Chapter 9: Equipment
Weapon Skills
The Mneme system reorganizes combat cascade skills to have more utility and value compared to the standard Cepheus Engine rules.
Standard Cascade Skills
| Traveller SRD
|
Mneme Parent Skill
|
Notes
|
| Gun Combat: Archery
|
Missile Weapons
|
Crossbows, Bows
|
| Gun Combat: Shotgun
|
Gun Combat
|
|
| Gun Combat: Slug Pistol
|
Gun Combat
|
|
| Gun Combat: Slug Rifle
|
Gun Combat
|
|
| Melee Combat: Bludgeoning
|
Melee Combat
|
|
| Melee Combat: Natural
|
Melee Combat
|
Includes Unarmed Combat
|
| Melee Combat: Piercing
|
Melee Combat
|
|
| Melee Combat: Slashing
|
Melee Combat
|
|
| Shields
|
Special
|
Nets, Whips, Blowguns
|
| Athletics
|
Athletics
|
Throwing grenades or objects
|
Alternate Cascade Skills
An alternative breakdown that swaps Gun Combat into two types: Rifle and Pistol.
| Mneme Parent Skill
|
Cascade Skill
|
Notes
|
| Melee Combat
|
Impact
|
Any hafted weapons wielded 1 or 2-handed
|
| Melee Combat
|
Polearms
|
Any pole mounted weapon, staves, or Spears
|
| Melee Combat
|
Swords
|
A fast rate of attack weapon
|
| Melee Combat
|
Fencing
|
Double the defense modifier when the character has the Advantage. Includes Jian, Rapier, Sabers, Scimitars, and other Finesse weapons
|
| Melee Combat
|
Striking
|
Punching, Kicking, headbutting, Kneeing, Elbowing, or any unarmed Striking maneuver
|
| Melee Combat
|
Grappling
|
Locks, Shoots, Grabs, Twists, Pins, Wrenching, or any other techniques to manipulate the leverage and joints of an adversary
|
| Melee Combat
|
Shields
|
Raises the cover granted by a shield by the skill level. Also grants cover (without the bonus) to a number of adjacent allies equal to the skill
|
| Melee Combat
|
Chain
|
3-section staff, Sickle & Chain, chain whips
|
| Ranged Combat
|
Slings
|
Slings, Staff-Slings, Atl-Atls, Woomera, or Spear throwers
|
| Ranged Combat
|
Throwing
|
Any thrown weapon
|
| Ranged Combat
|
Archery
|
Bows and Slingshots
|
| Firearm Combat
|
Crossbow
|
Gastraphetes, Chokuno, or any Bow mounted on a platform that can be operated by one man
|
| Firearm Combat
|
Rifle
|
A firearm becomes a rifle when it can be effectively wielded 2-handed
|
| Firearm Combat
|
Pistol
|
One-handed firearm
|
Equipment Traits and Properties
Equipment in the Mneme system uses various traits and properties to define its capabilities. The # symbol indicates a number value.
Weapon Properties
- Weapon Technology Level
- The minimum Tech Level the weapon appears
- Aim Modifier
- Weapons with an Aim Modifier add this modifier to any attacks with the weapon when they perform an Aim action
- Rate of Fire or Attacks
- Weapons have a Rate of Fire or Rate of Attacks property that determines the maximum number of damage rolls it can deal per significant action. Weapons have a minimum number of attacks of 1 per round. Skill modifies the number of attacks:
- S/2 means 1 attack, plus half of skill per round
- S means 1 attack plus Skill
- Number preceding the S means number of additional attacks plus Skill
- Slashing Damage
- Cutting, slicing, or edged weapon damage. More effective against gel-like materials like muscle and wood
