do buisness
500--20--head--steel helmet--similar to helmets from WWII
750--30--head--ballistic helmet--the standard in helmets, light weight with good armor
1000--30--head--spiked ballistic helmet-- the standard in helmets, with a twist, they can deal 3d6 with a gore attack, light weight with good armor
1500--20--all but head--riot shield-- standard issue police issue riot shield, good protection if you can hang onto it. Doesn't defend against surprise rear attacks
NOTE:armor can be LAYERED up to a maxumum of 30 points of protection for each area
NOTE: armor is ablative, example you have 30 armor, and are shot for30 damage... you armor takes the whole blow, but is then reduced to 29, so durring the next round you take 30 damage to the same area, you recieve one damage and your armor is now 27 ( if your hit but not hurt, -1 to armor, if your hit and hurt -2 to armor in that area )
[glow=red,2,300]CYBERNETICS[/glow]
cost--damage--item--notes
750--8d6--arm flamer--since the arm cannot hold a back pack worth of stuff, this little guy is not as hot as an item as its big brother, even so, concealability can be very important, flames come from palms of hands
1500--12d6--arm shotgun--double barrel from palms
1500--6d6--arm chainsaw--entire lower arm is replaced with a chainsaw, good news? you'll never drop your weapon! bad news? you can never scratch yourself again
1050--6d6--arm sword--like with the chainsaw, your entire lower arm is a sword
600--5d6--claw hand--a cat's claw at your fingertips, the claw is made of the finest tempered steel and is fully retractable
2000--10d6--wrist rockets--rockets about two inches long are installed into your wrist (two in each arm) always a blast at parties
3250--plus2d6 to melee--muscle lace--reinforce your current frame with cyber strands
5500--plus 2d6 to melee-- all cyber muscle--plus 2 to size--get rid of that weak human stuff and put in some good old fashioned cyber strands, this stuff makes you a lot stronger and bigger
750--sight eye--plus one perception--the eye is replaced with a small computer that is able to better take in the surroundings
1500--target eye-- plus 1 to pistol/rifle/crossbow--the new eye places a target dor in the vision range, by lining the dor up with the desired target, the chance to hit increases
200--camera eye--films all events seen and sends it to the network box, similar to a helmet camera in football
500--(2)anti-smoke eyes--filters smoke out, and nobody knows you can
2500--arm grenade--holds 3 grenades
2800--cyber arm--plus 2 to brawling
900--tech hand--plus 2 to technical
6600--cyber legs--plus 4 to movement
5000--Internal armor--20 points of defense for whole body NON-ABLATIVE!
1500--camoflauge skin--plus 2 stealth when not wearing armor
1800--face replacement--plus 2 crowd appeal
1750--look of fear--plus 2 intimidate
3300--adrenal boost-- plus 2 initiative
4700--danger boost--plus 2 dodge
3850--pain editor--plus 2 willpower
5000--internal health--plus 2 first aid
[glow=red,2,300]DRUGS[/glow]
cost--street name--effects
1000--missed me--plus 1 to dodge
500--speed--plus 1 to initiative
500--mover-- plus1 to movement
750--bulk--plus 1 to size
800--fist--plus 1 to brawling
800--stud--plus 1 to crowd appeal
750--heal--plus 1 to first aid (only on user)
400--fear--plus 1 to intimidate
500--blade--plus 1 to melee weapons
350--looker--plus 1 to perception
Hunters start with $15,000 to purchase all of their gear
[glow=red,2,300]MISC. EQUIPMENT[/glow]
Cost--Damage--Item--Notes
10--3d6--Hammer--Pretty obvious isn't it?
20--3d6--Climbing pick--A pick the size of a hammer used by mountain climbers for balance
300--5d6--Cutting Torch--Hand held cutting torch
25--3d6--caltrops(5)--Small sharp objects similar in appearance to a chiald's jacks. Used to slow down pursuers
50--4d6--shovel--standard military issue folding shovel
20--3d6--iron spikes(12)--six inch long metal spikes
100--Tool kit--+1 to Technical--standard kit includes:wrench, screwdrivers, & Pliers
125--Binoculars--Makes things far away look closer
300--first aid kit--+1 to first aid--Bandages, Gauze, tape, etc. (no drugs)
100--Bandolier--holds 50 shotgun shells/bullets--With loops o hold bullets, as seen in a lot of western movies
75--long bow Quiver(25 arrows)--leather case that carries arrows on your back
100--crossbow quiver(25 bolts)--leather case that carries bolts on your back
300--IR goggles--smoke has no effect--goggles that alow the wearer to see heat patterns
75--tape recorder--mini recorder to tape last will & testiment etc.
