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Equipment and Abilities.

Posted by GM HeathFor group 0
Desiraye Lipost
player, 1308 posts
Unemployed Gun-Chick
Military PSA
Thu 2 Aug 2012
at 23:48
  • msg #13

Re: Equipment

If no one is interested, Desiraye would like to use the auto-pistol...
Kri'lik
player, 554 posts
Doctor of Medicine (M.D.)
Professor
Fri 3 Aug 2012
at 05:19
  • msg #14

Re: Equipment

Take it, Im beam only
S'Krllk
player, 344 posts
Fri 3 Aug 2012
at 05:47
  • msg #15

Re: Equipment

plain needler pistol
20 shots barbed needles (2D10)
20 shots anesthetic needles (sleep?)

Ke-1000 laser (1D8 per SEU)
3 20 SEU clips

albedo screen
civilian skeinsuit

pocket tool
vibroknife
techkit
file computer

    wearing a Duo-CAS (combined electro-CAS and mechanical-CAS) Zebulon
  • Mechanical-CAS: +2 Column Shift to the Machinery: Repair and Vehicles: Repair
    skills and  Security Systems: Open Locks skill if the lock is mechanical.
  • Electro-CAS: +2 Column Shift for the Security Systems: Open Lock skill,
    if the lock is electrical.


wearing a bodycomp (type D processor) and a kingpack power source
protected by a Battle Bodycomp Belt
with the following progits to the bodycomp
Audio-Act
Calc-All
Calc-Boost
    +1 Column Shift to
  • Acoustics
  • Bionics
  • Chemistry
  • Cryptography
  • Cybernetics
  • Engineering: Alternative Energy
  • Engineering: Nuclear
  • Finance
  • Optics
  • Physics
  • Robotics: Modifications

A character using the Calc-All, Calc-Boost and
Master-Comp progits together, and with the proper
type and amount of data, can work out the
probabilities of many events.
CAS-Interface
Chrono-Calc
Comp-Talk
Map-Calc
Master-Comp
    SOP
  • Scan any locked lock within range usingboth the
    mechanical and electrical CAS, recommend the methods
    that would bypass the lock.

Robo-Link
    to attach device to robot
  • Robotics: Activate/Deactivate
  • Robotics: Alter Functions
  • Robotics: Alter Mission
  • Robotics: List Functions
  • Robotics: Remove Security Locks

Trans-Comp I

S'krllk
Cybernetic Hand
    S'Krllk's cybernetic hand can perform several functions
  • It can plug in and adapt to plug into computer systems directly
  • It can reshape fingers into tools to perform engineering skills (+20% to engineering checks for normal equipment and +10% for alien equipment), same with computer checks
  • It can contain a vial of liquid.  Currently, it contains Solvaway
  • Pulse emission scrambler/wireless interference: the hand can emit a scrambling effect against wireless communications and a pulse emission against other electronic devices (like an EMP pulse).  Its success is 10% x Skill level - 10 x difficulty level/complexity of device.  Its range limits its effectiveness to -5% for every 5 yards beyond 10 yards.  It lasts for 1d6 rounds plus the level of the person using the hand.

This message was last edited by the player at 20:19, Sun 09 Feb 2020.
Kri'lik
player, 600 posts
Doctor of Medicine (M.D.)
Professor
Tue 29 Jan 2013
at 15:26
  • msg #16

Re: Equipment

OTher than personal affects this short list is about all we would have had in the room minus the auto pistol which Desi took.

Party Equipment

vibroknife (11 SEU)
 3 damaged military skeinsuits (30 points left each)
 1 sonic sword
 1 automatic pistol (2 full bulletclips)
 Gauss screen (full charge)
 Power beltpack (28 SEU)
Desiraye Lipost
player, 1741 posts
Unemployed Gun-Chick
Military PSA
Fri 10 Jul 2015
at 01:27
  • msg #17

Re: Equipment

When we all get the chance, can we please update this thread for our PC's so we know what each other is capable, or less capable, of doing?
GM Heath
GM, 2220 posts
Tue 18 Oct 2016
at 20:52
  • msg #18

Re: Equipment

Please keep in mind that this is the thread to keep updated for your personal and team equipment.
Sgt. Porter Min
player, 158 posts
UPF Marines Recon
Thu 27 Oct 2016
at 13:28
  • msg #19

