Sunday, April 27, 2025

Equipment list as setting post

 

Storing equipment: 

There are 2 types of slots who come in different sizes:

1: Active/hand slots, Allow you to carry and use one item inside. Some items use up multiple slots. 

2: Storage slots, Allow you to carry one or more items inside. 

2.5: Encumbrance slots, these are a type of storage slots but if you use one or more of them up you get -3m/10ft to all forms of movement. In addition while encumbered your equipment is added to your size for the purpose of mounts and vehicles, and you halve forced movement but double damage from falling.  


Slots and slot sizes: 

These sizes line up with the creature sizes, with a max weight in each of 1kg, 10kg, 100kg, 1000k. In most cases objects will be lighter, since size constraints are also important for calculating slot size. Each position you move on this scale is referred to as a “step up” or “step down”. 


Tiny slots: Can fit a meal, a box of 10 bullets, a notebook, a knife, a shrew, or a candle. 

Small slots: Can fit a dachshund, an axe, a crowbar, a medkit or 10 tiny slots.

Medium slots: 1x1x1: Can fit a human, an engine, a really nice chair, or 10 small slots.

Large slots: 2x2x2: Can fit a bear, an ogre, a couch, or 10 medium slots.  

Huge slots: 4x4x4: Can fit a mech, an elephant, a shipping container, or 10 large slots. 


Ye actual equipment list: 

Supplies: 

-Ration(rice, porridge): 1 tiny slot 1s

-Ration(restaurant meal, groceries): 1 tiny slot, 2s 

-Ration(canned): 2 tiny slots, 2s 

-2 rations (lard stick, not recommended for longterm human use): 1 tiny slot, 3s

-Flask (glass, ceramic or metal) (1L): 1 tiny, 1s. 

-Salt (100g), salt, 5 rations, 1 tiny slot, 2s. Deals 4d6 necrotic damage to snails and oozes. 

-Fuel (1L): 5s, gasoline or vegetable oil. 

-Whale oil (1L): 100s, provides 10 fuel worth of energy. 


Adventuring equipment: 

-30m rope, 1 small, 2s

-30m metal cable, 1 medium, 20s 

-Grapple, spider silk: 20m, (end is sticky, but aside from that is a regular and highly durable rope). 1 tiny, 30s. 

-Net, spider silk (very sticky, aside from handholds), 1 small, 40s. 

-Blanket, waterproof, 1 small, 5s. 

-Tent (12 medium creatures or objects), 1 small, 30s.  

-Tent (5 medium creatures or objects), 3 small, 60s.

-Tent (12 medium creatures or objects, reinforced), 1 medium, 100s, useful if you need to do work inside. The exterior surface is around as durable as chain mail. 

-Lock (set of 5, key or combination): 1 tiny, 8s. 

-Compass: 1 tiny, 4s. 

-Spyglass/telescope: 10x magnification. 1 tiny, 10s.  

-Lighter (enough fuel for 300 fires, can burn through 1 per second to use as a candle) 1 tiny, 5s 

-Box of 100 matches (reminder that all purchased items come in small metal boxes or containers). 1 tiny, 2s 

-Lantern: Uses 1 fuel/hour, 30m cone/20m sphere/no light, 1 small, 10s. 

-Set of clothes (utilitarian): Does not take any inventory space when worn, 1 small, 10s. 

-Set of clothes (Ceremonial): Does not take any inventory space when worn, 1 small, 100s.

-Wrench or crowbar: 1 small, 5s. 

-Motor: Provides 10 str worth of power for 1 hour if given 1 fuel. (can be attached to crossbows, splinter guns or other mechanical devices), 1 medium, 1250s. 

-Antidotes (packet of vials): Negates the effect of a poison or medication upon injection, carries 10 doses. 1 small, 60s. 

-Syringe: Injects the content of a bottle when inserted into flesh, 5s. 