- Piercing Damage
- Penetrating with a narrow point type of damage. More effective against living creatures and electronic components
- Bludgeoning Damage
- Blunt force, crushing, and concussive damage. More effective against hard (high Armor) but brittle targets. Can cause Knockback and Knockdown
Weapon Traits
- Armor Trait
- Armors are listed in the Equipment, and they Grant Armor Rating to Characters. Also note that Attacking Weapons and Equipment have their own AR rating and Hit Points
- Minor Loading Trait (mLoading)
- Minor action to Load. Without performing the Load action the weapon cannot fire or be used
- Significant Loading trait (sLoading)
- Significant action to load the weapon. Without performing the Load action the weapon cannot fire or be used
- Full Action Loading trait (fLoading #)
- Full Action to load a weapon. Without performing the Load action the weapon cannot fire or be used
- Minor Ready trait (mReady)
- A minor action to Adjust the reach of this weapon. Unready this weapon attacks at a disadvantage
- Significant Ready trait (sReady)
- It takes a significant action to ready this weapon. Unready this weapon cannot be used
- Auto # Trait
- Multiplies the Number of Attacks and Damage Roll per effect with attacks with Auto. Example: A 3S weapon with Autofire 2 can have up 3 success effect × 2 = 3 damage rolls × Auto for a total of 6 damage rolls
- Burst # Trait
- Multiply the number of damage rolls per success. Like auto, but this is for weapons with only a limited shot
- 2-handed Trait
- Weapon requires 2-hands, disadvantage to rolls one handed
- Versatile Trait
- Weapon can be used one handed or two handed or other usage modes (example Quarterstaff). Its a free action, once per round, to change usage
- Reach # Trait
- The number of Spaces in addition to the Adjacent space the weapon can attack. Most weapons can adjust their grip from reach 1 to just adjacent. Disadvantage against Adversaries that are closer than its reach. Versatile Weapons can change Reach as a Free Action once per round. mReady can be used to shift weapons reach
- Range str #/# Trait
- Range is determined by the strength the weapon is built for, the higher the strength the greater the range. The values are multiplied to Strength to get the ranges. Half the Damage beyond the first Range Value. Second value is the maximum distance. Cannot use a Weapon with str required > Wielder's Str+2. Disadvantage using a weapon > Wielder's str
- Thrown #/# Trait
- The two values are the multiplier to Strength in meters. Half the Damage beyond the first Range Value. Second value is the maximum distance
- Heavy Trait
- Disadvantage using this weapon if str is < Str 9. Cannot use this weapon if Str < 7
- Finesse Trait
- This weapon must be used with Dexterity to gain its benefit. When making Targeted Attacks in melee, reduce conditions (like cover or concealment) by 1 OR armor by 1
- Light Trait
- Can be used as an Offhand weapon. Offhand weapons grant their rate of attacks to the total Rate of Attacks
- Explosive Trait
