Equipment

See also: Sample Recipes

Design Philosophy

In Post Apocalytpic and Western settings, resource scarcity and wealth are key concepts. So too in Gethsemane. We would like players to feel the pinch of starting with painful gear that operates poorly and work their way towards an impressive arsenal. Players may train one another in the use of equipment, and each piece of equipment should feel like it is useable on it's own to do a unique thing. Equipment has varying 'quality grades' to drive players towards needing better and better gear

Gear Quality

Junk Gear

While most PC gear starts as Cheap Gear, Junk Gear is a tier below that and usually what most standard NPCs or salvaged loot exists as. Junk Gear has 0 durability so it may be used once but then it's destroyed and only good for Scrap.

Cheap Gear

Whenever Cheap Gear is repaired, the maker performing the repair must check to see if the gear loses Durability. Once a gear loses its last point of durability, it may no longer be Repaired, and if it becomes Disabled again it is destroyed (and can only be used for Scrap). Unless otherwise stated, Cheap Gear has 3 durability.

Weapons

Weapon Quality Notes:
  • Cheap Firearms: May not be reloaded; disabled at the end of a combat in which they are used. They may be reloaded by removing their Disabled condition and having Ammunition used.
  • Cheap Melee / Unarmed: Disabled at the end of a combat in which they are used to deal damage.

Pistol

Firearm

Deals 1 point of damage when fired. May not be dual wielded unless otherwise noted.

Prop: Any nerf gun that is pistol size/shaped. Must not be clip fed or electric, and must be painted (not all black).

Knife

Melee

Functions the same as other Melee Weapons but a knife may have a Black Cloth wrapped around the hilt to make it hidden. It must be carried in a place that it could conceivably be hidden (can't be held, etc). Knives may be dual wielded by default.

Prop: Unless otherwise noted, knives have a default length of 20" max.

Long-Gun

Firearm

Deals 2 damage when fired. May not be dual wielded unless otherwise noted.

Prop: Any nerf gun that is pump action (for a shotgun) or a 4-shot clip rifle. Must not be electric, and must be painted (not all black). Guns must be approved by Plot and appear thematic/Western.

Boxing Wraps

Unarmed

Prevents you from receiving negative conditions after Brawling. Prevents you from taking a limb wound if using Monkey Arms.

Prop: Thematically appropriate hand wraps or padded gloves. Should look intended for the purpose of fighting not just work gloves.

Melee Weapon

Axe/Sword/Club

Deals 1 point of damage. May not be dual wielded unless otherwise noted.

Prop: Unless otherwise noted the max length of a Melee weapon is 35" and they may not be dual wielded.

Tools

Cheap Tools: If used during a Vignette to gain extra salvage, a cheap tool is disabled. Otherwise unless otherwise stated cheap tools are disabled at the end of a scene where they are used, so a player may try to lockpick multiple locks, or repair multiple items, but then their item is disabled.

Lockpicks

Tool

A trained character may use lockpicks to pick locks encountered in game. The player must actually pick these locks. Applicable locks will be predesignated at Check In. If you are unsure if a lock is an IC lock, be sure to speak with plot before attempting to pick it. If a player is unable to pick a lock after 5 minutes, their Lockpicks are disabled.

Prop: Should be a small lockpick kit. Can take any form but should be multiple picks somehow wrapped up.

Repair Toolkit

Tool

May be used to repair items which have been disabled. In order to repair these items you must complete a minor "Skill Activity" depending on the item type. You must be skilled in the type of item you're attempting to repair.

Prop: Tacklebox of Tools and parts.

Salvage Tool

Repair

A character may use a Salvage Tool to destroy an item and receive a piece of component scrap from it. Some Vignette's may have additional salvage opportunity for a player who has a Salvage Tool.

Prop: Something generally used to break stuff down, but should be the size of a large hand tool (Crowbar, Bolt Cutters).

Harvesting Tools

Tool

Harvesting Tools are used during downtimes to more effectively perform labor tasks. Additionally there may be mods which require Harvesting Tools to gain benefits for.

Prop: Because Harvesting Tools may be difficult to physrep, instead you may physrep heavy duty/unwieldy protective gear required to use this equipment. Otherwise feel free to build strange heavy machinery (Think Chainsaw sized).

Necro-Tech

Autodoc

Necro-Tech

You may spend 5 minutes roleplaying connecting someone to your Autodoc (or a moment if they have a Cranial Port). After doing so you may resolve their Dyin' condition to Death's Door. An Autodoc is disabled at the end of the scene in which it is used.

