Passing Strange Pt. 5 "Things are in the saddle, And ride mankind."

Gear

There won’t be a big list of all the equipment players might  conceivably want their characters to have. Passing Strange does not provide the PCs with a lot of spending cash, so the players will have to scavenge, steal or make unsavory deals to get what they need.

It's often sensible to buy in bulk. 

Some purchases are considered trivial. This means that while a Commonplace ATM roll is needed to buy the item, it does not subtract from your character’s ATM score. Non-trivial purchases lower ATM (usually by 1).

Here are some sample items and their costs.


Item
ATM Roll
Trivial?
A 2L bottle of soda
7
Y
A carton of cigarettes
9
Y
A burner phone
7
N (ATM -1)
8-ball (cocaine)
9
N (ATM -1)
A beater car
9
N (ATM -1)
Set of good lockpicks
9
N (ATM -1)
300 mg Vicodin
9
Y
Climbing gear
9
N (ATM -1)
Geiger counter
9
N (ATM -1)
A good sensible automobile
11
N (ATM -2)
Eldritch tome
at least 11
N (ATM -3 or more)

True cost? No man can say. The assessor pulled his tongue out and now lives in a nice Swiss nuthouse. 



Weapons

Here follows a list of common weapons.

Name/(range)
Damage
Cost /ATM loss
Special
Unarmed (Here)
1D2
None

All those extra mall ninja weapons (Here)
1D6
7 (Y)
Your tactical pens, tiger claws, crappy display swords. They break if you ever do ‘6’ damage with them.
Knife (Here/Reach)
1D6
None/7 (Y)
Reach is the distance of a thrown knife.
You can always find something to stab people with. These implements break on a damage roll of 5-6. A good knife requires an ATM roll.
Heavy bladed weapon (like a sword) (Here)
1D6+2
9 (N/ATM -1)

A polearm with a French name (Reach)
1D6+2
11 (N/ ATM -2)

Handgun (Distant)
1D6+3
7 (N/ATM -1)
Beyond their range, missile weapons may still hit, but all rolls are at -3 per range.
Big handgun (Distant)
2D6
9 (N/ATM -2)

Shotgun (Reach/Distant)
2D6/1D6+1
9 (N/ATM -1)

Sniper rifle (Gone)
2D6+4
11 (N/ATM -3)

Assault rifle (Far)
2D6
11 (N/ATM -2)

Crossbow or Bow (Distant)
1D6+2
9 (N/ATM -1)



Some of these weapons will be priced out of the player characters’ range. This is intentional, as the PCs are meant to be poor (bar a few exceptions). It is always possible to barter with someone to obtain a weapon of dubious legality and provenance by bartering or trading in favors.

Here are a few decidedly uncommon weapons. They are all the work of non-human species or magick. They are not generally for sale, and even if the owner was willing to part with one of these, they price would not be money alone.

Name/(range)
Damage
Special
Blade of the Elders (Here)
2D6
These deep blue blades can put the hurt on anything. Buildings, ghosts, emotions. The Elders (whoever they were) hardly left anything behind. Their weapons worked that well.
Black spore carbine (Distant)
1D6
Only affects organic creatures. The damage goes straight to Physique. If Physique drops to zero the target transforms into
dEr0 sadi-stick (Reach)
1D3
Only works on creatures with a nervous system. The target must make an Arduous Physique roll or be paralyzed with agony.
Lycanthrope claws (Here)
1D6+3
They say that there are people out there who have werewolf claws grafted on to their own hands.
Ooze sacs (Reach)
3D6
A grotesque black globule grafted directly on to the flesh of the wielder. Some say this is the semen of an alien god-beast.

Armor

Most armor works by providing a bonus to Prowess for defensive purposes only.

Name
Cost
Effect
Makeshift (made from phonebooks, tires, trash cans, duct tape)
None
+1 to defensive Prowess rolls.
Kevlar vest
11 (N/ATM -1)
+3 to defensive Prowess rolls.
Plate mail
15 (N/ATM -2)
+2 to defensive Prowess rolls. -2 to Physique rolls.
Breastplate of the Elders
N/A
+1 to defensive Prowess rolls. Allows the wearer a roll (whichever seems most applicable) against all magick.
DEI Strike Team armor
N/A
DEI (the Department of Esoteric Investigations) provide their strike teams with hyper-tech armor. It provides +4 to defensive Prowess rolls, and allows the wearer a Brains roll against *some* magick.

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