Re: Equipment

Found in the armory. Pick from the following:

400 powerclips
51 power beltpacks
22 laser rifles
37 power backpacks
37 laser pistols
17 gyrojet rifles
28 automatic rifles
46 automatic pistols
3 machine guns
1 recoilless rifle
1 rocket launcher
3 swivel mounts*

Ammunition:
342 bulletclips for the automatic rifles
475 bulletclips for the automatic pistols
207 jetclips for gyrojet rifles
50 machine gun belts
25 recoilless rifle shells
23 rockets

Grenades:
20 doze
40 fragmentation
20 incendiary
25 smoke
30 tangler

Defenses:
120 skeinsuits (100 military, 20 civilian)
28 albedo suits
30 inertia screens
25 albedo screens
10 gauss screens
3 sonic screens

Miscellaneous:
500 grams of Tornadium D-19
50 variable timer/detonators
70 vials of solvaway
200 allweather blankets
50 infra-red goggles
10 infra-red jammers
50 breathing apparatus
20 magnigoggles
12 radiophones
10 toxy-rad guages
100 holoflares

There are also 10 military sized backpacks and "kits" for storing weapons and ammo.
Sgt. Porter Min
player, 159 posts
UPF Marines Recon
Thu 27 Oct 2016
at 14:18
  • msg #20

Re: Equipment

Porter takes (took):

1 machinegun
3 ammo belts (I figure one is used up by now with all the fighting, so 2 left)
10 autorifle bullet clips
5 each of doze, smoke, tangler and fragmentation grenades
1 spare military skeinsuit
10 vials of solvaway
1 infrared goggles
1 infrared jammer
1 spare power beltpack
1 gauss screen
1 sonic screen
1 military backpack to store it all in

Hammer mentioned in the thread that he has the explosives and timers, plus lots of extra grenades and ammo, and as much of the extra gear as he could carry.
Desiraye Lipost
player, 1838 posts
Unemployed Gun-Chick
Military PSA
Fri 28 Oct 2016
at 00:06
  • msg #21

Re: Equipment

For Desiraye:

[10] powerclips
[1] power beltpacks
[1] laser rifle
[2] power backpacks
[1] laser pistol
[1] automatic rifles

Ammunition:
[10] bulletclips for the automatic rifles
25 recoilless rifle shells
23 rockets

Grenades:
[2] doze
[5] fragmentation
[5] incendiary
[5] smoke
[3] tangler

Defenses:
[1] skeinsuits (military)
[1] albedo screens

Miscellaneous:
500 grams of Tornadium D-19
50 variable timer/detonators
[5] vials of solvaway
[1] infra-red goggles
[1] infra-red jammers
[1] breathing apparatus
[1] magnigoggles
[1] radiophones
[1] toxy-rad guages
[10] holoflares

There are also 10 military sized backpacks and "kits" for storing weapons and ammo.
Desiraye Lipost
player, 1918 posts
PGC Gun-Chick
Military PSA
Sun 9 Feb 2020
at 17:03
  • msg #22

Re: Equipment

Advanced Anti-Shock Implant
[1] War-Tech GAR-10 [400 cr]
- [11] 20 round GAR-10 mags
- [1] Bandoleer Sling (holds x10 mags)
- [1] Muzzle Extender
- [1] x3 Magnification scope w. Infrared optics
- [1] Rifle Holster
- [1] Power light

WarTech GAR-10 Gyrojet Assault Rifle (#12 p.49)
Cost: 400Cr, Wgt: 5.5kg, Damage: 3d10/8d10,
Ammo: 20 rounds, Rate: 3(1), Defense: Inertia,
Range: -/5/75/150/300
Description: Standard gyrojet rifle with extended magazine
and burst fire capability (uses 5 gyrojets).
Notes: Rifle Jetclips for the GAR-10 cost 40Cr, for 20 rounds

[1] LE-1500 Laser Pistol (#13 p.5)
- [1] Recognition Grip
- [7] 20 SEU clips
- [1] Spring Holster
- [0] Empty 20 SEU clips
- LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot

[1] Electric Sword  [173 cr]
[1] Vibro Knife  [Explorer Boot]
[1] Pr. Brass Knuckles  [12 cr]

[1] Civilian Skeinsuit  [575 cr]
[1] Albedo Screen  [2,300 cr]