- Explosive weapons are less effective farther away, divide the damage of explosions by distance in meters. At default treat Explosive Damage like Bludgeoning Damage as it is able to cause Knockback and Knockdown
- Armor Piercing Trait
- Armor Piercing (AP) reduces the Effectiveness of Armor. Reduce the Armor of the Target by the AP. Ranged Weapons can be given Armor Piercing Qualities at a higher cost:
- Arrows/Bolts ×2 Cost, AP 1
- Pistols and Submachine Guns ×2 Cost AP 3
- Rifles ×2 Cost AP 5
Melee Weapons (TL 0)
| Weapon
|
TL
|
Damage
|
RoA
|
Weight
|
Cost
|
Notes
|
| Battleaxe
|
TL 0
|
3d3-2 sl
|
S/2
|
2.0 kg
|
Cr 90
|
Versatile (3d3 sl, RoA S, 2-handed), 1 AR, 11 hp
|
| Club
|
TL 0
|
2d3-1 bl
|
2S
|
1.0 kg
|
Cr 3
|
Light, 1 AR, 8 hp
|
| Dagger
|
TL 0
|
2d3-1 pi
|
3S
|
0.5 kg
|
Cr 45
|
Finesse, light, thrown 1/3, 1 AR, 7 hp
|
| Greatclub
|
TL 0
|
3d3-2 bl
|
S/2
|
5.0 kg
|
Cr 6
|
2-handed, 1 AR, 14 hp
|
| Handaxe
|
TL 0
|
1d6 sl
|
S
|
1.0 kg
|
Cr 60
|
Light, thrown 1/3, 7 AR, 8 hp
|
| Javelin
|
TL 0
|
1d6 pi
|
S/2
|
1.0 kg
|
Cr 15
|
Thrown str 1.5/7, 1 AR, 8 hp
|
| Mace
|
TL 0
|
1d6 bl
|
S
|
2.0 kg
|
Cr 75
|
Heavy, 7 AR, 11 hp
|
| Maul
|
TL 0
|
4d3 bl
|
S/2
|
5.0 kg
|
Cr 150
|
Heavy, 2-handed, 1 AR, 14 hp
|
| Quarterstaff
|
TL 0
|
1d6 bl
|
2S
|
2.0 kg
|
Cr 6
|
Versatile, 2-handed, Note: Default is held in middle (3d3-2 bl, RoA S, 2-handed, Reach 1), 2 AR, 11 hp
|
| Spear
|
TL 0
|
1d6 pi
|
S/2
|
1.5 kg
|
Cr 60
|
Thrown 1/3, Versatile (3d3-2 pi, RoA S, 2-handed, Reach 1), 1 AR, 10 hp
|
| Unarmed Strikes
|
TL 0
|
1d2
|
S
|
—
|
—
|
Versatility: Kicks (RoA S/2, 1d3 bl)
|
| Warhammer
|
TL 0
|
3d3-2 bl
|
S/2
|
1.0 kg
|
Cr 135
|
Versatile (3d3 bl, RoA S, 2-handed), 1 AR, 8 hp
|
| Whip
|
TL 0
|
2d3-1 sl
|
S/2
|
1.5 kg
|
Cr 45
|
Finesse, Reach 1, 1 AR, 10 hp
|
Melee Weapons (TL 1-2)
| Weapon
|
TL
|
Damage
|
RoA
|
Weight
|
Cost
|
Notes
|
| Flail
|
TL 1
|
3d3-2 bl
|
S/2
|
1.0 kg
|
Cr 150
|
Flail, 1 AR, 8 hp
|
| Glaive
|
TL 1
|
3d3 sl
|
S/2
|
4.0 kg
|
Cr 300
|
Reach 1, 2-handed, 1 AR, 13 hp
|
| Greataxe
|
TL 1
|
2d6 sl
|
S/2
|
3.5 kg
|
Cr 350
|
2-handed, Reach 1, 1 AR, 13 hp
|
| Halberd
|
TL 1
|
2d6-1 sl
|
S/2
|
5.0 kg
|
Cr 400
|
Heavy, Reach 1, 2-handed, 7 AR, 14 hp
|
| Lance
|
TL 1
|
3d3-1 pi
|
S/2
|
3.0 kg
|
Cr 250
|
Reach 1, Versatile (3d3 pi, RoA S, 2-handed, Reach 1), 7 AR, 12 hp
|
| Light hammer
|
TL 1
|
2d3-1 bl
|
S
|
1.0 kg
|
Cr 50
|
Light, thrown 1/3, 1 AR, 8 hp
|
| Morningstar
|
TL 1
|
3d3-2 pi
|
1
|
2.0 kg
|
Cr 300
|
Heavy, 1 AR, 11 hp
|
| Pike
|
TL 1
|
3d3 pi
|
S/2
|
9.0 kg
|
Cr 125
|
Heavy, Reach 3/2, 2-handed, 7 AR, 17 hp
|
| Shortsword
|
TL 1
|
1d6 pi
|
3S
|
0.5 kg
|
Cr 250
|
Light, 7 AR, 7 hp
|
| Sickle
|
TL 1
|
2d3-1 sl
|
2S
|
1.0 kg
|
Cr 100
|
Light, 1 AR, 8 hp
|
| Trident
|
TL 1
|
1d6 pi
|
S/2
|
2.0 kg
|
Cr 150
|
Thrown 1/3, Versatile (3d3-2 pi, RoA S/2, 2-handed, Reach 1), 1 AR, 11 hp
|
| War pick
|
TL 1
|
3d3-2 pi
|
S
|
1.0 kg
|
Cr 125
|
AP 1, 1 AR, 8 hp
|
| Broadsword
|
TL 2
|
3d3-2 sl
|
2S
|
1.3 kg
|
Cr 350
|
1 AR, 9 hp
|
| Greatsword
|
TL 2
|
4d3 sl
|
S/2
|
3.0 kg
|
Cr 600
|
Heavy, Reach 2/1, 2-handed, 7 AR, 12 hp
|