150--pocket T.V.--mini television to watch the game
200--CD/radio player--Combination CD player and radio for music to kill by
200--35mm camera--A picture is worth a thousand words
500--video camera--hand held camcorder, great at weddings...or funerals
750--laptop computer--size of a small briefcase, comes with all the software you need
50--flashlight--comes in lots of sizes, and they all make light
25--cloak--for more dramatic hunters
700--bear sark--bear skin on your back gives you the power of the bear, +1 to melee
50--backpack--to carry all your stuff around in
20--belt pouch--small pouch attaches to any belt, holds a handfull
5--pocket mirror--size of a lady's purse compact
5--sack--paper or plastic?
100--rope (50')--all purpose rope, usefull to tie people up with
20--water skin--holds a quard of liquid, any liquid
5--disposable lighter--small pocket lighter to light cigaretts or other things
5--torch--a stick with gas soaked rags at one end
5--gloves--for fashion conscious hunters
30--sword belt--a belt that you can carry your sword with
15--pitons(10)--similar to spikes but not as crude, used by mountain climbers
100--sun glasses-for fashion conscientious Hunters
200--Lab goggles--used by researchers to protect eyes from chemicals
25--hypodermic needle--to inject drugs, air, or water into people
5--ear plugs--Huh? What did you say?
20--Compass--Every good boy scout should have one
200--make-up kit--stage make-up to fake blood and gore
30--hack saw--small saw to cut through handcuffs or a leg with
10--chain per foot--thick industrial chain
100--detonator for plastique--Can detonate plastique withing 100 feet
50--handcuffs--just like the police use (can be broken with a size roll -5)
20--strip binds--for cuffing protestors (size roll -2 breaks them)
10--Pack of cigarettes--You suck on them and they slowly kill you
600--anti-smoke goggles--complex lenses in the goggles filter out smoke, wearer able to literaly see through smoke
200--Targeting scope--+1 rifle/pistol skill--the infamous red dot targeting system, a red dot is seen on the target, the dot is no bigger than a fingernail
950--color armor--+1 stealth--any armor can be treated to blend into its environment, effect is limited, but not insignificant
1500--fireproof suit--flame thrower does 12d6 less damage--if another guy has a flame thrower, this will quickly become your most prized possession
950--crossbow scope--+1 archery--same red dot system as targeting scope
1750--grenade launcher--lobs selected grenade
300--fire extinguisher--puts out fires
[glow=red,2,300]WEAPONS[/glow]
Melee Weapons (1 attack per turn)
50--3d6--Hunting Knife--typical big knife for cutting down small trees
200--4d6--machete--Very useful in the jungle and THE HUNT
350--5d6--katana--A Japanese sword made of steel folded a million times
400--6d6--two-handed sword--A really big sword similar to those used by knights during the Middle Ages
175--4d6--hand axe--Ordinary hatchet for chopping firewood and people
400--6d6--two-handed axe--the kind of weapon preferred by Dwarfs
250--5d6--Boar spear--Since boar have a tendency to run up normal spears when stuck, a boar spear has metal coils on the shaft, with a boar spear, the boar ends up gutting himself
150--3d6--gladiator net--Knocks down opp.Tangles the guy up and knocks him down
200--5d6--trident--Similar to a pitch fork, has 3 long metal tips
45--3d6--bull whip--nice heavy duty whip
50--3d6--Cat-O'-Nine Tails--nine separate whips wove together into one handle
50--3d6--generic--club,bat, chair leg, bone, etc.
