Equipment

From Dark Prospects Rules
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The following Equipment and Items are available:

Melee Weapons

S(mall) Weapon - A small sized melee boffer weapon (as described in the rulebook) that deals 1 base damage (modified by augments)
M(edium) Weapon - A medium sized melee boffer weapon (as described in the rulebook) that deals 1 base damage (modified by augments)
L(arge) Weapon - A small sized melee boffer weapon (as described in the rulebook) that deals 1 base damage (modified by augments), or 2 base damage (modified by augments) when used with 2 hands.
Stake - A special weapon which has no damage capacity, but can make a Vampire inert.

Ranged Weapons

S(mall) Firearm - A small gun with base damage 2. Prior to the new tags, this tag could be placed on either a revolver or a derringer. With the new tags, this will only apply to single or double shot Derringers.
S(mall) R(epeater) Firearm - A small gun with base damage 2, capable of firing multiple shots before reloading.
L(arge) Firearm - A rifle length gun with base damage 3. Prior to the new tags, this tag could be placed on either a repeating rifle or a shotgun. With the new tags, this will only apply to single shot rifles.
L(arge) R(epeater) Firearm - A rifle length gun with base damage 3, capable of firing multiple shots before reloading.
X(cross) Bow - A Crossbow, dealing base 3 damage.
S(tandard) Bow - A standard bow, dealing base 3 damage.
Dynamite - A stick of Dynamite, which explodes for 4 area damage.
Specialty Ammunition - Ammunition which has a special characteristic (such as silver, gold, cold iron, etc...) - the exact material should be described on the tag.
Specialty Arrows - Similar to Specialty Ammunition, but with arrows.
Heavy Shot (from recipe) - Ammunition which deals 1 extra damage.
Specialty Thrown (from recipe) - Special tagged thrown items made of special materials, similar to specialty ammunition. These can be reused.

Defensive Items

S(mall) Shield - A small size shield with 1 health.
M(edium) Shield - A medium size shield with 3 health.
L(arge) Shield - A large size shield with 5 health.
Armor - A piece of armor with 1 health.

Locks and related Equipment

Lock (1/2/3) - A lock of the appropriate level. A lock may not be opened except by the key number listed on it, by a lockpick of the appropriate level, or by appropriate powers, which bypass locks.
Key - A key that opens a specific lock, as described on the tag.
Lockpick (1/2/3 [lp3 from recipe]) - A lockpick that opens a lock of its described level.

Herbalism Creations

Tonic of Vitality - The user gains up to 2 Essence. Destroyed on use.
Toxic Mixture - Poisons the user, causing 1 damage per minute for 10 minutes. Destroyed on use.
Tonic of Health - The user gains up to 2 health if they have more than 0 health. Destroyed on use.
Potion of Lethargy - The user loses up to 5 Energy. Destroyed on use.
Smelling Salts - If the target is under the effects of any unnatural sleep then the effect is removed from that target. Destroyed on use.
Sleeping Potion - The user is effected by Merciful Sleep, falling Unconscious. Destroyed on use.
Adhesive Goo - The user may either throw a packet with the Bind Foot power (60 sec) or use the activated power Immunity: Disarm (60 sec) on themselves. Destroyed on use.
Potion of Strength - The user is effected by Augment, which increases their damage by 1 for 10 minutes. Destroyed on use.
Potion of Weakness - The user is effected by Weaken, which makes them unable to benefit from Augment/Enhance for 60 sec. Destroyed on use.
Philter of Life (from recipe) - Restores 1 health to the target and grants them Passive Regeneration for 4 minutes. Passive Regeneration immediately ends if the target enters combat. Destroyed on use.
Alcohol (from recipe) - While you are affected act as though intoxicated. You may destroy one Alcohol tag every 10 minutes while under the effects.
Moonshine (from recipe) - as Alcohol, except that Moonshine comes with side effects.
Opiate (Drug [from recipe]) - Abates symptoms of diseases for 6 hours. 6 doses in 1 game will give your character the Flaw Addiction: Opium but will also cure any diseases the character may have. Characters under the effects of Opium feel reduced pain and thus cannot be affected by powers with the words “pain” in their description. If more than one dose is taken in 4 hours then your character will be reduced immediately to 0 health.
Coca (Drug [from recipe]) - Doubles any healing on your character for 1 hour and provides one use of the power Hanging On for 60 seconds within that hour. Dosing twice in one day will give your character the Flaw Addiction: Cocaine. If more than one dose is taken in 4 hours then your character will be reduced immediately to 0 health.
Peyote (Drug [from recipe]) - Please visit ST camp and turn in this tag. ST camp may choose to give you a vision but does not need to. These visions need not be accurate or even make any sense.
Flame Oil (from recipe) - Use to coat a melee weapon, then ignite using prop fire to convert damage to fire for 10 minutes.
Flame Arrows (from recipe) - Arrows which are destroyed after use, but deal fire damage when shot.
The Antidote (from recipe) - Cures poison effects.
Flint and Steel - Allows you to ignite a fire prop or flame equipment.

