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Better Alex

Posts : 92
Join date : 2011-09-30

Equipment and Services Empty
PostSubject: Equipment and Services   Equipment and Services EmptyTue Jul 18, 2017 2:13 am

To some, an adventurer, space cowboy, or badass mercenary is only as good as her gear. And that gear can be found in a variety of ways: in open bazaars, online marketplaces, or direct-order from megacorporations and manufacturers. For an adventurer, the availability of armor, weapons, packs, kits, tools, and various goods and sundries is of paramount importance, since proper equipment can mean the difference between life and death on the battlefield or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers, soldiers, privateers, and the like commonly find useful in the face of a hostile universe.

You have a Wealth score that represents your buying power, an abstract score compositing your income, savings, credit, debts, obligations, and assets. Your wealth score measures you ability to afford to purchase equipment. Tracking the exact amount of money a modern person might have is tedious, as your wealth invariably has many facets beyond what you have in your pockets. Even merely handling money, its use can be represented by many things: digital transactions are the most common but some prefer the feeling of cold, hard coin, though the most widespread coinage is actually in the form of flattened teflon marbles. But this is only a fragment of your financial worth; what you own, what you owe, what you are expected to be able to pay back, and what you've squirrelled away all factors in.

To determine your starting Wealth score, roll 2d4. Then add the Bonus Wealth provided by your background. Over the course of play, your wealth will decrease as you purchase expensive items and increase as you earn rewards. Your wealth can never fall below 0, and there is no limit to how high your wealth can climb.
Since wealth is an abstract concept, it’s sometimes difficult to determine how financially well off you are. To get a general sense of how financially solvent you are at any given time, check the table below.

WealthFinancial Condition
1 to 4Poor
5 to 10Modest
11 to 15Comfortable
16 to 20Affluent
21 to 30Wealthy
31 or higherAristocratic

Lifestyle expenses are accounted for in your Wealth score, and provide you with a simple way to account for the cost of living in a modern world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, the cost of maintaining your equipment, so you can be ready when adventure next calls, is accounted for in this. 
Each tier of Wealth enables a different kind of lifestyle. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. 
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
A squalid living corresponds to those in abject poverty. You live in a boarding house in the worst part of town or in an overcrowded, state-run shelter. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. Legal protections rarely avail you in this state of poverty, and you tend to be beneath most peoples' notice.
A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, cheap clothing, and unpredictable conditions result in an unpleasant but survivable experience. Your accommodations might be an apartment in the slums or in communal shelters. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. This includes unskilled laborers, thieves, peddlers, and other disreputable types.
A modest lifestyle, associated with working class families, keeps you out of the slums and ensures that you can maintain your equipment. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Such people with a modest living include most blue-collar workers, soldiers, priests, and students.
A comfortable lifestyle, indicative of belonging to the upper middle class, means that you can afford nicer clothing and can easily maintain your equipment. You likely own your home, whether a house in the suburbs or an urban townhouse. You associate with other middle-class people, cultivating relationships that allow you better-than-average legal protection. Those with such lifestyles are usually skilled artisans, military officers, engineers, merchants, and white-collar professionals.
A wealthy lifestyle means living a life of luxury, a part of the economic upper class, though you might not have achieved the social status associated with the old money of nobility. You live a lifestyle comparable to that of a highly successful merchant, a high-ranking civil servant, or the owner of a small business. You have respectable lodgings, usually a spacious home in a good part of town or a penthouse apartment, or even a permanent cabin on a luxury spacecraft. You probably have a small staff of servants.
An aristocratic lifestyle means that you live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town, a suburban mansion, a plantation manorhouse. You dine at the best restaurants, retain the services of skilled tailors, accountants, and lawyers, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high Priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

If you attempt to maintain a lifestyle that is beyond your means, by living as if you were of a tier of Wealth higher than your current tier, you may have to make Wealth checks on a regular basis to maintain your lifestyle.