| Longsword
|
TL 2
|
3d3-2 sl
|
S
|
1.5 kg
|
Cr 500
|
Versatile (3d3 sl, RoA 2S, Reach 1, 2-handed), 7 AR, 10 hp
|
| Rapier
|
TL 2
|
3d3-2 pi
|
3S
|
1.0 kg
|
Cr 350
|
Finesse, 1 AR, 8 hp
|
| Scimitar
|
TL 2
|
1d6 sl
|
3S
|
1.5 kg
|
Cr 350
|
Finesse, 7 AR, 10 hp
|
Missile Weapons
| Weapon
|
TL
|
Aim
|
Damage
|
RoA
|
Weight
|
Cost
|
Notes
|
| Sling
|
TL 0
|
Aim+0
|
2d3-1 bl
|
1
|
0.1 kg
|
Cr 3
|
mLoading, range str 1.5/6, 2 AR, 4 hp
|
| Dart
|
TL 1
|
Aim+0
|
2d3-1 pi
|
S
|
0.5 kg
|
Cr 8
|
Thrown 1/3
|
| Net
|
TL 0
|
Aim+0
|
NA
|
1
|
1.5 kg
|
Cr 15
|
Special, Thrown str 0.3/0.7
|
| Crossbow, light
|
TL 2
|
Aim+2
|
3d3-2 pi
|
1
|
2.5 kg
|
Cr 60
|
sLoading, 2-handed, Bolt 1 Cr 0.02kg, 1 AR, 11 hp
|
| Shortbow
|
TL 0
|
Aim+1
|
1d6 pi
|
1
|
1.0 kg
|
Cr 90
|
2-handed range str 4/15, Arrow 1 Cr 0.05kg, 1 AR, 8 hp
|
| Crossbow
|
TL 2
|
Aim+2
|
3d3 pi
|
1
|
9.0 kg
|
Cr 150
|
fLoading 3, 2-handed, range str 5/20, Bolt 1 Cr 0.02kg, 1 AR, 17 hp
|
| Composite Bow
|
TL 0
|
Aim+1
|
3d3-2 pi
|
1
|
1.5 kg
|
Cr 500
|
2-handed, range str 7/30, Arrow 1 Cr 0.05kg, 1 AR, 10 hp
|
| Longbow
|
TL 0
|
Aim+1
|
3d3-2 pi
|
1
|
1.0 kg
|
Cr 500
|
2-handed, range str 7/30, Arrow 1 Cr 0.05kg, 1 AR, 8 hp
|
| Crossbow, hand
|
TL 2
|
Aim+1
|
1d6 pi
|
1
|
1.5 kg
|
Cr 150
|
sLoading, range str 1.5/6, Small Bolt 0.5 Cr 0.02kg, 1 AR, 10 hp
|
Firearms (TL 6-7)
| Weapon
|
TL
|
Aim
|
Damage
|
RoA
|
Weight
|
Cost
|
Notes
|
| Auto Pistol 7x25mm
|
TL 6
|
Aim+0
|
1d6 pi
|
2S
|
1.00 kg
|
Cr 100
|
(200m, /2000m), 10 AR, 8 hp
|
| Auto Pistol Mag 7x25mm 10 rnds
|
TL 6
|
—
|
—
|
—
|
0.10 kg
|
Cr 3
|
mLoading
|
| Auto Pistol 12x20mm
|
TL 6
|
Aim+0
|
2d3 pi
|
2S
|
1.50 kg
|
Cr 100
|
(150m, /1500m), 10 AR, 10 hp
|
| Auto Pistol Mag 12x20mm 7 rnds
|
TL 6
|
—
|
—
|
—
|
0.25 kg
|
Cr 3
|
mLoading
|
| Compact Auto Pistol 10x20mm
|
TL 7
|
Aim+0
|
1d6+1 pi
|
2S
|
1.00 kg
|
Cr 100
|
(150m, /1500m), 10 AR, 8 hp
|
| Auto Pistol Mag 10x20mm 8 rnds
|
TL 7
|
—
|
—
|
—
|
0.20 kg
|
Cr 3
|
mLoading
|
| Auto Pistol 10x20mm
|
TL 7
|
Aim+0
|
1d6+1 pi
|
2S
|
1.50 kg
|
Cr 100
|
(150m, /1500m), 10 AR, 10 hp
|
| Auto Pistol Mag 10x20mm 15 rnds
|
TL 7
|
—
|
—
|
—
|
0.25 kg
|
Cr 3
|
mLoading
|
| Submachine Gun 12x20mm
|
TL 6
|
Aim+1
|
3d3 pi
|
3S
|
7.50 kg
|
Cr 230
|
Auto 2, (150m, /1500m), 10 AR, 16 hp
|
| Submachine Gun Mag 12x20mm 20 rnds
|
TL 6
|
—
|
—
|
—
|
1.00 kg
|
Cr 10
|
mLoading
|
| Submachine Gun Mag 12mm 50 rnds
|
TL 6
|
—
|
—
|
—
|
2.50 kg
|
Cr 25
|
mLoading
|
| Shotgun 20x50mm
|
TL 6
|
Aim+1
|
1d3 pi
|
S
|
4.00 kg
|
Cr 200
|
Burst 3, (25m, /400m), 1 AR, 13 hp
|
| Shotgun 20x50mm cartridges
|
TL 6
|
—
|
—
|
—
|
0.02 kg
|
Cr 1
|
mLoading
|
| Automatic Rifle 7×60mm
|
TL 6
|
Aim+3
|
4d6-3 pi
|
3S
|
4.50 kg
|
Cr 250
|
(1000m, /5000m), 10 AR, 14 hp
|
| Clip 7x60mm 8 rnds
|
TL 6
|
—
|
—
|
—
|
0.25 kg
|
Cr 12
|
mLoading
|
| Assault Rifle 5x50mm
|
TL 7
|
Aim+3
|
3d6-2 pi
|
3S
|
3.00 kg
|
Cr 600
|
Auto 3, (500m, /3000m), 10 AR, 12 hp
|
| Mag 5x50mm 30 rnds
|
TL 7
|
—
|
—
|
—
|
0.50 kg
|
Cr 30
|
mLoading
|
| Assault Rifle 7x40mm
|
TL 7
|
Aim+2
|
3d6 pi
|
3S
|
3.50 kg
|
Cr 400
|
Auto 3, (500m, /3000m), 10 AR, 13 hp