[2] Power Backpacks  [575 cr/ea= 1,150 cr]
[4] Power Beltpacks  [288 cr/ea= 1,152 cr]

[1] Explorer Vest
[1] Emergency Beeper
[1] Emergency Receiver
[1] Chronocom
[1] Everflame
[1] Flashlight
[1] Gas Mask
[1] Set of Magnigoggles
[1] Set of Rope
[2] Uses of Solvaway
[1] KG of TD-19
[3] Variable Timers
[1] Pressure Detonators
[3] Hot Ration Packs
[1] Bottle of Allertabs
[1] Bottle of FungiTabs
[1] Bottle of DehyTabs
[1] SalGel
[1] Plasti-Poncho
[1] Pair of Explorer Boots w. Knife Sheath [Vibro-Knife]
Orvo
player, 161 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sun 9 Feb 2020
at 17:07
  • msg #23

Re: Equipment

DEFENSES:
Albedo Screen: power beltpack 50/50 seu
Military Skeinsuit: 50/50

WEAPONS:
Martial Arts: DMG: 3| ROF: 2|
Laser Pistol x2: DMG: 5d10/seu| RoF: 2|
Laser Rifle: DMG: 4d10/seu| RoF: 2| power backpack 100/100 seu

Tangler Grenade: Entangle  [x2]
Smoke Grenade: -10 to hit| [x2]
Fragmentation Grenade:  8d10  [x4]
Doze Grenade: Sleep  [x2]

Equipment:
Powerclip x8
Power Beltpack x6
Power Backpack
IR Goggles
IR Jammer
Solvaway
Toxy-Rad Gauge
Breathing Apparatus
Explorer Vest

Standard Equipment Pack (250 credits)
· Chronocom
· First Aid Pack with bandages, antiseptic, etc.
· ID Card
· Pocket Flashlight
· Pocket Tool
· Staydose
· Stimdose
2 doses of Telol (20 credits)
1 dose of Anti-Anxiety (10 credits) [made this up but thought it worked with the
  character – induces state of sedation for 1d10 hours?]
Bartja Nemuco
player, 568 posts
Yazirian
Technician
Wed 12 Feb 2020
at 23:26
  • msg #24

Personal Carried Equipment

For this mission, I'll carry the following (15 kg) in addition to the implants:

WEAPONS
Brass Knuckles
Heavy Gyrojet Rifle - 4 kg

ENERGY/AMMUNITION
25mm Impact Armor Piercing 10-round clips x 10 (1 kg total)
Power Beltpack for Albedo Screen (50/50)

DEFENSES
Albedo Screen
Military Skeinsuit

MISCELLANEOUS EQUIPMENT - 10 kg
Medkit
Toxy-Rad Guage
Sungoggles
ID Card
Pocket Tool

CARRIED BY SHEMP - 41 kg
Robcomkit
Techkit
Medkit (Spare)
25mm Impact Armor Piercing 10-round clips x 10 (1 kg total)

  PERSONAL SURVIVAL KIT (trimmed down) - 10 kg
everflame
allweather blanket
first aid pack
8 survival ration packages
tangler grenade
compass
life jacket
10 vitasalt pills
flashlight
doze grenade
10-meter rope
4 liters of water in water packs
environmental suit with breather
poly-vox

I list Shemp's load separately just in case we get separated... ;)
This message was last edited by the player at 16:42, Wed 26 Feb 2020.
Desiraye Lipost
player, 1926 posts
PGC Gun-Chick
Military PSA
Fri 21 Feb 2020
at 15:12
  • msg #25

Personal Carried Equipment

- Advanced Anti-Shock Implant
[1] War-Tech GAR-10
- [11] 20 round GAR-10 mags
- [1] Bandoleer Sling (holds x10 mags)
- [1] Muzzle Extender
- [1] x3 Magnification scope w. Infrared optics
- [1] Rifle Holster
- [1] Power light

[1] LE-1500 Laser Pistol
- [1] Recognition Grip
- [7] 20 SEU clips
- [1] Spring Holster
- [0] Empty 20 SEU clips
- LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot

[1] Vibro Knife  [Explorer Boot]

[1] Civilian Skeinsuit
[1] Albedo Screen

[1] Power Backpack  (50/50) [1 @ crash sight]
[1] Power Beltpack  (100/100) [3 @ crash sight]

