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 Equipment and Services

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Better Alex



Posts : 148
Join date : 2011-09-30

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

Equipment
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.

Wealth
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
0Abject poverty
1 to 4Struggling
5 to 10Lower middle class
11 to 15Upper middle class
16 to 20Affluent
21 to 30Very Rich
31 or higherWealthy

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.
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Better Alex



Posts : 148
Join date : 2011-09-30

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

Armor
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.
Spoiler:
 

Light Armor
Spoiler:
 

Medium Armor
Spoiler:
 

Heavy Armor
Spoiler:
 

Shields
Spoiler:
 


Last edited by Better Alex on Sat Aug 12, 2017 1:13 pm; edited 14 times in total
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Better Alex



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

Weapons
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.
Spoiler:
 

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
Spoiler:
 

Simple Ranged Weapons
Spoiler:
 

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
Spoiler:
 

Archaic Ranged Weapons
Spoiler:
 

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.).
Handguns
Spoiler:
 

Longarms
Spoiler:
 

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.
Spoiler:
 

Indirect-fire Weapons
Spoiler:
 

Ammunition
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.
Spoiler:
 

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
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.
Spoiler:
 

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.
Spoiler:
 

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.
Spoiler:
 


Last edited by Better Alex on Wed Aug 16, 2017 12:31 am; edited 23 times in total
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Better Alex



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

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

Clothing
What you wear says a lot about you.
Spoiler:
 

Bags and Carrying Gear
Have gear, will carry.
Spoiler:
 

Computers and Software
Spoiler:
 

Medical Equipment
Health is important, even in space.
Spoiler:
 

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

Surveillance Gear
On the outside, looking in.
Spoiler:
 

Survival Gear
Living in the wilderness.
Spoiler:
 

Tools
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.
Spoiler:
 


Last edited by Better Alex on Thu Aug 17, 2017 12:13 am; edited 24 times in total
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PostSubject: Re: Equipment and Services   Fri Aug 04, 2017 2:54 am

Mounts and Vehicles

Mounts
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.
Spoiler:
 

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

Civilian ground vehicles
These are ground-travelling motor vehicles available to the public. The speed indicated is the vehicle's top speed. In most cases, a vehicle will be travelling at much lower speeds, usually 30 miles per hour (265 feet per round).
A motor vehicle with a hitch can haul up to 5 times its carrying capacity.
Spoiler:
 

Military ground vehicles
These are ground-travelling motor vehicles used by the military and security forces. The speed indicated is the vehicle's top speed. In combat situations, a vehicle might be travelling at lower speeds.
A motor vehicle with a hitch can haul up to five times its carrying capacity. A walker cannot pull objects.
Spoiler:
 


Last edited by Better Alex on Thu Aug 17, 2017 1:09 am; edited 2 times in total
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PostSubject: Re: Equipment and Services   Thu Aug 17, 2017 12:14 am

Modifications

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

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.
Spoiler:
 

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

Cybernetics
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 their Constitution score.

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

Lifestyle and Services
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