|
| Mag 7x40mm 30 rnds
|
TL 7
|
—
|
—
|
—
|
0.70 kg
|
Cr 35
|
mLoading
|
| Mag 7x40mm AP5 30 rnds
|
TL 7
|
—
|
—
|
—
|
0.70 kg
|
Cr 70
|
AP 5
|
| Light Machine Gun 7x60mm
|
TL 7
|
Aim+3
|
4d6-3 pi
|
3S
|
15.0 kg
|
Cr 4,000
|
Auto 4, (1000m, /4000m), 10 AR, 21 hp
|
| Light Machine Gun 7x60mm mag 50 rnds
|
TL 7
|
—
|
—
|
—
|
2.5 kg
|
Cr 70
|
sLoading
|
Explosives
| Weapon
|
TL
|
Damage
|
RoA
|
Weight
|
Cost
|
Notes
|
| Stick Grenade
|
TL 6
|
5d3 ex
|
S
|
0.50 kg
|
Cr 20
|
mReady, Thrown 1/3
|
| Hand Grenade
|
TL 7
|
7d3 ex
|
S
|
0.25 kg
|
Cr 50
|
mReady, Thrown 1.5/5
|
Armor (TL 6-8)
| Armor
|
TL
|
Armor Rating
|
Weight
|
Cost
|
Notes
|
| Light Plate
|
TL 6
|
3 AR
|
4.00 kg
|
Cr 3,000
|
Steel Plates covering the torso and head
|
| Heavy Plate
|
TL 6
|
7 AR
|
10.00 kg
|
Cr 7,000
|
Heavy steel plates covering the torso and head
|
| Frag Vest
|
TL 7
|
3 AR
|
4.00 kg
|
Cr 3,000
|
Steel plates and plastic woven into synthetic fiber. Head and Torso only
|
| Ballistic Fabric
|
TL 7
|
2 AR
|
4.00 kg
|
Cr 2,000
|
Flexible but heavy synthetic fiber armor. Head and Torso only
|
| Ballistic Plates
|
TL 7
|
11 AR
|
11.50 kg
|
Cr 11,000
|
Synthetic fiber holding specially made plates. Head and Torso only
|
| Ballistic Plates
|
TL 8
|
12 AR
|
12.50 kg
|
Cr 12,000
|
Synthetic fiber holding specially made plates. Head and Torso only
|
| Assault Armor
|
TL 8
|
15 AR
|
8.00 kg
|
Cr 15,000
|
Synthetic fiber holding specially made ceramic and steel plates. Head and Torso only
|
Armor (TL 0-3)
| Armor
|
TL
|
Armor Rating
|
Weight
|
Cost
|
Notes
|
| Leather
|
TL 0
|
1 AR
|
7.0 kg
|
Cr 50
|
Hardened leather full body
|
| Cloth
|
TL 0
|
1 AR
|
7.0 kg
|
Cr 50
|
Thick layers of cloth full body
|
| Scale
|
TL 1
|
2 AR
|
35.0 kg
|
Cr 1,500
|
Lamellars or Overlapping Scale full body
|
| Mail
|
TL 2
|
2 AR
|
20.0 kg
|
Cr 2,500
|
Only 1 AR against Bl damage full body
|
| Brigandine
|
TL 3
|
3 AR
|
25.0 kg
|
Cr 5,000
|
Overlapping plates under leather full body
|
Shields
| Shield
|
TL
|
Damage
|
RoA
|
Weight
|
Cost
|
Notes
|
| Buckler
|
TL 1
|
1d3 bl
|
S/2
|
1.0 kg
|
Cr 30
|
Grants Cover 1 if skilled, 1 AR, 8 hp
|
| Small Shield
|
TL 1
|
1d3 bl
|
S/2
|
2.0 kg
|
Cr 60
|
Grants Cover 1 if skilled, 1 AR, 11 hp
|
| Medium Shield
|
TL 1
|
2d3-1 bl
|
S/2
|
4.0 kg
|
Cr 120
|
Cover 1, 1 AR, 13 hp
|
| Large Shield
|
TL 1
|
2d3 bl
|
S/2
|
8.0 kg
|
Cr 240
|
Cover 2, 1 AR, 17 hp
|
Shield Cover Rules
- Small Shield
- Grants a cover Conditions +1 to characters skilled in melee combat. Characters with combat skill at 0 benefit from a small shield
- Medium Shield
- Grants cover Conditions +1, Grants cover Conditions +2 when crouching low
- Large Shield
- Granting cover Conditions +2, Granting cover Conditions +4 when crouching low
Gear and Equipment
Containers and Storage
| Item
|
TL
|
Weight
|
Cost
|
Notes
|
| Backpack, 60L Leather
|
TL 0
|
4.0 kg
|
Cr 250
|
30kg capacity, rain proof
|
| Backpack, 40L Leather
|
TL 0
|
3.0 kg
|
Cr 180
|
20kg capacity, rain proof
|
| Backpack, 100L Canvas
|
TL 1
|
3.9 kg
|
Cr 233
|
50kg capacity, Rain proof at TL6
|
| Backpack, 60L Canvas
|
TL 1
|