Consumables: Each occupies 1 tiny slot

-Dousing powder: Puts out 1 medium creature worth of fire, 5s.

-Drying powder: Dries half a dozen “small” sized items. Deals 4d6 necrotic damage to oozes, 10s. 

-Adhesive powder: Becomes an extremely strong glue when exposed to water, 5s

-Caltrops: 1m square, 1 piercing, slow by 3m if damage is successfully dealt, 1 1s. 

-Flechette: 1 piercing per 12m it falls, max 20, 1s. 

-Fire grease: Coats weapon with flame, converting the damage to fire for 1 minute, 15s. 

-Neurotoxin (Paralytic): Paralyses for d6 rounds, 300s.  

-Neurotoxin (lethal): 6d6 psychic, 300s

-Poison (Foul tasting): Deals 1 poison damage, 5s. 

-Poison (Quiet): Deals 1 poison damage, mostly undetectable, except by blood tests, the owner growing only tired, they fall asleep when they reach 0hp, 95s. 

-Poison (lethal): Deals 3d6 poison damage, 300s.

-Poison (sleep): Makes a human sized target fall asleep within a minute if they fight it, a quarter dose is good for those that do not, 20s. 

-Poison (Sleep) (inhaled):  causes unconsciousness when inhaled for a minute, like all forms of sleep, it ends when the target feels pain (anesthetic can help), 20s. *

-Lungburner: 6 gas, deals 1 exhaustion, save vs blindness, deafness. Automatically removes smell, 300s.

-Acid: If applied optimally, can dissolve a lock sized inorganic object, or a human torso sized organic object. If splashed on deals 2d6 acid, 10s. 

-Base: Acts the same as acid, but is noticeably less effective against inorganic matter. Acids and bases can neutralize each other, 10s.

-Inorganic dissolver: Deals 2d6 acid, anti material, only affects inorganic matter. Good for cleaning, 50s.

-Capsaicin: gas 2, save vs blindness for 1 round, turns off smell for 1 day 5s.  

The youth of both the empire and church mutually decided that it was an achievable and desirable goal to become the undisputed masters of spice. This is the natural result of this project combined with a vaporizing binding agent and nerve flame.  

-Nerve flame: Causes d6 bludgeoning damage and disadvantage on all rolls as muscles contract explosively, lasts d3 rounds, 260s. 

-Flaying powder: Deals 3d6 necrotic and 1d6 force damage when in contact with flesh, does maximum damage if injected, 60s.

-Sap (Anesthetic): Makes a medium target immune to pain for 12 hours. Causes small amounts of peripheral nerve damage when extensively used, 5s. 

-Narcotic  (Anesthetic): Makes a medium target immune to pain for 6 hours. Addictive (x in 6 chance, increasing by 1 each time it is taken), 60s. 

-Fetal serum 30s/L: Preserves organs in a live state, free of infection. Requires a sealed container. Will grow, repair and maintain organs if given food and frequent oxygenation (through filter), 90s.  

-Lethe oil: Deals 6 psychic and 1 soul damage, deletes the contents of 1 random mind slot, neurosurgeons may target a specific slot, causing a smattering of memories to be lost. Doses in excess of 6 will leave one a completely different person, insane. Depending on the level of control, higher doses can be used to wipe their mind clean to be filled with indoctrination, or to render them a drooling, bawling imbecile with the mental capacity of a cnidarian. This is not reversible, demons could reconstruct the brain, but this would effectively be a new person, 160s.


Healing items:

-Wound ooze: Produces large quantities of collagen inside a wound, heals d6+2 over a minute, you gain disadvantage on all agility checks for a day. Only works on open wounds, 30s. 

-Diluted flesh eating crystal:  Grows on contact with blood, Heals d12, but reduces max hp by 2 until rest. Only works on wounds, but heals instantly. 50s. 

-Divine stem cell: Heals d12, but a group of d6 soul tumors (stats as dog with ¼ speed) emerges from the wound on a 12, 60s. 

