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. | |||
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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. |
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| 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 |
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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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