[1] Explorer Vest
[1] Pair of Explorer Boots w. Knife Sheath [Vibro-Knife]
[1] Emergency Beeper
[1] Emergency Receiver
[1] Chronocom
[1] Everflame
[1] Gas Mask
[1] Set of Magnigoggles
[2] Uses of Solvaway
[1] KG of TD-19
[3] Variable Timers (1 @ crash sight)
[3] Hot Ration Packs
[1] Bottle of FungiTabs
[1] Bottle of DehyTabs
[1] SalGel
[1] Plasti-Poncho
Orvo
player, 164 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 21 Feb 2020
at 15:18
  • msg #26

Personal Carried Equipment

DEFENSES:
Albedo Screen: power beltpack 50/50 seu
Military Skeinsuit: 50/50

WEAPONS:
Martial Arts: DMG: 3| ROF: 2|
Laser Pistol x1: DMG: 5d10/seu| RoF: 2| (1 @ crash sight)
Laser Rifle: DMG: 4d10/seu| RoF: 2| power backpack 100/100 seu

Tangler Grenade: Entangle  [x2]
Smoke Grenade: -10 to hit| [x2]
Fragmentation Grenade:  8d10  [x4]
Doze Grenade: Sleep  [x2]

Equipment:
Powerclip x5 (3 @ crash sight)
Power Beltpack x1 (5 @ crash sight)
Power Backpack
IR Goggles
IR Jammer
Solvaway
Toxy-Rad Gauge
Breathing Apparatus
Explorer Vest

Standard Equipment Pack (250 credits)
· Chronocom
· First Aid Pack with bandages, antiseptic, etc.
· ID Card
· Pocket Flashlight
· Pocket Tool
· Staydose
· Stimdose
2 doses of Telol (20 credits)
1 dose of Anti-Anxiety (10 credits) [made this up but thought it worked with the
  character – induces state of sedation for 1d10 hours?]
Hammer
Player, 283 posts
40/40
Pause. Computing.
Wed 26 Feb 2020
at 01:41
  • msg #28

Personal Carried Equipment

Laser Pistol with 3 10SEU clips 1
Power backpack 10
civilian skeinsuit 1
pocket tool
vibroknife 1
Enviro-kit - includes BioScanner, VaporScanner, GeoScanner 10
Chronocom
Compass
PolyVox 1
EverFlame
ToxyRad Gauge
Flashlight
Personal Survival Kit 10
-everflame
-allweather blanket
-first aid pack
-chronocom
-8 survival ration packages
-1 tangler grenade
-1 compass
-1 life jacket
-10 vitasalt pills
-1 pocket tool
-1 flashlight
-1 doze grenade
-1 0-meter rope
-toxyrad gauge
-1 pair sungoggles
-1 environmental suit with breather
-1 poly-vox

Encumbrance Total: 34 kg
Strength: 68
Encumbered: over 34 kg

NOT ENCUMBERED

Need/removed:
Raft 5
Water 4
Machete 2
Albedo screen 2
Advanced Envirokit (7 kg)


ADVANCED ENVIROKIT
  • Scans for the chemical and atomic makup of any item placed inside.
  • Gives detailed radiation and toxic levels and information about
    what kind.
  • Scans the visible area to give geomorphic approximations,
    such as the height of mountains and hills, the density of land, etc.
  • Scans up to 500 feet in any direction, even through rock, to determine
    the existence of any chemical or molecular structure input into the device.
  • Reproduces through nanobots any item (up to 1 kg in weight
    and up to 4 inches per side in a cube shape).  It cannot repair items
    and requires metal or solid substance to be inserted to rearrange molecular
    structure.
  • Detects disruptions in the time/space continuum based on gravitational
    irregularities.  (OOC: Gravity is being shown by scientists to be an illusion
    based on the effects of mass on the time/space continuum; this device
    checks for subtle changes in that.)
  • Detects changes in earth or atmosphere to predict storms, earthquakes,
    volcanic eruptions, etc.
    The entire Advanced Envirokit weighs 7 kilograms.
    For any of the above to be accurate, a proficiency check is required
    (to be made secretly by the GM).  A failed attempt may mean you get bad
    information, interpret it wrongly, or incorrectly use the device,
    but you may not know that and may accidentally work on wrong information
    or other problem.  Sometimes failure is known to you.

