Human Gear
Weapons
Melee
Improvised melee weapons generally count as Knives or Clubs(depending on whether they're blunt or sharp), unless a successful Tech Redemption(Craft) roll is made. Depending on the success and the materials to hand, the stats of the weapon may be improved.
Name | Roll | Goal | DMG | STR | Size |
Knife | Dex+Melee | - | 3 | 1 | S |
Club | Str+Melee | - | 4 | 2 | L |
Improvised Axe | Str+Melee | -1 | 6 | 5 | L |
Lock Shocker | Str+Melee | -2 | 5/10* | 4 | L |
Blast Wrench | Str+Melee | -1 | 4/10* | 4 | L |
*When fully charged, the Lock Shocker does 10 damage, on the two subsequent attacks before it runs out of power, it does 5 damage.
**On a charged strike, the Blast Wrench does 10 damage as it massively electrocutes the target. The Blast Wrench can handle two such strikes before it needs recharging, and normal whacks do 4 damage.
Ranged
Name | Roll | Goal | DMG | Shots | Rate | Size |
COP Derringer(.357) | Dex+Shoot | -2 | 5 | 4 | 2 | XS |
Improvised Heat Ray | Dex+Shoot | -1 | 6 | 2 | 1 | L |
AK-47 | Dex+Shoot | 0 | 7 | 30 | 3(A) | M |
RPG(HE) | Dex+Shoot | +1 | 18 | 1 | 1 | L |
RPG(HEAT) | Dex+Shoot | +1 | 13* | 1 | 1 | L |
*HEAT warheads halve armor when calculating damage.
Armor
Name | Defense | STR | DEX | Vigor |
Suicide Vest | Why | Are | You | Wearing This |
Gargoyle Leather | 2 | - | - | - |
Improvised Plate | 6 | -1 | -1 | -1 |
page revision: 12, last edited: 09 Apr 2017 18:48