1100--6d6--Chain saw--the type of machine you would expect to find in the wilderness or a horror movie, a very messy weapon to say the least
8000--16d6--Flame thrower--Multiple targets(only full auto... and i know its not a melee weapon but you have to bee point blank range to use so it might as well be in here)
1100--7d6--power axe--energy from a power source in the handle is channeled to the blade where it heats the metal and gives off a brilliant glow
1100--7d6--energy sword--similar to a power axe except that the energy output is increased and the energy becomes the weapon instead of an enhancer
1100--7d6--vibro blade--what looks like a normal broadsword, is not, with a battery pack in the handle, this blade vibrates fast enough to help it tear through armor easily
2000--10d6--vibro blade 2--with a bigger battery pack, a bigger blade, and a nastier sound, the vibro blade's bigger brother makes an appearance
900--5d6--energy net--knocks target down--working on the same basis as an electric blanket, an energy network of coils that pulsate heat
500--5d6--sonic whip--sound waves sent through the whip increase its impact force
2500--6d6--battle glove--+2 Brawling--massive metal gloves complete with lots of spikes, the gloves are by no means pretty but they are one of the most brutal weapons allowed in the hunt
1750--4d6--shock gloves--+1 brawling--battery powered gloves that are just larger than normal gloves, upon contact the gloves release a controlled charge designed to stun the opponent
2000--5d6--power gloves--by increasing the output of shock gloves, power gloves are less stable but more deadly
1150--4d6--Unique Shikomizue--They laugh at you for brining a stick to the hunt. A little less when you draw its hidden blades (+8d6). They stop altogether when the blade goes shooting through their chest. (20 ft. range/retractable)
Missle Weapons (1 attack per turn)
200--5d6--Composite Long Bow--armor is halved--a very precise and quiet instrument
300--6d6--Heavy Crossbow--armor is halved--Combination long bow and club
Pistols
Revolvers--Ammo per clip(1 attack per turn)
400--4d6--6--.38 police special--carried by police detectives
600--6d6--6--.357 magnum --Preferred by police
750--7d6--6--colt .45 "peacemaker"--The weapon that won the west
750--4d6--0--stun pistol--knocks down target when damage dealt--these guns fire a high voltage charge designed to knock a foe down, basically a high tec version of a taser, strong enough to stop the heart, causeing death
4500--10d6--0--laser pistol--plus 3 to pistol--highly charged electrons are fired through the air at alarming speeds, the effect is devastating and accurate, lasers have two major drawbacks, they are expensive and smoke halves their effectiveness
Automatics--ammo per clip--(2 attacks per turn)
650--5d6--15--9mm Beretta--Good standard 9mm, little bang, but lots of bullets
800--7d6--7--.45 colt military issue--standard U.S. military issue
900--8d6--7--.44 automag--really big pistol, scares elephants
Rifles
Shotguns--ammo per clip--(1 attack per turn)
750--12d6--2--Double barrel(sawed off)--double barrel, sawed off for concealability
1000--12d6--6--police issue 12 gauge pump--found in squad cars, bullets are loaded them pumped in chamber
1350--12d6--12--Combat assault shotgun--basically an assault rifle with shotgun rounds
2300--13d6--0--assault blaster--really big and dangerous beam weapon, not nearly as accurate as a laser, but it can be used against multiple targets
Sub machine guns--(burst=5 or full auto=10)
1100--10d6--30--uzi--the standard weapon of the israeli defense forces
1100--10d6--30--H&K MP-5--Small and compact, facored by terrorist in century city, Ca
1200 11d6--30--Mac 10--one of the first sub machine guns ever made, small and reliable
Combat rifle--(single=1 burst=5 full auto=10)
1350--12d6--25--AK-47--what the russians use, cheap price and quality
1500--5d6--0--Stun Rifle--knocks down target if damage dealt--these guns fire a high voltage charge designed to knock a foe down, basically a high tech version of a taser, these guns are powerful enough to stop the heart, causeing death
1600--12d6--30--M-16--what the americans us, expensive and well built
1750--13d6--35--FN-Fal Battle Rifle--What everyone in NATO uses
1800--14d6--30--British Individual Combat rifle--what the british use, lots of use in northern Ireland
7500--14d6--0--Laser rifle--plus 3 to rifle--highly charged electrons are fired through the air at alarming speeds, the effect is devastating and accurate, lasers have two major drawbacks, they are expensive and smoke halves their effectiveness
Ammunition
25--revolvers bos of 50
50--automatics box of 50
100--shotguns box of 25
50--sub machine guns box of 100
100--combat firles bos of 50
50--arrows (10)
75--crossbow bolts (10)
NOTE: Armor piercing rounds make armor 75% as effective! but cost is 5 times that of normal rounds ( does not apply to arrows/bolts because they already half armor )
Explosives--radius