Purchasing Equipment and Services
Every object and service has a Value rating. While common objects are readily available, buying less common objects generally takes a number of hours equal to the value of the object or service, reflecting the time needed to locate the wanted materials and close the deal. If you decide to purchase the object or service, you roll a d20 and add your Wealth score as a bonus.
Any time you purchase an object or service with a value higher than your current wealth, your wealth goes down. How much your wealth is reduced depends on how expensive the object is. Compare the value of the item to your current wealth score and consult the table below to see how much your wealth will decrease if you choose to purchase the item.
Along with this loss, any time you buy an object or service with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30), you reduce your current Wealth bonus by an additional 1 point

Object or service valueWealth loss
15 or half your Wealth (if over 30)1 point
1-10 points higher than current Wealth1 point
11-15 points higher than current Wealth1d6 points
16-20 points higher than current Wealth2d6 points

Gaining Wealth
There are many ways to gain Wealth. Finding and trading in loot or salvage can net monetary gain. Investing in a business venture can also lead to windfalls. Your career already increases your wealth, represented by your background's wealth bonus. However, occasionally a juicy contract or a good performance might result in gains to your Wealth.

To sell something, you first need to determine its value. Assuming the object is undamaged and in working condition, the sale value is equal to the object’s base value (as if purchased new) minus 3. Selling an object can provide an increase to your wealth. The increase is the same amount as the wealth loss you would experience if you purchased an object with a purchase DC equal to the sale value. If you sell an item with a value of at least 21 higher than your current wealth, add an additional 1d6 wealth per 10 points above 20.
Regardless of your current wealth, you gain a wealth increase of 1 whenever you sell an object with a sale value of 15 or higher (or a sale value of half your wealth score if your wealth is higher than 30). If you sell an object with a sale value less than or equal to your current Wealth bonus, and that sale value is 14 or lower, you gain nothing.

To invest in a business venture, you make a Wealth check against a Value equal to half you Wealth. The Wealth loss is invested into the business venture, be it shares of a company, property ownership, or in the activities of an entrepreneur. When you next gain a level, roll a d10. This will determine what happened to your investment, whether it was just a loss, if it is breaking even, or if you see significant gains. You can choose to keep this wealth gain, or reinvest it.

d10 rollResult
1Total loss. That money you invested is lost.
2Partial loss. Regain half of the Wealth you lost, minimum 1.
3-5Break Even. Regain the Wealth you lost on the investment.
6-8Minor Profit. Regain Wealth equal to your investment +1.
9Reasonable Profit. Add +1d6 to your Wealth.
10Record Profit. Add +2d6 to your Wealth.
Requisitioning Objects and Services
You can, instead of buying something, borrow it or request it from a person or organisation who knows that you're "good for it". Or you might leverage your fame, good name, or renown to acquire a service. Both of these are ways to Requisition goods or services. To Requisition an object or service, you roll a d20 and add your Reputation score and your Charisma modifier.
If your check reaches the Value of the object, you are able to Requisition it. Your Reputation does not decrease like Wealth does, but there is the expectation that you will return or replace the object, or repay the favour in some fashion.

Last edited by Better Alex on Mon Jul 23, 2018 5:23 am; edited 3 times in total
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Better Alex

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PostSubject: Re: Equipment and Services   Equipment and Services EmptyTue Jul 18, 2017 2:34 am

The Armor tables below represent the most common types of protective gear available on the market, or in organisations that provide security equipment (such as militaries, police forces, and mercenary companies). The tables show the weight, value, and other properties of these common armor types.

Armor Proficiency
Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity.

Armor Class
Armor protects its wearer from attacks. The armor you wear determines your base Armor Class. You can add to your base AC through a variety of ways, including the use of shields and kinetic barriers.

Armor Properties
Many suits of armor have special properties.

Light Armor

Medium Armor

Heavy Armor


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Better Alex

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PostSubject: Re: Equipment and Services   Equipment and Services EmptySun Jul 23, 2017 4:22 am

The Galaxy can be a dangerous place, not to mention the prominence of armed militaries to defend space colonies. Sometimes, it might be best to be armed. Your background and class grants you proficiency with certain weapons. What weapon you favour and your ability to wield it proficiently can make all the difference. The tables below show the most common weapon types, their properties, their weight, and their value. All weapons are ultimately categorised as melee or ranged. A melee weapon is used to attack a target within your reach, whereas a ranged weapon is used to engage a target at a distance. Within in this, there are simple weapons, archaic weapons, personal firearms, heavy firearms, and indirect fire weapons.
Simple weapons are ones that near about anyone can use with little to no training, including clubs, crossbows, javelins, knives, short swords, batons, and hatchets. Archaic weapons are rooted in ages long past such as longswords, polearms, battle-axes, warhammers, and usually require more specialised training in their use. Personal firearms take some training to use proficiently, and include pistols, submachine guns, rifles, lasers, and machine guns. Heavy weapons require specialised training, and include such things as rocket launchers, grenade launchers, flamethrowers, and shoulder-fired directed-energy weapons. Indirect fire weapons include projectile or missile artillery, such as mortars and howitzers.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you attack using a weapon with which you are not proficient, you do not add you proficiency bonus to the attack roll.