This message was last edited by the player at 05:21, Wed 26 Feb 2020.
S'Krllk
player, 503 posts
Wed 26 Feb 2020
at 04:54
  • msg #29

Personal Carried Equipment

plain needler pistol
20 shots barbed needles (2D10)
20 shots anesthetic needles (sleep?)

Ke-1000 laser (1D8 per SEU)
1 extra 20 SEU clip

albedo screen
civilian skeinsuit

pocket tool
vibroknife
techkit
file computer

    wearing a Duo-CAS (combined electro-CAS and mechanical-CAS) Zebulon
  • Mechanical-CAS: +2 Column Shift to the Machinery: Repair and Vehicles: Repair
    skills and  Security Systems: Open Locks skill if the lock is mechanical.
  • Electro-CAS: +2 Column Shift for the Security Systems: Open Lock skill,
    if the lock is electrical.


wearing a bodycomp (type D processor) and a kingpack power source
protected by a Battle Bodycomp Belt
with the following progits to the bodycomp
Audio-Act
Calc-All
Calc-Boost
    +1 Column Shift to
  • Acoustics
  • Bionics
  • Chemistry
  • Cryptography
  • Cybernetics
  • Engineering: Alternative Energy
  • Engineering: Nuclear
  • Finance
  • Optics
  • Physics
  • Robotics: Modifications

A character using the Calc-All, Calc-Boost and
Master-Comp progits together, and with the proper
type and amount of data, can work out the
probabilities of many events.
CAS-Interface
Chrono-Calc
Comp-Talk
Map-Calc
Master-Comp
    SOP
  • Scan any locked lock within range using both the
    mechanical and electrical CAS, recommend the methods
    that would bypass the lock.

Robo-Link
    to attach device to robot
  • Robotics: Activate/Deactivate
  • Robotics: Alter Functions
  • Robotics: Alter Mission
  • Robotics: List Functions
  • Robotics: Remove Security Locks

Trans-Comp I

S'krllk
Cybernetic Hand
    S'Krllk's cybernetic hand can perform several functions
  • It can plug in and adapt to plug into computer systems directly
  • It can reshape fingers into tools to perform engineering skills (+20% to engineering checks for normal equipment and +10% for alien equipment), same with computer checks
  • It can contain a vial of liquid.  Currently, it contains Solvaway
  • Pulse emission scrambler/wireless interference: the hand can emit a scrambling effect against wireless communications and a pulse emission against other electronic devices (like an EMP pulse).  Its success is 10% x Skill level - 10 x difficulty level/complexity of device.  Its range limits its effectiveness to -5% for every 5 yards beyond 10 yards.  It lasts for 1d6 rounds plus the level of the person using the hand.

This message was last edited by the player at 02:26, Thu 18 Mar 2021.
GM Heath
GM, 2447 posts
Mon 8 Jun 2020
at 07:43
  • msg #30

Personal Carried Equipment

STATS:
Desi: 57/62 STA. (No more biocort for the day.)

Orvo: 24/60. (No more biocort for the day.)

Bartja: 34/35.

Hammer: 47/50. (1 more biocort available.)

S'krllk: 32/40.

Porter: 50/50

Appleburg: 45/60.

Biocort doses= 14
Anesthesia: 18
Staydose: 15 remaining
Stimdose: 16 remaining
This message was last edited by the GM at 06:14, Tue 09 June 2020.
Desiraye Lipost
player, 1990 posts
PGC Gun-Chick
Military PSA
Tue 9 Jun 2020
at 02:16
  • msg #31

Re: Personal Carried Equipment

GM Heath:
STATS:
Desi: 57/62 STA. (No more biocort for the day.)

Orvo: 24/60. (No more biocort for the day.)

Bartja: 34/35.

Hammer: 47/50. (1 more biocort available.)

S'krllk: 32/40.

Porter: 50/50

Appleburg: 45/60.

Biocort doses= 14
Anesthesia: 18
Staydose: 15 remaining

OK, so going by this, Orvo, S'Krllk, & Bartja are going to be used for strictly support once we get to the area of the Moraes.  This is also tentative to what we may get involved in on the rest of the way there.
GM Heath
GM, 2448 posts
Tue 9 Jun 2020
at 03:28
  • msg #32

Re: Personal Carried Equipment

Probably not a bad idea. But note that Bartja can still have up to 3 biocorts this day, as well as staydose/stimdose if he falls below zero. For those like Desi who cannot have more biocort, they can still have staydose or stimdose used to bring them back up if they dip below zero.