2.8 kg
|
Cr 166
|
30kg capacity, Rain proof at TL6
|
| Backpack, 30L Canvas
|
TL 1
|
1.7 kg
|
Cr 104
|
15kg capacity, Rain proof at TL6
|
| Load Bearing Gear (Webbing, Belts, Straps)
|
TL 0
|
0.5 kg
|
Cr 10
|
2L worth of pouches, loops, and belts and bandoliers to hold it
|
| Waterskin 5L
|
TL 0
|
5.7 kg
|
Cr 45
|
Flexible container to 5L of wine or water
|
| Waterskin 1L
|
TL 0
|
1.2 kg
|
Cr 10
|
Small container for water
|
| Wooden Cask 15L
|
TL 2
|
5.5 kg
|
Cr 80
|
Holds 15L of Liquid
|
| Earthen Pot (15L)
|
TL 0
|
10.0 kg
|
Cr 10
|
Used to Boil and Make food. Fragile but easy to replace
|
| Metal Pot (5L)
|
TL 1
|
3.0 kg
|
Cr 200
|
Used to Boil and Make food. Typically made of Copper in earlier eras, later made of Iron
|
| Earthen Bottle 1L
|
TL 0
|
2.0 kg
|
Cr 2
|
Wrapped with cords and wicker
|
| Wooden/Bamboo Bottle 1L
|
TL 1
|
1.2 kg
|
Cr 2
|
Corded and wide mouth
|
Camping and Survival Gear
| Item
|
TL
|
Weight
|
Cost
|
Notes
|
| Bed Roll and Blanket, Light
|
TL 0
|
4.0 kg
|
Cr 50
|
Made up of Furs in earlier TL, made of more durable and comfy materials in higher TLs
|
| Outdoor Clothing/Travel Clothes
|
TL 0
|
2.0 kg
|
Cr 50
|
Typically rugged and durable material. From furs, heavy linen tunics, to modern hiking clothes. Includes headgear, sandals, shoes or boots, and some small pouches
|
| Survival Basics
|
TL 0
|
0.0 kg
|
Cr 2
|
From waterproof Leather pouches to keep flammable tinder, flint and steel, lighters, small cup or bowl and eating utensils. Sometimes a place to hold salt, herbs found, and spices
|
| Water Purification
|
TL 7
|
0.5 kg
|
Cr 100
|
Can process up to 100L of water
|
| Day's Ration
|
Any
|
0.5 kg
|
Cr 1
|
A days worth of meal for an active person of mostly starch, fat, and dried fruit
|
| Dried Meats/Fish
|
TL 1
|
0.5 kg
|
Cr 5
|
Dried proteins - either in sausages, jerky, smoked, or meats ground into pemmican
|
Lighting and Optics
| Item
|
TL
|
Weight
|
Cost
|
Notes
|
| Hooded Lamps
|
TL 0
|
0.5 kg
|
Cr 10
|
24 hours per 1L of lamp oil. 2m L4, 4m L2, 8m L1
|
| Bullseye Lanterns
|
TL 1
|
1.0 kg
|
Cr 20
|
24 hours per 1L of lamp oil. 5m L4, 10m L2, 20m L1
|
| Flashlight 5m L4
|
TL 6
|
0.3 kg
|
Cr 10
|
Number of hours × (TL-5). $1 batteries
|
| Flashlight 7m L4
|
TL 6
|
0.5 kg
|
Cr 20
|
Number of hours × (TL-5). $2 batteries
|
| Light Intensifier Goggles
|
TL 7
|
—
|
Cr 500
|
Reduce darkness by 4
|
| Infrared Goggles
|
TL 6
|
—
|
Cr 500
|
Reduce darkness by 2 if there is heat signature
|
Communications and Rope
| Item
|
TL
|
Weight
|
Cost
|
Notes
|
| Personal Communicator 60km
|
TL 8
|
0.3 kg
|
Cr 250
|
—
|
| Hand Radio 1.5 km
|
TL 6
|
2.0 kg
|
Cr 1,000
|
—
|
| Fiber Rope 10mm
|
TL 0
|
1.0 kg
|
Cr 3
|
10m units, 120kg capacity
|
| Fiber Rope 20mm
|
TL 0
|
2.0 kg
|
Cr 30
|
10m units, 500kg capacity
|
Medical Equipment
| Item
|
TL
|
Weight
|
Cost
|
Notes
|
| Medical Consumables
|
Any
|
0.5 kg
|
Cr 100
|
See Medical Consumables section
|
| Trauma Kits TL3, 10 uses
|
TL 3
|
1.5 kg
|
Cr 300
|
DM+3 to First Aid
|
| Trauma Kit TL3-2, 10 uses
|
TL 1
|
1.0 kg
|
Cr 2,000
|
DM+3 to First Aid
|
| Trauma Kit TL6-1, 10 uses