Weapon Properties
Many weapons have special properties related to their use.

Simple Weapons
These are the Simple melee and ranged weapons. Any weapon denoted with the Special property will be outlined below the table.

Simple Melee Weapons

Simple Ranged Weapons

Archaic Weapons
Armaments of ancient ways of battle, archaic weapons have found a new lease on life. Restrictions on firearm ownership and availability have caused a proliferation in ancient weaponry. Others simply prefer archaic armaments, a symbol of a "more civilised" age--this being a largely poetic fantasy. Still others train in them as a matter of custom and tradition, as is common among the aristocracy.
Any weapon denoted with the Special property will be outlined below the table.

Archaic Melee Weapons

Archaic Ranged Weapons

Personal Firearms
Personal firearms are guns, lasers, and related weapons that one can easily hold in one's hand and carry on their person. These are subdivided into Handguns (pistols and machine pistols) and Longarms (rifles, shotguns, submachine guns, etc.).
If a firearm has neither the Automatic nor Semiautomatic properties, it fires in a controlled semiautomatic or repeating rate of fire such that it can make one shot per Attack. This is typically the case with firearms that have either a powerful enough cartridge that rapid fire is inadvisable, or have a manually-operated repeating action, such as a bolt, lever, or pump action weapon.
Popular firearms manufacturers include Bellwether Arms, Hellfocker Arms Corporation, National Fabrications, Muscovy Corporation, Thay Corporation, McGrady Corporation, Royal Ordnance, Holland & Holland, Norinco, Rheinmetall, Raytheon, Denel, Benelli, Franchi, and Remington.



Heavy Firearms
Heavy firearms are weapons that are too large to be used by an individual without special training. Some might even require being mounted and crewed by two or more people to use properly. This includes heavy machine guns, grenade and rocket launchers, magnetic weapons, and directed-energy weapons.

Indirect-fire Weapons

Firearm ammunition comes sold in boxes. As the damage a firearm deals is an abstraction of its calibre, grain, and cartridge size, the damage determines the weight of a given number of rounds in a box.

Grenades and Explosives
Bombs, grenades, rockets, and mines are part and parcel of modern warfare. The ability to strike remotely with overwhelming force has been key to many armies, strike teams, and merc bands. These explosive weapons are covered below:

Grenades are thrown explosives, spewing damage or smoke in a burst. The weights indicated are for a single grenade, while the values indicated are for a box of 6 grenades.

Launched Explosives
Launched explosives are ammunition for grenade launchers, mortar, rocket launchers, and missile launchers. The weights indicated are for a single explosive, while the values indicates are for several as indicated in the parentheses.

Placed Explosives
Mines, bombs, and detonation devices, these explosives are placed at a stationary spot before detonation. They are used to trap, herd, and destroy opponents by tactical placement. They are also highly useful for demolition of building walls, doors, and other obstacles.

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Better Alex

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PostSubject: Re: Equipment and Services   Equipment and Services EmptyWed Jul 26, 2017 1:45 am

Adventuring Gear
This section describes items of general use across the galaxy.

What you wear says a lot about you.

Business clothes4 lb6
Casual clothes3 lb4
Fatigues4 lb8
Fine clothes4 lb9
Ghillie suit6 lb11
Stealthy outfit4 lb8
Windbreaker4 lb6
Wingsuit6 lb13
Winter coat6 lb7

Bags and Carrying Gear
Have gear, will carry.

Backpack2 lb (30 lb)9
Briefcase1 lb (5 lb)7
Chest25 lb (300 lb)12
Day pack1 lb (20 lb)5
Duffel bag2 lb (60 lb)8
Range pack3 lb (80 lb)9
Suitcase4 lb (75 lb)9
Travel case2 lb (40 lb)8

Computers and Software
A staple of modern living for the past thousand years, information technology is ubiquitous.

Computer, stationary8 lb15
Computer, laptop2 lb13
Datapad0.25 lb11
Hacking software (advanced)--26
Hacking software (basic)--18
Hacking software (improved)--22
Hacking software (superior)--30
Head-up display--13
HUD software (biosensor)--14
HUD software (datalink)--10
HUD software (sensor)--13
HUD software (targeting)--18
HUD software (video scope)--13
Sensor hardware0.5 lb10
Sprayscreen0.5 lb8

Medical Equipment
The eager space adventurer needs to keep themselves healthy on the go.