-Dried fungal powder: Heals 1hp per 10 minutes for 30 minutes. Can only be used once per day. 10s. 

-Medical kit: Roll a d6, on a 3+, heal that much, taking that many minutes. Can only be used once per day. On a 1, deal 3 damage instead. If you have an applicable skill, ignore the 3+ restriction. 50s. 


Organic tools: Each desiccates when not in use, using ration and some water to reactivate once, for a day. 

-Glowlamp: Fungal colony in a lamp, 12m cone/6m sphere/no light, swappable. 1 tiny, 15s

-Ink sac: Produces a litre of ink, which can be used for writing, blinding, or to fog up an olympic swimming pool sized body of water. 2 tiny, 30s

-Foam cube: Forms into a 1m cube when exposed to enough water, occurs in a second if submerged, a few seconds if watered, and an hour or so using the moisture in the air. The cube will dissolve in acid, but is bulletproof, fireproof and is as strong as wood in most ways. 1 tiny, 10s. 

-Shaping needles: When placed in rock, a 1m cube of the rock becomes soft and moldable like clay. Can also “lock” a 1m cube section of rock, making it immune to further stone shaping spells. Half price in Masada, 1 tiny. 200s 

-Sealing membrane: A rolled up sheet which covers a 2x2m plane. Tough, stretchy and hard to cut, one side is adhesive. Can be released with a bottle of alcohol. Waterproof and insect repelling. 1 small, 10s

-Night vision goggles: Paired cluster of snake eyes, in the style of a dragonfly. A gem stands in the position of the third eye, emitting infrared light (a flip down cover exists to shroud it). While open, you can see in infrared night vision, at the cost of projecting a beam of infrared light. 1 small slot, 200s

-Acid slug: Explodes for 4d4 acid damage, can also produce a vial of acid once a day if given a ration. 1 small, 10s.  

-Spiders: 2d100 live spiders, will try to fix all objects in a small house, small camp, or handful of rooms (including the house itself). They are surprisingly adept, but are non sentient, and will leave webs in cracks as cement for rebuilding. Unable to repair complex or magical items. Enough of these vials will close a tear in reality over time, such as a portal. 60s

-Wasps: 1d100 live wasps, comes with optional exterior jar coating of aggression pheromone. Can pay triple to give them effects such as neurotoxin or paralysis. 1 tiny, 100s

-Termite eggs: A few million termite eggs, nest into something wooden to ruin it. Will continue spreading unless dealt with, all settlements have pest control. 1 tiny, 50s. 

-Cleaner: A 1/4th HD ooze which seeks out and removes certain materials from an environment. What it cleans can be chosen on purchase, and they leave behind an antimicrobial coating wherever they go. 1 small, 50s. 

-Deboner: A type of cleaner which removes all inedible parts from meat, must be done before cooking. 

-Skitter bomb: Trained to deliver packages to specific locations. It attaches grenades using an adhesive, then returns. Can also deliver tiny packages to anywhere it can access. 200s. 


Soul items: Those below count as souled, and may in some cases count as a creature.

What is the price of a human soul? 

16 000s, if sourced legally and refined. 

-Mana battery: Stores 6 thaums, 1 small slot.    

-Mage hand: A severed human hand, animates 1 small active slot with the strength and dexterity of a 6 year old child. Bound to a single host, and must stay within 3m of them. 1 small slot. 

-Soul space: 1 large (8 cubic meters) extradimensional storage slot that can be used to store homogeneous substances. Deposition and retrieval is at 1L/round modulated by a bioelectric control module. Can store multiple substances without worrying about them mixing. 

-Armament: Any conventional, human scale melee weapon can be made from a refined, shaped soul. This allows it to be dismissed and retrieved from your person with a thought, and converts its damage to soul damage, which deals double damage vs demons and reduces max hp. 



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