Prop: Think of Tricorder or a PKE meter, with ominous bits and probes and cables.

Oculus of Envisioning

Necro-Tech

The Oculus of Envisioning allows an individual to parse Legion Sigils. You may interact with a Sigil and cause it to either Lock or Unlock. Doing so disables the Oculus and grants a temporary Insanity to the user. This can be done via draw with ST camp or a Sin Eater.

Prop: An ornate and inscribed monocle. The glass itself should be luminescent, jeweled or strange.

Medical

Patcher's Kit

Medical

You may spend 5 minutes roleplaying working on someone with the various tools from your Patcher's Kit. After doing so you may resolve their Bleedin' Out condition to Severely Wounded. A Patcher's Kit is disabled at the end of the scene in which it is used.

Prop: A small tote bag with various medical tools inside. Vials, bandages, saws, etc all recommended!

Electronics

CityTech Access Key

Electronics

(Required for the Jobber profession). If you have access to a City Terminal you may use this key to pull basic city information. This allows you to view Whisper Sheets and other potentially "Public Private" information, as well as view potential contracts.

Prop: Ornamented USB Key. Often worn on a necklace. CityTech keys should be adorned with appropriate City-Bits.

WildTech Access Key

Electronics

(Required for the Scout profession). If you have access to a Wilds Terminal you may use this key to pull all local information from it. This allows you to view local hazards, events and other "Public Private" information, as well as view potential scouting opportunities.

Prop: Ornamented USB Key. Often worn on a necklace. WildTech keys should be adorned with appropriate Woodland or Survivalist bits.

Consumables

Anti-Rads

Consumable

A single dose of anti-rads gives the "AntiRad Toxicity" condition, and prevents the next "Radiation Exposure" condition.

Bandages

Consumable

You may tie a bandage around an individual and they may pause their countdown while Bleeding Out for as long as the bandage remains in place. Cheap Bandages are destroyed after being used once.

Throwing Knife

Consumable

A throwing knife must be coreless and may be thrown in combat. Using a throwing knife in this way destroys it.

Snare

Consumable

Has uses with Hunting. A trained character may place a small length of rope, which may be dark in color, and no larger than 1 foot in diameter on the ground. When this is stepped on, you can call "Rooted" on the individual stepping on it. It can be useful to point out to a plot member where your snare is left so they can make the call as well if you don't see it placed. The Snare is destroyed once used.

Social Gear

Calling Card

Social

You may call upon one of the citizens of Chalcedony to get a meeting. You may take the calling card to NPC camp and write the name of an NPC on the back of the card. That NPC receives your card and will come find you at their convenience, assuming they respect the rules of polite society. You may also have your card appear in a player's starting pouch to indicate you'd like them to find you, though they are under no obligation to do so. Once this card has been delivered it becomes disabled.

Prop: An ornate, laminated business card with your crest and name on it. May be additionally embellished.

Legion Touched Gear

Neural Webbing

Legion

Neural Webbing is placed in direct contact with skin and allows the sharing of emotions and experiences between linked individuals. Additional pieces of Neural Webbing may be added to form a network of multiple individuals. You may place two fingers to your temple and speak a one emotional word which anyone in your Network is able to hear if they are within earshot of you (Ex. Fear/Love/Hate/Hunger/Loneliness).

Prop: Neural webbing can be represented with an arm or leg band with a symbol on it that matches your network's symbol. Prominent tattoos or patches that feature the symbol are also welcome but they must be visible.

Overseer's Mark

Legion

When threatened by one of the Legion, you may make the Reason call "I'm Marked by (Lightbringer/Umbrean), reconsider attacking me". If there's nothing else nearby to play with, however, the creature may still attack you. This works much better in the city than outside it. Having a Mark means you must answer "Yes" to any question about Legion Affiliation.

Prop: A Mark is a Makeup Prop that can also be represented with a pendant bearing the Mark if the player doesn't wish to apply Makeup. If no makeup or pendant is on the player, they may not use any Marked abilities. Plot will give you the sigil when you gain a Mark. It should be the size of a Half-Dollar or larger.

Binding Stone

Legion

Two willing and uncoerced individuals can place their hands on a binding stone and swear an Oath. Doing so will register this Oath as Sworn. If the Oath is broken the Binding Stone will change color. A violation of an Oath in this manner is a violation of Chalcedony's laws. Binding or Breaking an Oath in this way Disables the Binding Stone.

Prop: Should be at least softball sized and feature glow in the dark or luminescent elements. Can have sigils or swirls. Ornamentation is optional.