Antimicrobial (4)0.25 lb6
Antirad (4)0.25 lb9
Antitoxin (4)0.25 lb9
First aid kit (10)2 lb10
Medical foam (4)0.25 lb6
Oncophage (4)0.25 lb12
Painkillers (10)--5
Rage serum (4)0.25 lb16
Stimulant (4)0.25 lb10
Truth serum (4)0.25 lb11

Professional Gear
Tools of the trade, some of which find their way into more specialized Tool sets.

Ball bearings (bag of 1,000)2 lb4
Boltcutters3 lb6
Caltrops (bag of 20)2 lb5
Concertina wire15 lb7
Crowbar5 lb6
Duct tape1 lb2
Glasscutter, circular3 lb13
Handcuffs1 lb7
Liquid metal embrittlement sprayer35 lb18
Lockpick set0.5 lb9
Lock release gun0.5 lb14
Manacles6 lb4
Neural scrambler1 lb16
Plasma torch4 lb10
Ram, portable35 lb9
Zip tie (25)0.5 lb6

Surveillance Gear
On the outside, looking in.

Blackbox0.25 lb4
Camera0.25 lb12
Identity defeater--5
Night-vision goggles3 lb17
Microphone, contact1 lb12
Microphone, directional4 lb13
Optic wand0.5 lb17
Portable tracetap1 lb14
Sweeper2 lb15

Survival Gear
Living in the wilderness.

Binoculars2 lb8
Block and tackle5 lb5
Chain (10 feet)10 lb5
Chemical light sticks (5)2 lb2
Climbing gear12 lb11
Electrical capacitor100 lb19
Field sleeping unit7 lb5
Fire extinguisher2 lb8
Fishing tackle4 lb4
Flashlight (penlight)--3
Flashlight (standard)1 lb4
Flashlight (flood light)3 lb6
Gas mask2 lb13
Glowlamp2 lb6
Hunting trap25 lb5
Hydration kit5 lb3
MRE1 lb4
Mess kit1 lb3
Portable gill2 lb6
Road flare1.5 lb3
Rope5 lb5
Tent (2-person)4 lb11
Tent (4-person)7 lb12
Tent (8-person)10 lb13
Trail rations (12)2 lb7
Water purification tablets (10)--11
Winch and cable15 lb16

A tool helps you do something you ordinarily wouldn't be able to do. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use.

Artisan's Toolsvaries12
Astrogation tools12 lb15
Chemistry kit8 lb16
Demolitions kit5 lb14
Disguise kit2 lb16
Electrical tools4 lb14
Evidence kit6 lb14
Forgery kit2 lb16
Gaming setvaries11
Hacking tools2 lb17
Mechanical tools4 lb13
Musical instrumentvaries15
Navigator's tools2 lb15
Pharmacy kit3 lb19
Surgical tools6 lb17
Surveyor's tools4 lb13
Thieves' tools4 lb16

Characters usually begin the game with a pack containing certain tools, gear, and a variety of minor items.

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PostSubject: Re: Equipment and Services   Equipment and Services EmptyFri Aug 04, 2017 2:54 am

Mounts and Vehicles

A good mount can help you move more quickly and carry the gear that would otherwise slow you down. The Mounts table shows each animal's average weight, its speed and its base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Tack, Harness, and Drawn Vehicles
All the accouterments necessary for mounting an animal, either with people or pack loads, or for hauling.

Ground vehicles
These are ground-travelling motor vehicles, including low-flying hover bikes and mechanized walkers alongside the typical wheeled or tracked vehicles.
A vehicle in the table has its weight in pounds, its top speed in miles per hour, its carrying capacity in pounds, and its Value listed. Each description contains information on the typical hardness, Armor Class, and hit points of the vehicle, as well as any weaponry or other features.
A motor vehicle with a hitch can haul up to 5 times its carrying capacity.

Civilian ground vehicles
These are ground-travelling motor vehicles available to the public. 

Military ground vehicles
These are ground-travelling motor vehicles used by the military and security forces.

Civilian aircraft
Vehicles available to the public that navigate the skies, such as hover craft, powered lift craft, helicopters, and airplanes.

Civilian water vehicles
Waterborne vessels, including personal watercraft and boats.

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PostSubject: Re: Equipment and Services   Equipment and Services EmptyThu Aug 17, 2017 12:14 am


Ammunition modifications
Firearms can use modified ammunition of varying types. A box of modified ammunition increases its value by the given value modifier.