For staydose, they will be in suspended animation until biocort is administered the next day but it can be used up to -30 STA..

Stimdose can also be used to an unconscious character and probably works better here because they will be able to actually move around and act, even if very weakly. But it can only be used until they reach -10 STA.


STAYDOSE:
Staydose is a last-ditch-use drug used to place a dying person into a state of near-suspended animation for 24 hours, hopefully long enough to give the person proper medical attention.

A medic (character with the Medical skill) may apply one dose of staydose with a Hypo Spray in order to place a individual in a state of arrested animation. A character whose Stamina has been reduced to 0 (but not below -30) can be brought back to life if the drug is injected within one minute (10 turns) after death. Staydose slows down the character's heartbeat and breathing so she or he can survive with no Stamina points. If the character's Stamina is brought back above 0 within 24 hours, he or she will live; If not, the character will die. Only one dose of Staydose can be given to a character, until his Stamina is raised above 0.


STIMDOSE. Stimdose is a stimulant. If given by a medic to an unconscious character, the character will wake up immediately. In the Expanded Game, a stimdose will restore 10 Stamina points if the points were lost to poison, disease or infection. These 10 points are restored even if the character is unconscious. If the character's Stamina has been reduced to -10 or less, however, the stimdose will not save him, because only one dose can be given effectively in a, 20-hour period. The stimdose will not restore Stamina points unless the poison, disease or infection has been neutralized or cured with the proper drug, or has worn off.

This message was last edited by the GM at 03:31, Tue 09 June 2020.
GM Heath
GM, 2452 posts
Tue 9 Jun 2020
at 06:15
  • msg #33

Re: Personal Carried Equipment

You have two medkits. This is what they carry (when fully stocked):


Medkit.

A medkit has specialized equipment the medic needs to perform his or her job. It weighs 10 kg and can be carried as a backpack. The medkit contains:

Local Anesthetic--10 hypo doses to relieve pain
Plastiflesh--5 cans of spray which closes up wounds and heals burns
Omnimycin--10 hypo doses to control infections
Acid neutralizer--1 bottle of liquid to neutralize acids
Antiseptic--5 cans of spray to clean and disinfect a skin area
Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
Medscanner--an electrical instrument used to diagnose ailments
Spray hypo--syringe used to give shots without a needle
Biocort--20 hypo doses to stimulate very fast healing
Telol--10 hypo doses of truth serum
Stimdose--10 hypo doses to revive unconscious individuals
Staydose--10 hypo doses to sustain a dying character for 20 hours
Sonic scalpel--same as in robcomkit
Laser scalpel--used to make deep incisions
Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
Autosurgeon--a special device that allows a medic to operate on himself
Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
Antitox--10 hypo doses to neutralize poisons

This message was last edited by the GM at 06:16, Tue 09 June 2020.
Desiraye Lipost
player, 2125 posts
PGC Gun-Chick
Military PSA
Sun 14 Mar 2021
at 01:22
  • msg #34

Re: Personal Carried Equipment

If the new players could give some information on their skills, abilities, and equipment here, that would help out.

Older PC's, update as needed please!
Gregor Trask
player, 9 posts
Blob-shaped Explorer
Sun 14 Mar 2021
at 03:56
  • msg #35

Re: Personal Carried Equipment

Gregors gear...

Worn and Carried:
Enviro Suit and Breather
Civilian Skeinsuit (50/50)
Explorer Boots
Explorer Vest
ID (Gregor Trask, Explorer Corp

Left arm Utility Gauntlet with Pauldron:
• Slot 1, Filled - Motion Tracker (Zebulon’s Guide pg 81) Size B 10-50 meter range
• Slot 2, Filled - Envirokit (Bioscanner, Vaporscanner, Geoscanner)
• Slot 3, Filled - Geo Mapping Program
• Slot 4, Filled - Commos Equipment

Helmet:
• Powerpack (50/50)
• Gas Mask
• Magnigoggles
• Poly-vox
• Radiophone
• Infralight
• IR high resolution Visor
• Sun Visor

