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evilgaz
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Moar Equipment

Sun 13 Sep 2020, 09:14

Hi All

I'm prepping my first convention game and was wondering if anyone had some up with more equipment, other than what's listed in the game. Stealth, Athletics and Observation seem a little ill-served for example. Something like the following - I can't think of another athletics one that isn't just different footwear right now. :)

Comfortable slippers Bonus +1 Availability 1 Use for moving with STEALTH
Monocle Bonus +1 Availability 1 Use for discerning motives with OBSERVATION

Any other ideas people have come up with?
 
Byrax
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Re: Moar Equipment

Sun 13 Sep 2020, 10:09

Maybe a dark or loden cape? +1 for Stealth when hiding or sneaking. Availability 2.
Last edited by Byrax on Sun 13 Sep 2020, 12:01, edited 1 time in total.
 
Byrax
Posts: 736
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Location: Mythic North

Re: Moar Equipment

Sun 13 Sep 2020, 10:44

Fishing equipment. +1 to Force test against hunger. Availability 1.
Crafted smoking pipe/Meerschaum pipe. +1 to Inspire to heal mental conditions and maybe +1 to Force tests (endure tiredness). Availability 2.
Last edited by Byrax on Sun 13 Sep 2020, 12:00, edited 1 time in total.
 
Byrax
Posts: 736
Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: Moar Equipment

Sun 13 Sep 2020, 10:51

’Niemann’s Solution’. +2 to Observe, Force, Inspire, Manipulate. Availibility 5. Cross both a mental and a physical condition after each use. :} it was created around 1858.

Maybe morphine or Fru Hierta’s Coughing Syrup as well?
Last edited by Byrax on Sun 13 Sep 2020, 11:34, edited 3 times in total.
 
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evilgaz
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Re: Moar Equipment

Sun 13 Sep 2020, 11:07

Maybe a dark or loden cape? +1 for Stealth when hiding or sneaking.
A cape! Of course, how obvious :) I like the idea of a nicely carved pipe too.
 
Byrax
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Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: Moar Equipment

Sun 13 Sep 2020, 12:02

Sturdy boots. Bonus +1 to Force in wilderness. Availability 2.
Manacles/handcuffs. Bonus +2 to Force in grapple situations. Demanding test to break free. Availability 3.
Chlorophorm. Bonus +2. Availability 4. Hm, how to best put that into rules?
 
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aramis
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Re: Moar Equipment

Sun 13 Sep 2020, 22:33

Chlorophorm. Bonus +2. Availability 4. Hm, how to best put that into rules?
+2 to Medicine to treat wounds (Anaesthesia). +2 on force tests to grapple.
—————————————————————————
Smith & Wesson: the original point and click interface...
 
Byrax
Posts: 736
Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: Moar Equipment

Wed 16 Sep 2020, 17:17

For Athletics test, maybe:
Skiing gear, +1 to Force/Athletics tests when outside in wintertime, Avi 1
Climbing gear, + 2 to Athetics in climbing tests, Avi 3
Velociped, +1 to Force/Athletics tests on roads, Avi 2
 
Byrax
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Location: Mythic North

Re: Moar Equipment

Mon 12 Oct 2020, 17:44

I would allow players to come up with gear ideas and use the following formula.

Simple/cheap/everyday items +1 bonus.
Complex/expensive/rare/manufactured items +2 bonus.
 
Byrax
Posts: 736
Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: Moar Equipment

Tue 20 Oct 2020, 10:42

Don´t want to give players any ideas for their own "magical" weapons, but an old "blessed" blunderbus, forged by old coffin nails, that breaks down if you roll more ones than sixes, could be fitting. Good against occult creatures.

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