Armor Modifications
These modifications are applied to a set of armor. Some "mods" have restrictions to what kind of armor it can be applied to.

Weapon Modifications
These modifications can enhance the lethality or effectiveness of ranged and melee weapons.

Cybernetic implants and prosthetics have become a facet of daily life across thousands of worlds. Cyborgs make up a considerable portion of the human population, with as many as 5% of people considered fully cybernetic. Even the majority of people have some cybernetic enhancement, typically a neural link.

A creature can have a number of cybernetic implants equal to the creature's Proficiency bonus + their Constitution modifier.


Genetic Modifications
Genetic engineering proved to be just as critical as cybernetics in transforming the individual, and transforming society with them. Manipulating genes made people more resilient to disease, eliminated most kinds of degenerative disorders, and enabled the biological enhancement of individuals. Later development in gene manipulation gave rise to strange, fantastical abilities, sewn into the very fabric of a person's biology.

You can have a number of genetic modifications equal to your Constitution modifier.

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PostSubject: Re: Equipment and Services   Equipment and Services EmptySat Aug 19, 2017 1:58 pm

Lifestyle and Services
Purchases aren't just made for gear and vehicles, they might also be made for other kinds of goods and services: a home and its furnishings, telecommunications, healthcare, a certain standard of living, and activities.

Generally, your Wealth score takes into account the day-to-day expenses and necessities of modern living. You never have to track, for example, your character's mortgage or rent, their car payments, their grocery budget, or their bills. It's assumed that, as long as they're not street urchins or off-the-grid types, these things are being covered by the abstraction that is the Wealth score. Your general lifestyle fits your means, and your expenses do not require specific Wealth checks unless they are out of the ordinary. It is also assumed that a character's down time between adventures or missions is spent taking care of daily necessities, such as buying food, or arranging one's finances, or working one's occupation.

However, some kinds of expenses might require a Wealth check, or an understanding of its pricing. For instance, the reserve currency of the Galactic economy is a commodities-backed exchange called the Galactic Exchange Credit. One GEC is the cost of obtaining sufficient nutrition and adequate shelter for one 24-hour period in any given area, and all currencies are pegged to the GEC. In game terms, such a thing doesn't require a Wealth check and can be obtained with trivial ease in any city or space station. But more extravagant expenses and big purchases, such as a shopping spree, a fine meal or a banquet, a luxury hotel stay, or buying a home and furnishing it, requires a Wealth check.
Other kinds of exceptional situations require a Wealth check, such as engaging the services of a lawyer, getting a car repaired, hiring a bodyguard, obtaining interstellar transport, or having to be bailed out of jail.

Such purchases involve setting a certain standard of living: home and property ownership, entertainment, and goods in bulk for trade.

It is assumed that a character lives in an apartment of some sort, given the densities of urban living. But home ownership is possible.
The value indicated covers the down payment, not the total cost of the home. A character buying a home does not have to worry about mortgage payments; it simply replaces rent, which is already accounted for in the Wealth score.

Beyond housing, a person can own a variety of kinds of land, ripe for development or use in any number of ways. Not just acreage for farming, but plots used to develop a place of business, a factory or a mine, or to build a personal fortress.

Sometimes the normal day-to-day amusements aren't enough. Sometimes you just got to have a night on the town.

Trade goods
Wealth is not in the form of money. In fact, the unifying reserve currency of the galactic economy is a commodity-backed one. Wealth can be measured, and enhanced, in land, livestock, and resources. It is the trade of such things that can be lucrative.
The Trade Goods table shows the Value of commonly exchanged goods, on the basis of tonnage. For every additional ton being traded, increase the given Value by +1.

Services pertain to things done, rather than things obtained; activities you pay for instead of objects you own and trade. Things such as legal services, car repairs, hirelings, and transportation.

Free services
Some basic services are factored into your Wealth score, much as how rent or car payments or taxes are.

Domestic services
Aside from hired domestic servants, certain domestic services can be obtained. Such as furnishing of a home, automotive repair, and installed fabrication or maintenance systems.

Hired help
People that you can hire, who work for you personally. The Value represents the up-front cost of one year's service. 

Legal services
When you're in trouble, and you need help, you know who to call (or bribe).

The lifeblood of civilization is the ability to move from place to place. This is accomplished through railways, aircraft, and dedicated spacecraft for interplanetary and interstellar travel, as well as orbital transit networks.
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