|
TL 5
|
2.5 kg
|
Cr 5,000
|
DM+6 to First Aid
|
| Trauma Kit TL7, 1 use
|
TL 7
|
0.4 kg
|
Cr 70
|
DM+7 to First Aid
|
Medical Consumables
To simplify bookkeeping, allocate a budget on medical consumables. Any one kind or purpose does not make up more than 20% of the Total of Consumables. Assume per 100Cr there is 0.5KG of medicine (weight being from the Packaging). All Prices assume TL7.
- Antibiotics
- Available in TL6 in the form of penicillin and in earlier eras as tribal knowledge. TL8 10Cr per week of treatment
- Antiseptics
- Weaken and slow the growth of bacteria, very common type of medicine even in TL0. TL8 1Cr per day of applications
- Analgesics
- Medicine for pain relief to buy time for the body to heal. TL8 1Cr per day of applications
- Antivirals
- Medicine used to treat viral infections. Available as early as TL6
- Vaccines
- Vaccines appear as early as TL4. Some vaccines serve as a booster for what is mostly inoculated or is partially effective in a related or similar disease
- Wound Dressing
- Available as early as TL0 with any fabric or leaves used in keeping wounds from getting infected, stem bleeding, and manage pain
- Tools and Applicators
- Injections, pads, 1Cr per day
- Antihistamines
- Manage allergic symptoms when the body's response does more harm than good
- Anti Inflammatory drugs
- These manage inflammation when the body's response does more harm than good
Medical Care Consumable Costs
| Care Level
|
Daily Cost
|
Description
|
| Light Care
|
1cr a day
|
Light use of Analgesics, Wound Treatment, and Antiseptics
|
| Moderate Care
|
2cr a day
|
More powerful Analgesics, extensive wound treatment, Antiseptics, Antibiotics
|
| Critical Care
|
5cr per day
|
Intensive monitoring and treatment
|
| Intensive Care
|
10cr per day
|
Full medical support and supervision
|
Stimulants
Stimulants allow the character to ignore a number of wound penalties from Exhaustion Damage equal to the level.
| Stimulant
|
Duration
|
Level
|
Cost
|
Weight
|
| Stims Level 1
|
6 hours
|
1
|
25cr
|
2000pc/kg
|
| Stims Level 2
|
6 hours
|
2
|
75cr
|
2000pc/kg
|
- Side Effects
- Take note of the Levels of Stimulants. When the character exceeds their Endurance DM +1 of Stimulants taken per 24 hours they take 1 exhaustion damage. Loading up in stimulants deals damage but stimulants ignore damage; once it wears off all that pain and damage will be felt. This is an Addictive and Dependency causing type of drug. Continuous use alters behavior and "withdrawal" can cause DM penalties or Disadvantage.
Pain Medication
Pain medication either block Pain or induce euphoria that blocks pain (powerful analgesics and legal opioids).
| Medication
|
Duration
|
Level
|
Cost
|
| Pain Medication Level 1
|
6 hours
|
1
|
10cr
|
| Pain Medication Level 2
|
6 hours
|
2
|
30cr
|
- Side Effects
- When the character exceeds their Endurance DM +1 of Pain medication taken per 24 hours they take 1 exhaustion damage. This is an Addictive and Dependency causing type of drug. Continuous use alters behavior and "withdrawal" can cause DM penalties or Disadvantage.