400--10d6--30'--Fragmentation grenade--send little pieces of metal flying everywhere
500--3d6--30'--concussion grenade--turn loss--send force waves all over
350--2d6--30'--smoke grenade--minus 3 perception-- spews out smoke that lasts for one full turn
2000--15d6--50'--Plastique (1/4 lb)--(need detonator per plastique)very explosive putty, has to be primed in order to go off, a detonater sets off the primer, very effective booby-traps
[glow=red,2,300]ARMOR[/glow]
cost--defense value--areas--item--notes
0--0--all but head--Jumpsuit--what most prey where--made out of spandex or cotton
350--5--all but head--Leather suit--made out of thick materials, such as leather
850--10--arms/chest--bullet proof vest--balistic nylon that covers the chest and arms, this is the stuff cops wear
1000--15-arms/chest--flak vest--Most soldiers are issued flak jackets, kevlar is heavy and rather bulky, but very effective
1000--15--legs--flak pants--most soldiers are issued flak jackets, kevlar is heavy and rather bulky, but very effectice
2000--15--all but head--armored overcoat--similar to the coars long riders wore in the old west
3500--20--all--chain mail--minus 2 dodge--just like knights used to wear, heavy and cumbersome
5000--25--all--ceramic plate--minus 1 to dodge (fire proof)--ceramic sections are placed over a ballistic jumpsuit, the result is good protection but slowed movement, this armor is completely fireproof
5000--30--all--battle armor--minus 1 to dodge--the latest in combat plastics is custom molded to fit each individual, battle armor is a sign that you mean to do buisness
500--20--head--steel helmet--similar to helmets from WWII
750--30--head--ballistic helmet--the standard in helmets, light weight with good armor
1000--30--head--spiked ballistic helmet-- the standard in helmets, with a twist, they can deal 3d6 with a gore attack, light weight with good armor
1500--20--all but head--riot shield-- standard issue police issue riot shield, good protection if you can hang onto it. Doesn't defend against surprise rear attacks
NOTE:armor can be LAYERED up to a maxumum of 30 points of protection for each area
NOTE: armor is ablative, example you have 30 armor, and are shot for30 damage... you armor takes the whole blow, but is then reduced to 29, so durring the next round you take 30 damage to the same area, you recieve one damage and your armor is now 27 ( if your hit but not hurt, -1 to armor, if your hit and hurt -2 to armor in that area )
[glow=red,2,300]CYBERNETICS[/glow]
cost--damage--item--notes
750--8d6--arm flamer--since the arm cannot hold a back pack worth of stuff, this little guy is not as hot as an item as its big brother, even so, concealability can be very important, flames come from palms of hands
1500--12d6--arm shotgun--double barrel from palms
1500--6d6--arm chainsaw--entire lower arm is replaced with a chainsaw, good news? you'll never drop your weapon! bad news? you can never scratch yourself again
1050--6d6--arm sword--like with the chainsaw, your entire lower arm is a sword
600--5d6--claw hand--a cat's claw at your fingertips, the claw is made of the finest tempered steel and is fully retractable
2000--10d6--wrist rockets--rockets about two inches long are installed into your wrist (two in each arm) always a blast at parties
3250--plus2d6 to melee--muscle lace--reinforce your current frame with cyber strands
5500--plus 2d6 to melee-- all cyber muscle--plus 2 to size--get rid of that weak human stuff and put in some good old fashioned cyber strands, this stuff makes you a lot stronger and bigger
750--sight eye--plus one perception--the eye is replaced with a small computer that is able to better take in the surroundings
1500--target eye-- plus 1 to pistol/rifle/crossbow--the new eye places a target dor in the vision range, by lining the dor up with the desired target, the chance to hit increases
200--camera eye--films all events seen and sends it to the network box, similar to a helmet camera in football
500--(2)anti-smoke eyes--filters smoke out, and nobody knows you can
2500--arm grenade--holds 3 grenades
2800--cyber arm--plus 2 to brawling
900--tech hand--plus 2 to technical
6600--cyber legs--plus 4 to movement
5000--Internal armor--20 points of defense for whole body NON-ABLATIVE!
1500--camoflauge skin--plus 2 stealth when not wearing armor
1800--face replacement--plus 2 crowd appeal
1750--look of fear--plus 2 intimidate
3300--adrenal boost-- plus 2 initiative
4700--danger boost--plus 2 dodge
3850--pain editor--plus 2 willpower
5000--internal health--plus 2 first aid
[glow=red,2,300]DRUGS[/glow]
cost--street name--effects
1000--missed me--plus 1 to dodge
500--speed--plus 1 to initiative
500--mover-- plus1 to movement
750--bulk--plus 1 to size
800--fist--plus 1 to brawling
800--stud--plus 1 to crowd appeal
750--heal--plus 1 to first aid (only on user)
400--fear--plus 1 to intimidate
500--blade--plus 1 to melee weapons
350--looker--plus 1 to perception