ChibiRPG:
KEEN GEAR (Techniques, Weapons, and Equipment)

These items must be purchased pre-game, unless the GM makes a special allowance. Some items like Ammo and Medical packs can be bought 'on the fly', even in the middle of battle, to prevent untimely demise. Make sure you have the appropriate skills to USE the equipment!

BASIC EQUIPMENT
Ammunition 1 CP Use with: Aimed Weapons, and an actual aimed weapon
  One box of 10 shots for each point per session. If you run out during a session, you can refresh your ammo capacity by spending 1 CP, the the GM permits ("Oh, look! I forgot about these bullets I had in my pocket!").
Armor 2 CP/level Use with: none
  Each level of Armor prevents 2 damage, but also adds a +1 difficulty modifier for any task involving mobility (including Martial Arts, Dodge, Dramatic Posing, etc).
Laptop Computer 2 CP Use with: Computers
  Cellular modem Internet-ready, for searches and hacking on the go.
First-Aid 1 CP Use with: Medicine
  Good for 10 points healed... if you succeed, otherwise, it's wasted. Critical failures do 5 damage. One use only. You can buy these on the fly in mid-game. Potion, first-aid kit, injector, what have you.
Medkit 2 CP Use with: Medicine
  Good for 20 points healed. (same rules as First-Aid)
Cure-All 4 CP Use with: Medicine
  Good for 40 points healed. (same rules as First-Aid but cannot be bought on the fly.)
WEAPONS
Note: Weapons do Physical damage.
Blunt Instrument 1 CP Use with: Blunt Weapons
  Does 7 damage. Your basic club or other whackin' weapon.
Wickedly Nasty Blunt Instrument 2 CP Use with: Blunt Weapons
  Does 10 damage. A more complex and vicious weapon, like a pair of nunchucks or a small automobile.
Knife / Small Blade 1 CP Use with: Swordsmanship
  Does 7 damage. Knives and stabbing weapons, pocket sized, cheap, but good.
Sword / Bladed Weapon 2 CP Use with: Swordsmanship
  Does 10 damage. Not easy to use, but oh so stylin'. Any stock bladed weapon counts.
Special Blade 4 CP Use with: Swordsmanship
  Does 15 damage. Magic swords, scythes, signature weapons of note.
FIREARMS
Note: Firearms can do Projectile or Beam damage.
Any Handgun 1 CP Use with: Aimed Weapons
  Does 7 damage. Pistols, crossbows, slingshots, magnums, any one shot at a time gun. Requires ammunition.
Badass Gun 2 CP Use with: Aimed Weapons
  Does 10 damage. Machine gun, rifle, shotgun, other larger scale fling weapon. Requires ammunition.
No-Reloading Guns Akimbo 3 CP Use with: Aimed Weapons
  Does 7 damage only, but doesn't require ammunition.
Heavy Technology Weapon 4 CP Use with: Advanced Weapons
  Does 15 damage, requires ammunition. Will break and become unusable on a Critical Failure; it takes a successful Advanced Weapons roll to repair it. Can do Projectile, Beam, or Area damage.
ALLIES
Contacts 1 CP Use with: any relevant skill
  Doesn't actually accompany you, but is a source of information and help when needed (assuming you can get ahold of them). Determine an area of expertise at the beginning of game play, a related skill roll is used to determine if they can help.
Faceless Minion 2 CP Use with: Motivation or Seduction or Military
  If you succeed with one of the previous skills, he dishes out 5 damage! (10 for Military.) But he only has 10 hit points. Failure to motivate your minion means he misses his target. You can have as many minions as you want but can only use one at a time.
Pet Monster 3 CP Use with: Motivation
  If you can lead the beast, he dishes out 15 damage! He also has has 20 hit points, and a 10 Defense against any attack. Failure to motivate your monster means he misses his target. You can only own one monster at a time.
VEHICLES
Weapons can be mounted on non-Mecha vehicles and used while driving, but you always need the relevant skill. Each has a count of hit points before it's broken down and unusable; at 0 HP it is rendered inoperable, at -20 HP it's totally destroyed.
Vehicle weapons do Projectile or Beam damage, although Mecha can also do Physical.
Motorcycle 2 CP Use with: Driving
20 HP Any kind of motorcycle, with or without sidecar.
Car 3 CP Use with: Driving
40 HP It's a brand new car! Wai!
Tank 8 CP Use with: Driving, Advanced Weapons
100 HP If you have the skill, the turret's good for 15 damage a shot and doesn't need ammunition.
Power Armor 8 CP Use with: Mecha Piloting
30 HP Does 10 damage. Basic suit of powered armor, like B-ko's battle bikini or Motoslave.
Mobile Suit 12 CP Use with: Mecha Piloting
60 HP Does 15 damage. A larger suit, but basic army issue, like a Leo or an Aries.
Gundam / Special Mecha 20 CP Use with: Mecha Piloting
90 HP Does 30 damage. Signature suit with customizations and personality!
Single Pilot Plane 3 CP Use with: Pilot
70 HP Plane, star shuttle, glider, airship, dragon, what have you. No weapons mounted by default.
Standard Plane 6 CP Use with: Pilot
110 HP Regular-sized air vehicle; carries up to 5 people.
Cruiser 16 CP Use with: Pilot, Advanced Weapons
200 HP Up to a 30 man crew! Main gun deals out 30 damage!
SDF-1 48 CP Use with: Pilot, Advanced Weapons
800 HP One big hulking monster ship. Wave Motion Gun brings the pain at 80 damage.
SPECIAL/MYSTICAL EQUIPMENT
Henshin Device 3 CP Use with: Any Zen/Kata Techniques, see below
  Henshin comes in two varieties. You must pick one when the ability is bought. The Henshin Item must be in your possession to transform. You must take one turn to transform (no roll necessary). You can combine the effects of the two forms, if the ability is purchased multiple times. This power can also be combined with the Henshin Ability (see Techniques) .
a) You can deal out 1.25x damage through all Zen/Kata attack techniques. Henshin blocks all Magic/Psy Techniques in a non-transformed state, but not Martial Arts. You can buy this multiple times; each time is another .25x into the mix. (1.5x, 1.75x, etc).
or
b) Henshin can halve the Chi cost of Psy/Magic Attacks. This ability cannot be stacked -- you cannot further reduce Chi usage.
 
Regardless of choice, 'Final' techniques will un-henshin you, whether they work or not, and you must wait three turns before transforming again.

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