Non-Combat Equipment
Advanced / Cheap Technology
Advanced and Cheap Technology Options are meant to reflect goods, equipment, or services that overlap between Technology Levels. Advanced and Highly Advanced technologies are available but expensive and with some quirks. Older Technology is still available but cheaper. Requires Referee's Approval.
- Note
- Some Cultures, People, and Places have different TL for different Industries and Areas. In the Developing world a cellphone can be found in the boondocks but transportation, medicine, food, are all far below TL8.
Advanced Technology
Take Goods, Services, or Equipment available in a higher TL that would appear in its earliest form in the previous TL. It is Available in the Previous TL at 10× the cost.
- A TL item is now available in TL-1
- Notation is the Items Original TL with -1
- Example: a TL9 computer available in TL8 is Computer TL9-1
- Cost is 10×
- Typical Drawbacks
- Fragile: 1/2 HP or AR or Both
- Limited Uses: Example 1/10 the work life
- Has a Skill level requirement
- Difficulty to Repair is 2 more to repair
- Bulkier: ×3 Weight and Volume
Highly Advanced Technology
This is Advanced Technology taken to a greater level, allowing technology 2 levels greater. Examples would be stone age surgery or electroplating.
- A TL item is now available in TL-2
- Notation is the Items Original TL with -2
- Example: a TL9 computer available in TL7 is Computer TL9-2
- Cost is 100×
- Typical Drawbacks (more extreme)
- Fragile: 1/4 HP or AR or Both
- Very Limited Use: Example 1/100 the work life
- Has a Skill level requirement
- Difficulty to Repair is 4 more
- Bulkier: ×10 Weight and Volume
Cheap Technology (Cheap Tech)
Take Goods, Services, or Equipment available in a lower TL and have more Advanced Manufacturing and Mature Markets commoditize these - making them very cheap OR gain a specific benefit. They typically have a special quirk or side benefit from being made in a more advanced market.
- A TL item is now available cheaply in TL+1
- Notation is the Items Original TL with +1
- Example: a TL8 computer manufactured in TL9 is Computer TL8+1
- Example Benefits (choose one)
- Cost is 1/10
- Hardened - vs EMP, AR/HP increased, various Proofing for Water, Radiation, Vacuum, etc.
- Extended Work Life, ×3
- Lighter: 1/3 Weight and Size
Very Cheap Technology (Very Cheap Tech)
- A TL item is now available cheaply in TL+2
- Notation is the Items Original TL with +2
- Example: a TL7 computer manufactured in TL9 is Computer TL7+2
- Example Benefits (choose one)
- Cost is 1/100
- Hardened against 3 different conditions - vs EMP, AR/HP increased, various Proofing for Water, Radiation, Vacuum, etc.
- Extended Work Life, ×10
- Lighter: 1/10 Weight and Size
Cover Material Table
This assumes only the Area of the Attack from a cannon or firearm will destroy to get at its Target behind it.
| Cover
|
AR
|
HP
|
Description
|
| Light Wood (Pine) Door
|
0
|
9
|
30cm High × 30cm Wide × 10cm Thick
|
| Light Wood (Pine) Wall
|
0
|
14
|
30cm High × 30cm Wide × 20cm Thick
|
| Medium Wood Door (Mahogany)
|
1
|
13
|
30cm High × 30cm Wide × 10cm Thick
|
| Medium Wood Wall (Mahogany)
|
1
|
19
|
30cm High × 30cm Wide × 10cm Thick
|
| Heavy Wood Door (Oak)
|
1
|
16
|
30cm High × 30cm Wide × 20cm Thick
|
| Heavy Wood Wall (Oak)
|
1
|
24
|
30cm High × 30cm Wide × 20cm Thick
|
| Brick Wall
|
3
|
25
|
30cm High × 30cm Wide × 20cm Thick
|
| Concrete Wall
|
4
|
28
|
30cm High × 30cm Wide × 20cm Thick
|
| Iron Door or Hull (2mm)
|
8
|
9
|
30cm High × 30cm Wide × 0.2cm Thick
|
| Iron Door or Hull (20mm)
|
8
|
19
|
30cm High × 30cm Wide × 2cm Thick
|
| Steel Door or Hull (20mm)
|
10
|
19
|
30cm High × 30cm Wide × 0.2cm Thick
|
| Aluminum Door or Hull (5mm)
|
3
|
8
|
30cm High × 30cm Wide × 0.5cm Thick
|
| Aluminum or Hull (20mm)
|
3
|
13
|
30cm High × 30cm Wide × 0.2cm Thick
|
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