TYPES OF POSSESSIONS

There are two types of possessions: weapon and utility. Weapons cover any sort of improvised or constructed tool for combat, while utility often provides skill bonuses or health. Characters can carry up to ten possessions at a time.

Possessions are bought during character creation with the same pool of points used to increase your skills (see 'Making a Homemaker').

Possessions can be described as anything aesthetically - the bonuses provided are dependent on the cost of said item. Players should work with their GM to come up with the descriptions of their possessions.

WEAPONS: This is any sort of melee, ranged, or projectile weapon. Temporary weapons may be a golf club that breaks after three hits or a scotch bottle-turned-Molotov, while a permanent weapon might be the all mighty chainsaw or a shotgun. The weapon's bonus is the amount of damage it deals. 

Temporary bonus weapons break after three uses. Explosive one use items like grenades and landmines are consumed after one use, but deal its damage to three different targets within a range approved by the GM.

Permanent bonus weapons function until a player rolls a double 1's on 2d6 during combat, at which point the weapon cannot be used for one round, representing the weapon being stuck in a creature, misfiring, being reloaded, or explosion being delayed due to faulty design. For more information, see the combat section of 'Rules'.

UTILITY (HEAL): Medicine, comfort food, or strange alien syringes filled with bubbling liquid- whatever it is, these valuable items restore lost health. Permanent heal utility items do not exist. The bonus is the amount of hit points this possession heals.

UTILITY (SKILL): These items grant a bonus to any of the 15 skills in game. Temporary items might be peachbloom lipstick and rouge for Fast Talk, while a permanent bonus might be Browline glasses for Read.

Temporary bonus items are consumed after three uses. Permanent bonus items function until a player loses it due to theft or destruction, or abandons it to make room for another possession.

ALTERNATE RULE: POSSESSION RESTRICTIONS

GMs wanting to make possessions a little more rare can use this rule to make certain bonuses harder to attain by adding clearance levels to items. Simply put, characters cannot acquire items beyond their clearance level.

All characters start with civilian clearance level. They can purchase a military clearance level by spending 10 points from their skills and possessions pool. Prototype possessions cannot be initially purchased and are only found in-game with this rule.

While this rule is often used to restrict initial weapons purchases, this can also be used to make tools and heal utility items more valuable, adding emphasis to item conservation.

Table: Possession Restrictions

Clearance level

Example item with relevant skill

Bonuses Available

Civilian

Crowbar (Break Down Door)

      +1 to +3

Military

Plasma landmine (Set/Disarm Trap)

      +4 to +5

Prototype

Herbert West's Resurrection Injection (Heal)

          +6



TABLE: POSSESSION COSTS


Bonus Granted

Temporary Cost

Permanent Cost

WEAPON

+1

1

3


+2

2

5


+3

3

7


+4

5

10


+5

8

15


+6

12

20




UTILITY (HEAL)

+1

1

--


+2

3

--


+3

5

--


+4

7

--


+5

9

--


+6

12

--





UTILITY (SKILL)

+1

1

2


+2

2

5


+3

3

8


+4

5

12


+5

7

16


+6

10

20

 

This free website was made using Yola.

No HTML skills required. Build your website in minutes.

Go to www.yola.com and sign up today!

Make a free website with Yola