Change Availbily to accessability for clarity
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1 changed files with 22 additions and 22 deletions
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@ -9,7 +9,7 @@ for use by PCs and NPCs alike.
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Money is abstracted a bit so as not to have to track every dollar and become
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your character's accountant.
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Compare the character's wealth against the availability of the purchase,
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Compare the character's wealth against the accessibility of the purchase,
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anything at or below the character's wealth can be be reasonably bought at no
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cost. Anything one point above their wealth rating can be bought but requires a
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test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item
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@ -42,11 +42,11 @@ A fumble indicates the character was fleeced, they loose the item and all
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debt remain.
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If an item is illegal, before selling it the character must find the buyer by
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making a *Streetwise + Charisma* vs *TN 3 + item's Availability*.
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making a *Streetwise + Charisma* vs *TN 3 + item's access cost*.
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## Item list <a name="itemList"></a>
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Item | Availability
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Item | Accessibility
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--- | :---:
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**Electronics** |
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Geiger Counter | 0
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@ -170,7 +170,7 @@ Generally Drugs don't need special rules when being casually administered, but
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in the event they are weaponized or a character is exposed to a dangerous
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substance, the following rules are used.
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Medical Drug | Potency | Route | Effect | Availability
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Medical Drug | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0
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Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0
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@ -179,7 +179,7 @@ Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0
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Euphoric | 12 | Oral | Euphoric | 0
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Tincture | -2 | Oral, Topical | Same as other drug | 0
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Recreational Drug | Potency | Route | Effect | Availability
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Recreational Drug | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Adrenaline | 9 | Injected | Stimulant, Analgesic | 0
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Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0
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@ -193,14 +193,14 @@ PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0
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Peyote | 6 | Oral | Hallucinogen | 0
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Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0
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Toxins | Potency | Route | Effect | Availability
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Toxins | Potency | Route | Effect | Accessibility
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--- | :---: | :---: | --- | :---:
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Black Widow Venom | 8 | Injected | Fatal |
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Chlorine gas | 5 | Inhaled | Fatal |
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Cyanide | 10 | Oral | Fatal |
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Black Mamba Venom | 10 | Injected | Fatal |
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Pesticide | 6 | Inhaled, Oral | Fatal |
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Death Cap mushroom | 11 | Oral | Fatal |
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Black Widow Venom | 8 | Injected | Fatal | 1
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Chlorine gas | 5 | Inhaled | Fatal | 0
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Cyanide | 10 | Oral | Fatal | 0
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Black Mamba Venom | 10 | Injected | Fatal | 1
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Pesticide | 6 | Inhaled, Oral | Fatal | 0
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Death Cap mushroom | 11 | Oral | Fatal | 0
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**Potency:** is how strong a substance is. It acts as an attack result vs
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the character's Body test, dealing effects based on MoS. Multiple doses add 10%
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@ -285,7 +285,7 @@ places may ask the characters to check kit at the door or with local guards.
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PCs should always get their gear back to not cause resentment at the table or
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create a fear of always losing thier equipment everywhere they go.
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Melee** | | | | | |
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Baton | 1+BOD | 0 | - | - | | 0
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@ -303,7 +303,7 @@ Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0
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Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1
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Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Pistols** | | | | | | |
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Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
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@ -322,7 +322,7 @@ Submachine Gun | 4 | 0 | 25 | 30+1 | RoF 3 | 2
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Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF 3 | 2
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3 | 2
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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Weapon | DV | ACC | Range | Mag | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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**Less Than Lethal** | | | | |
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Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1
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@ -330,7 +330,7 @@ Taser | 1 | 0 | 1 | 1 | Stun | 1
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Police Taser | 1 | 0 | 1 | 2 | Stun | 2
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Dazzler | 0 | +1 | 12 | 10 | | 2
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Weapon | DV | ACC | Range | Traits | Availability
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Weapon | DV | ACC | Range | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---:
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**Grenades** | | | | |
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Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0
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@ -537,7 +537,7 @@ make a TN 5 x DV Body test or become paralyzed.
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## Weapon Accessories <a name="weaponAccessories"></a>
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Modern firearms often support additional attachments.
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Item | Availability
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Item | Accessibility
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--- | :---:
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**Accessory** |
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Covershot | 1
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@ -632,7 +632,7 @@ doesn't wash off easily. Paint rounds are sold in boxes of 10.
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Protective Suits and Armor allow humans to survive extreme environments and
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combat.
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Armor | Rating | Encumbrance | Availability
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Armor | Rating | Encumbrance | Accessibility
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--- | :---: | :---: | :---:
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**Protective** | | |
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Arc Flash Suit | 0 | 0 | 1
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@ -652,7 +652,7 @@ Ballistic Vest | 3 | 0 | 1
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Tactical Vest | 6 | -1 | 1
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Bomb Suit | 8 | -2 | 1
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Shield | Rating | Encumbrance | Acc | DV | Availability
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Shield | Rating | Encumbrance | Acc | DV | Accessibility
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--- | :--: | :---: | :---: | :---: | :---:
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Trash can lid | 1 | 0 | -1 | 1+BOD | 0
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Riot Shield | 4 | 0 | -2 | 2+BOD | 1
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@ -745,7 +745,7 @@ the users body but don't add to encumbrance like stacking armor does.
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## Vehicles <a name="vehicles"></a>
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Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
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Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
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Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
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**Mobility Aid** | | | | | | | |
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Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2
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@ -755,7 +755,7 @@ Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2
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City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1
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Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2
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Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
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Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
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**Bikes** | | | | | | |
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EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2
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@ -777,7 +777,7 @@ Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5
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Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4
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PWC | 3 | -1 | 100 | 1/1 | 3 | | 3
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Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
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Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
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--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
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**Military** | | | | | | |
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Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3
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