Rules, Equipment and Setting · Legacy archive

Therafter Equipment Listing

Started by valadaar Jul 31, 2013 9 posts Locked

  1. Therafter Equipment Listing

    #1
    http://strolen.com/uploads/valadaar/thumbs/armor.PNG


    DR reduces incoming damage by the listed amount, and can reduce damage to 0.

    Additional item

    Ballistic Fibre Vest

    AC +0  DR +1  Special:  Converts 4 points ballistic damage into non-lethal. Can be stacked with other armour types apart from other damage conversions. No effect apart from DR for non-ballistic damage.
    Weight 1lb. 
    Cost $400 (when available)

    This is special fibre with nanotech properties that becomes very rigid when struck by very high velocity, essentially a bullet-resistant tea-shirt.
  2. Re: Therafter Equipment Listing

    #2
    Currency

    1 GP =  1 $ = 1 Cap.

    5 Casing = 1 Cap

  3. Re: Therafter Equipment Listing

    #3
    http://fallout.wikia.com/wiki/Fallout_3_armor_and_clothing

    This wiki will be considered the main source for modern equipment.

    Energy weapons may not be purchased at startup.

  4. Re: Therafter Equipment Listing

    #4
    All of those armors made things a whole lot more complicated... What should I be wearing? And what's DR and how does it translate to 3.5? Will you be making a list of the fire arm costs next?
  5. Re: Therafter Equipment Listing

    #5
    How so? The costs for most are higher than what you start with, and these are not in the 'free' list.

    DR reduces damage by the listed amount. 

    I'll do guns soon, but since the costs will be higher than starting funds allow, the automatic 'free' firearms with blackpowder are your best bet.

    This list covers off stuff you have heard about thus far. Its not complete...
  6. Re: Therafter Equipment Listing

    #6
    I think I'll stick with studded leather, if I may, since I'm not sure about these other ones.
  7. Re: Therafter Equipment Listing

    #7
    Absolutely - these are additions to the standard Pathfinder armor.

  8. Re: Therafter Equipment Listing

    #8

    [img width=400 height=360]http://i.imgur.com/g0RMDIH.png

    Next up, Fallout weapons converted to D20.

    Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire.
    The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
    Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.

    Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.

    Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

    Reloading

    Reloading a firearm with an already filled box magazine or speed loader is a move action.
    Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
    Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.


    http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/weapons.html#rangedweapons
  9. Re: Therafter Equipment Listing

    #9
    Free Items


    In Therafter with the massive amount of debris, wrecked houses, and the like, many items are free for the taking with relatively little effort. Examples of such items are as follows:

    Scrap Metal
    Raw wood
    Plastic Bottles
    Empty Cans
    Tires (bald, damaged, etc)

    Items that actually require some time (Survival/Scavenging) but still easily found:

    Electrical Wiring
    Glass Bottles
    Usable Tires (generic)
    Rope


    Food And Water

    A decent day's food & water costs 5 Casings in most communities that are stable.  Lower quality food can usually be purchased, and better items can frequently be found.  This number changes during the winter or when bad weather has limited agriculture or hunting.  Salvaged food of the ancients costs about the same, the fact it is very well preserved canceled by the rather poor taste making them also 5 caps for a days worth of food.  Water in Kenebac is essentially free – nuclear weapons were not used in close proximity, nor has most water been contaminated by chemical weapons.


    DIY Items

    Many items can be manufactured with a minimum amount of skill, cobbled together but functional. These items are the most common and start with Condition 4.  You may create such items by acquiring the raw materials through trade or scavenging, and simply spending the necessary game time. A single roll using either your Intelligence or Dexterity mod may be used and if you succeed in a DC 10 check, you have a Condition 4 item.  DC 15 gives a Condition 3, and DC 20 a Condition 2.  Only a natural 20 can produce a Condition 1 item.  DIY items cannot be brought down to Condition 1 through repair unless they were created as Condition 1 items.

    Manufactured Items

    Items built by a proficient craftsman from scratch start at Condition 2 with a DC 10 check, 1 with a DC 15 check, and 0 on a natural 20.  Super quality items – those with negative condition, require much greater investments of time than normal, doubling normal manufacture time for each level beneath 0.


    n Therafter, equipment value is quite loose, and given the open ended nature of potential items, only guidelines are given.  Items are priced based primarily on utlity. Very few people care about collectability.  ‘Useless’ and unrefined items are quite cheap, many of which can simply be ‘acquired’ with a successful scavenging roll.

    Uncommon Items

    Uncommon items are relatively fragile Before items which did not survive in large numbers, or are only produced by a small number of people. They can usually be salvaged only in lightly salvaged regions where their presence would have made sense.
    Items which can be produced in low-tech cottage workshops would qualify as well.
    Items in this category range in 10 - 100 Casings in value

    Class I Chems
    Chemical Batteries
    Bandages
    Books
    Functional mechanical devices
    Common Electrical Devices
    Flashlights,Lamps,small appliances
    Quality ‘equipment’ such as camping gear

    Quality food items
    Standard Ammunition
    Metal and Leather DIY Armor


    Rare Items

    Rare items share the conditions uncommon items, but also were fairly expensive, fragile, or highly sought after.  Items in this category range from 100-1000 casings in value, unless they are quite small or of low utility.

    Firearms
    Functioning electrical (not electronic) devices
    Generators
    Water Treatment systems
    Functioning ubiquitous electronics (cell phones, etc.)
    Electronic components
    Class I Chems and Biochems
    Spices
    Non-standard ammunition
    Quality standard armor
    Quality melee weapons

    Very Rare Items

    Expensive, very useful, or really unlikely to have survived to this point. Prices are generally between 1000 and 10000 casings.

    Class II Chems (The good stuff)
    Functioning Electronics (computers, radios
    Robot Parts
    Specialized Firearms
    Advanced powercells
    Specialized Ammunition
    Energy Weapons
    Modern Armor


    Extremely Rare items

    These are generally placed by the GM, or only found in perfect locations.  Prices for these are generally 5000 casings and higher.

    Military grade weapons and devices
    Functional Vehicles
    Advanced electronic devices
    Functional robots

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