Magic Items

Fetter - An Item required by Wraiths and some other Supernaturals that keeps them tied to this existence.
Relic - An Item which is usable in the Umbra.
Talisman - An Item usable by Hedge Mages as a Talisman. The effect of the Item will be described on an individual tag. You can use the Item Maker to create Talismans.
Fetish - A magic item. The effect of the Item will be described on an individual tag. You can use the Item Maker to create Fetishes.
Talen - A single use magic item. The effect of the Item will be described on an individual tag. You can use the Item Maker to create Talens.

Recipes

Recipe: Alcohol - Cost: $0.75; Requires: Herbalism 2 and either Gunsmithing/Ammosmithing 1 OR Bladesmithing/Metalwork 1. Allows you to make Alcohol tags. 10 Alcohol tags count as a single item for crafting purposes. Alcohol tags cost as the crafting cost in the rulebook. "You know how to build a still and maintain it, and which herbs make the best booze"
Recipe: Moonshine - Cost: $0.50; Requires: Herbalism 2 and either Gunsmithing/Ammosmithing 1 OR Bladesmithing/Metalwork 1. Allows you to make Moonshine tags. 10 Moonshine tags count as a single item for crafting purposes. Moonshine tags cost as the crafting cost in the rulebook. "You know how to build a still and maintain it. The herbs you put in are delicious, but a little off."
Recipe: Opiate - Cost: $1.50; Requires: Herbalism 3 and Medicine 3. This recipe allows you to make Opiate tags. 3 Opiate tags count as a single item for crafting purposes. Opiate tags cost as the crafting cost in the rulebook. "You know how to handle the opium bulb to extract the drug efficiently.
Recipe: Coca - Cost: $1.50; Requires: Herbalism 3 and Medicine 3. This recipe allows you to make Coca tags. 3 Coca tags count as a single item for crafting purposes. Coca tags cost as the crafting cost in the rulebook. "You know how to extract the drug from the coca leaf."
Recipe: Peyote - Cost: $1.00; Requires: Herbalism 4 and Detection 2. This recipe allows you to make Peyote tags. 3 Peyote tags count as a single item for crafting purposes. Peyote tags cost as the crafting cost in the rulebook. "You have learned how to find the rare peyote button."
Recipe: Philter of Life - Cost: $1.00; Requires: Herbalism 4 and Medicine 2 This recipe allows you to make the Philter of Life potion. Counts as 2 potions For crafting purposes. Philter of Life tags cost as the crafting cost in the rulebook. "A better understanding of medicine gives you the ability to create life-saving potions."
Recipe: Heavy Shot - Cost: $0.75; Requires: Gunsmithing 4 and Locksmithing 2. Allows you to make Heavy Shot tags. 3 Heavy Shot tags count as a single item for crafting purposes. Heavy Shot tags cost as the crafting cost in the rulebook. "Using techniques learned from your time locksmithing, you pack as much lead into your shot as humanly possible"
Recipe: Flame Oil - Cost: $1.00; Requires: Metalworking 4 and Herbalism 2. Allows you to make Flame Oil tags. 2 Flame Oil tags count as a single item for crafting purposes. Flame Oil tags cost as the crafting cost in the rulebook. "You have learned how to create a special oil, so that when applied to your weapon it allows you to ignite them without destroying the weapon."
Recipe: Flame Arrowheads - Cost: $0.75; Requires: Fletching 4 and Herbalism 2. Allows you to make Flame Arrowhead tags. 3 Flame Arrowhead tags count as a single item for crafting purposes. Flame Arrowhead tags cost as the crafting cost in the rulebook. "You have learned exactly how to wrap your arrows and what to soak them in to ensure that they burn while flying."
Recipe: Flint and Steel - Cost: $0.50; Requires: Metalworking 2 and Detection 2. Allows you to make Flint and Steel tags. 1 Flint and Steel counts as a single item for crafting purposes. Flint and Steel tags cost as the crafting cost in the rulebook. "With your knowledge of metal and stone, and a keen eye, you know how to find the materials that allow you to start a fire."
Recipe: Specialty Thrown - Cost: $0.75; Requires: Fletching 3 and Metalworking 3. Allows you to make Specialty Thrown tags. 2 Specialty Thrown tags count as a single item for crafting purposes. Specialty Thrown tags cost as the crafting cost in the rulebook. "You know how to make a thrown weapon out of a rare material in such a way that the item doesn't get destroyed easily through use."
Recipe: L3 Lockpicks - Cost: $1.50; Requires: Locksmithing 4 and Metalworking 2. ALlows you to make L3 Lockpick tags. 2 L3 Lockpick Tags count as a single item for crafting purposes. L3 Lockpick tags cost as the crafting cost in the rulebook. "Using stronger materials and fine craftsmanship, you're able to build lockpicks that can defeat even the best of locks."
Recipe: The Antidote - Cost: $0.50; Requires: Herbalism 2 and Medicine 1. Allows you to make The Antidote tags. 3 Antidote tags count as a single item for crafting purposes. The Antidote costs as described in the rulebook. "You have learned enough about poisons that you now know how to counteract them."