Defenses and Weapons:
Power Backpack (100/100 SEU)
Albedo Screen (hooked to backpack)
Laser Rifle (hooked to backpack)
Laser Pistol (20/20 SEU)
Vibroknife (20/20 SEU)
tangler and smoke grenades


Backpack and Multiple Pouches:
Beltpack (spare, 50/50)
Power Clips (10)
All-weather blanket
First-aid Kit (1 stimdose, staydose, biocort, sprayflesh)
Compass
Everflame
Holoflare
Life Jacket
Pocket Flashlight
Pocket Tool
Rope
Survival Rations (5 days)
Toxy-rad gauge
Waterpack
This message was last edited by the player at 16:40, Tue 16 Mar 2021.
Vadim tul Mhora
player, 6 posts
New Pale Scout
STA 50/50 Machete
Mon 15 Mar 2021
at 13:41
  • msg #36

Re: Personal Carried Equipment

Desiraye Lipost:
If the new players could give some information on their skills, abilities, and equipment here, that would help out.

Older PC's, update as needed please!


As far as skills, just what it says on the tin (i.e. what I posted in the IC thread).  Biosocial PSA Environmentalist with a smidge of Technician, some skills with animals and beam weapons.  Basically an outdoorsman\scout.

Weapons:LocationAmmoMass
Machete -3
Laser Pistol 20SEUClip (4 setting)1
    
Total Mass   

Defences:LocationIntegrityMass
Civilian Skeinsuit 501
Albedo Screen 20SEU Clip1
Total Mass   

Equipment:LocationMass
Envirokit 5
Explorer Boots 0.8
Explorer Vest 0.5
Life Jacket 1
Poly-vox 1
Rope 1
Water Pack 4
   
   
Total Mass  


Miscellaneous Equipment (-- encumbrance)
Allweather Blanket
Backpack & Packframe
Chronocom
Coveralls (shipsuit)
Everflame
Flashlight
Gas Mask
ID Card
Powerclip (x12)
Solvaway
Sungoggles
Toxy-Rad Gauge
Vitasalt Pills (10)
Survival Rations (5 days)
This message was last edited by the player at 20:54, Mon 15 Mar 2021.
Vadim tul Mhora
player, 8 posts
New Pale Scout
STA 50/50 Machete
Wed 17 Mar 2021
at 05:30
  • msg #37

Re: Equipment

In reply to Sgt. Porter Min (msg # 19):

-1 Infra-red goggles from Armory stores
Desiraye Lipost
player, 2217 posts
PGC Gun-Chick
Military PSA
Sat 23 Oct 2021
at 11:04
  • msg #38

Re: Personal Carried Equipment

Desiraye Lipost:
- Advanced Anti-Shock Implant
[1] War-Tech GAR-10
- [11] 20 round GAR-10 mags
- [1] Bandoleer Sling (holds x10 mags)
- [1] Muzzle Extender
- [1] x3 Magnification scope w. Infrared optics
- [1] Rifle Holster
- [1] Power light

[1] LE-1500 Laser Pistol
- [1] Recognition Grip
- [7] 20 SEU clips
- [1] Spring Holster
- [0] Empty 20 SEU clips
- LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot

[1] Vibro Knife  [Explorer Boot]

[1] Civilian Skeinsuit
[1] Albedo Screen

[1] Power Backpack  (100/100) [1 @ crash sight]
[1] Power Beltpack  (50/50) [3 @ crash sight]

[1] Explorer Vest
[1] Pair of Explorer Boots w. Knife Sheath [Vibro-Knife]
[1] Emergency Beeper
[1] Emergency Receiver
[1] Chronocom
[1] Everflame
[1] Gas Mask
[1] Set of Magnigoggles
[2] Uses of Solvaway
[1] KG of TD-19
[3] Variable Timers (1 @ crash sight)
[3] Hot Ration Packs
[1] Bottle of FungiTabs
[1] Bottle of DehyTabs
[1] SalGel
[1] Plasti-Poncho

Adding the following gear AND, fresh power belt & backpacks for screens and other gear.  Screen will stay on backpack power.
-3 EMP Grenades (will affect electronics, some security, screens and suits (so don't get within its radius), some gear, and some robots) (5 meter radius)
-1 EMP Pulse Pistols (can be aimed at electronic equipment for taking out only desired objects) (10 charges each, affects 1 meter radius)
This message was last edited by the player at 11:59, Wed 27 Apr 2022.
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