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Author Topic: Therafter Equipment Listing  (Read 3673 times)

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Offline valadaar

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Therafter Equipment Listing
« on: July 30, 2013, 08:08:44 PM »



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.
« Last Edit: August 01, 2013, 10:24:06 AM by valadaar »
   
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Offline valadaar

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Re: Therafter Equipment Listing
« Reply #1 on: July 30, 2013, 08:09:50 PM »
Currency

1 GP =  1 $ = 1 Cap.

5 Casing = 1 Cap

   
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Offline valadaar

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Re: Therafter Equipment Listing
« Reply #2 on: July 30, 2013, 08:12:12 PM »
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.

   
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Offline Gossamer

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Re: Therafter Equipment Listing
« Reply #3 on: July 31, 2013, 05:42:58 AM »
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?
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Offline valadaar

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Re: Therafter Equipment Listing
« Reply #4 on: July 31, 2013, 06:07:25 AM »
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...
   
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Offline Gossamer

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Re: Therafter Equipment Listing
« Reply #5 on: July 31, 2013, 06:14:21 AM »
I think I'll stick with studded leather, if I may, since I'm not sure about these other ones.
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Offline valadaar

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Re: Therafter Equipment Listing
« Reply #6 on: July 31, 2013, 08:32:17 AM »
Absolutely - these are additions to the standard Pathfinder armor.

   
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Offline valadaar

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Re: Therafter Equipment Listing
« Reply #7 on: July 31, 2013, 08:05:00 PM »



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
« Last Edit: August 01, 2013, 07:28:34 PM by valadaar »
   
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Offline valadaar

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Re: Therafter Equipment Listing
« Reply #8 on: February 04, 2015, 08:35:11 PM »
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
« Last Edit: February 05, 2015, 03:40:02 PM by valadaar »
   
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