Gear

Fallen Times is going to be a post-apocalyptic role-playing game set in the wild inhospitable world of mankind’s ruin, decades after a series of devastating wars that brought the human race to the brink of extinction. The descendants of the apocalypse’s survivors scavenge the remnants of the time before the Fall, struggling to build a new life amidst the ruins of the old. For now, we're using this thread to discuss just how that game is going to work and be set up.

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Eanwulf
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Gear

Post by Eanwulf » Wed Apr 05, 2017 12:45 pm

Weapons & Armor
Here's a short list of weapons, guns and armor. The GM is encouraged to add to it or modify it as necessary.
Unarmed Strikes (d2 damage, load 0)
  • Fists – Punches - Kicks - Headbutts
Small Object (d3, off-hand, thrown, load 0)
  • Brick - Bottle -Steak Knife - Pocket Knife - Screwdriver
Pistol Whip (d3, off-hand, thrown)

Rifle Butt (d6, 2-hands)
Small Weapon (d4, off-hand, thrown, load 1)
  • Knife - Crow Bar - Hatchet – Hammer - Tire Iron - Nightstick
Medium Weapon (d6, main hand, thrown, load 2)
  • Baseball Bat - Golf Club - Machete - Metal Rod - Wrecking Bar
Reach Weapon (d6, 2-hands, reach, large, load 2)
  • Spade - Shovel - Rake - Pitchfork
Large Weapon (d8, 2-hands, large, load 2)
  • Axe - Pick-axe - Lead Pipe - Sledgehammer- Pipe Wrench
Revolver (d6, close, off-hand, load 1)

Pistol (d6, close, off-hand, auto, load 1)

Magnum Revolver (d6, close, main hand, armor-piercing, load 2)
Vermin Rifle (d6, far, 2-hands, large, load 2)

Hunting Rifle (d8, far, 2-hands, large, loud, load 2)

High-Powered Rifle (d8, distant, 2-hands, large, loud, reload, load 3)

Shotgun (d8, close, 2-hands, large, armor-piercing, loud, load 2)

Sawed-Off Shotgun (d6, close, burst [d3], main hand, armor-piercing, loud, load 2)
  • Alternatively (d8, close burst [d4], 2-hands, armor-piercing, loud, load 2)
Assault Rifle (d8, far, 2-hands, auto, large, loud, load 3)
Composite Longbow (d6, far, 2-hands, large, silent, load 2)

Crossbow (d6, close, 2-hands, large, armor-piercing, silent, load 3)

Spear Gun (d6, close, main-hand, silent, load 2)
Molotov Cocktail (d6, burn, burst [d4], thrown)

Road Flare (d6, burn, thrown)

Hand Grenade (2d6, burst [d6], loud, thrown)

Flash Grenade (Stun, burst [stun], thrown)

C-4 Stick (3d6, burst [2d6], thrown)
Light Armor (armor rating 1, load 1)
  • Homemade Armor - Sports Equipment - Makeshift Protection
Medium Armor (armor rating 2, medium, load 2)
  • Kevlar Vest
Heavy Armor (armor rating 3, heavy, load 3)
  • Full Riot Gear - Bomb Squad Suit
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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Eanwulf
Level 18 Elite
Level 18 Elite
Posts: 7226
Location: FL
Title: The Grey
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Re: Gear

Post by Eanwulf » Wed Apr 05, 2017 2:36 pm

Tags
TAGS are special key-words that help describe an item, device, vehicle, weapon or even people. Some tags are mechanical in nature while others are strictly there for the fiction. The GM can apply new tags to existing items, animals or survivors in order to personalize them and set them apart from the rest.
2-Hands
  • This weapon or firearm requires two-hands to use.
Auto
  • This item is capable of firing short bursts. Doing so lets you roll damage twice and use the better result, but you risk emptying the clip and having to reload.
Burn
  • This item will ignite combustible materials, possibly dealing ongoing damage if not extinguished.
Burst
  • This item affects a small area. The principle target suffers the listed damage and anyone within a few yards sustains what is listed in brackets.
Close
  • It's effective against targets near enough to see the whites of their eyes, give or take.
Distant
  • It's effective against targets as far away as several hundred yards.
Far
  • It's effective against targets about 100 yards or so away.
Loud
  • It makes a lot of noise, enough to attract attention.
Large
  • It's big and bulky and difficult to conceal. You can only wield 1 large item at a time. You can carry your BODY Attribute (minimum 1) items.
Main Hand
  • You have to use or carry this in your main hand.
Off-Hand
  • You can hold or use this in either hand. If you are using in your off-hand, you can use it as a secondary weapon. Roll damage with both weapons and use the better result.
Reach
  • Reach weapons can be used to attack targets beyond arm's length but are not as effective vs. adjacent opponents. The GM is encouraged to impose advantages or disadvantages according to the fiction.
Stun
  • This weapon deals no damage, renders it targets stunned.
Thrown
  • This item can be thrown with accuracy at nearby targets.
Cumbersome
  • You cannot sprint while wearing this.
Heavy
  • You cannot run while wearing this.
Rating
  • Armor mitigates damage. When you take damage, subtract this value from the total damage dealt.
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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