Equipment includes any object that a character can use to their
benefit. Normally, these can be aquired by buying them using CPs
when the character is made or they can be aquired by spending XP
and some RPGing. This chapter will include the stats for some
possible weaponry, armor, and at least some equipment.
The tools of destruction, a weapon is used to inflinct damage on other things than yourself. The amount of damage each weapon does depends on the kind of weapon used. There are four types: Blunt Weapons, Sharp Weapons, Low-tech Guns, Hi-tech Guns, and grenades. For blunt and sharp weapons, the damage is added with the character's strength attribute to determine how much damage they do. A guy with a strength of 8 and a bokken (8), the character could do 18 points of damage.
These weapons lack a "cutting edge" and depend on mostly strength and weight to inflict damage. In normal or low animeter games, blunt weapon inflict stun damage.
Name Damage Bokken +4 Club\baton +4 Combat Spatula +6 Combat Umbrella +6 Mallet (small) +2 Mallet (Large) +6 Mallet (Mega) +10 Staff +4
These weapons on the other hand are sharpened to pierce the skin and are capable of inflicting kill damage in normal or low animeter games.
Name Damage Long Sword +6 Two-Handed Sword +8 Katana +6 Nodachi +8 Knife +1 Dagger +2 Axe +8 Polearm +10 Whip\Ribbon +4
These are the type of guns most people can associate with- the type that use bullets to blow the intended target away. In an extreme animeter game, disregard the need for ammo.
* Uses the big gun skill
Note: The bazooka is an area effect weapon which has a range of 4 meters\yards. Anyone in range of the blast takes 2\3rd damage (20) but a direct hit will do the full 20 points of damage.
Developed by cultures who have master higher technologies, Hi-tech guns can shoot beams of concentrated energy. Like low-tech guns, disregard ammo in extreme animeter games. Also in extreme animeter games, hi-tech guns tend to leave black burn marks.
* uses the big gun skill
Name Damage Short Bow +6 Long Bow +8 Light Crossbow 10* Heavy Crossbow 12* Improvised (Light) +1 Improvised (Medium) +4 Improvised (heavy) +8 Improvised (absurd) +12 Shuriken\dart +1 Boomerang (normal) +4 Boomerang (giant) +6
Improvised (light): a small object between one to ten pounds. Examples include baseballs, soccerballs, or bottles. Any character can use these.
Improvised (medium): bigger things that way between ten to twenty pounds. Some examples might include schooldesks, Televisions, and really small trees. Any character with a strength of 6 can use these.
Improvised (Heavy): Really big stuff that weigh in-between twenty to one-hundred pounds. Examples include dinner tables, small boulders, or small staues. Any character with a strength of 8 can pick up a heavy improvised throwing weapon.
Improvised (Absurd): Really, really, really big things that more than a hundred pounds. These could include telephone polls, cars, and really really big rocks. You neeed a strength of 10 and the super strength power to use 'em.
All character have a natural ability to shrug off damage, but by wearing armor, they can increase their latent ability to take damage by wearing protective gear. Below are some example armor. The armor rating is added to the character's armor rating. So a character with an armor of 3 thanks to his Stamina 6 wearing an armor jacket (4) will have an armor rating 7. The modifier is due to the heaviness of the armor and is subtracted from Agility rolls.
The only type of armor not listed is power armor. This will be handled in Appendix One: mecha.
As mentioned in the Artifact advantage earlier in chapter 3: character Creation, all artifacts have certain powers that are unique to only artifacts. For each level of the artifact (2 CP), the character gains 1 point for extra powers. Gamemasters may want to consider other advantages and disadvantages from chapter 3: character creation as it is possible to combine them. For instance, you might have a sentient sword that acts as a mentor or a brooch that possesses a curse. Such combinations should be restricted to a 3 point ad\disad range.
Elemental Affinity (1): Weapon artifacts only. The artifact upon command is engulfed in one of the six primary elements: earth, air, fire, water, holy , or darkness. When used against a person or monster that is weak against that form of element, then the attack does an extra 50% damage.
Insane Sentient Weapon (-1): Normally, a sentient weapon is willing to help their owner. By taking this disadvantage, the weapon rather dislikes its present "owner" and may even be planning to take over his body or try to kill him. If the weapon has other powers, they may tend to be obstinate and not allow the owner to use them.
Instant Recall (1): The weapon or armor is connected to an accessory- a ring, amulet, brooch, or whatever. Upon command, the artifact automatically appears in the character's hand. As long as the accessory isn't lost or destroyed, the character can call on the artifact.
Sentient Weapon (2): The Weapon is an intelligent sentient being with a base intelligence and willpower stat of 10. For every extra CP, the character gets 3 points to distribute between the two as he pleases. Under normal circumstances, the weapon is willing to help the character. It may, if the player\GM want, have its own goals in mind.