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  1. HOOPER STUFF
  2.  
  3. --------------------------------------------------------------------------------------------------------------
  4. Hooper's Personal Totem
  5.  
  6. Hooper is the personal child of Clashing Boom-Boom. BoomBoom appreciates Hooper's military service and ingenuity with weapons crafting. Her relationship with Hooper is a little different than it would be with a generic pack.
  7.  
  8. Cost: 8
  9.  
  10. TRAITS:
  11. Boom Boom grants Hooper +2 dice to Melee, Firearms, and Archery.
  12.  
  13. Hooper's maximum difficulty using any weapon is 8.
  14.  
  15. Hooper gets -1 Difficulty to the Rite of Binding when binding spirits into weapons.
  16.  
  17. A botch will never render Hooper's weapon unusable.
  18.  
  19. BAN:
  20. Clashing Boom-Boom puts Hooper under more old-school ideas of Righteous Justice. She expects her bonuses to be called upon only for righteous and just acts; underhanded, injust, or evil things done with her bonuses call for retribution.
  21.  
  22. Hooper may pray to BoomBoom before doing something questionable to convince the totem that what she is doing is righteous; she can also forgo the bonuses if she has to be a little extra sneaky.
  23.  
  24. BoomBoom is also prone to issue the occasional order to her child, and orders must be obeyed. However, she does not do this often and does not want to interfere with her little rogue too much.
  25.  
  26. NOTE:
  27. The +2 Dice do not apply to the tertiary skill Anderson Archery, but the maximum difficulty of 8 does.
  28.  
  29. --------------------------------------------------------------------------------------------------------------
  30. Hooper's system for arrows-on-hand: Tech Points.
  31.  
  32. Hooper's resources in terms of time, money, and crafting ability are limited. To represent this, she can only invest a certain amount of her stocks on any given mission or patrol. These are represented by Tech Points. For any given mission, she has a number of these 'Tech Points' equal to her Resources + Craft x 10.
  33.  
  34.  
  35. GADGET: Gadget Arrows have an individual tech point cost. They are considered to be pre-made and in stock at her lab.
  36.  
  37. Freezerburn- 4
  38. Foam- 3
  39. Universal Mount- 1
  40. Adhesive- 1
  41. Tracker- 2
  42. Chem-Silver- 5
  43. Explosive- 4
  44. Flare- 2
  45. Flame- 4
  46. Grapple- 3
  47. Harpoon- 1
  48.  
  49. STANDARD: The Tech point cost for Standard Arrows represents a whole quiver. if a half-quiver is taken, it still costs the full amount.
  50. Target Point- 0
  51. Broadhead- 1
  52. Bodkin- 1
  53. Bow-Mag- 4
  54. Channeling Head- 2
  55. Tri-Blade- 1
  56. Expanding- 1
  57. Core Head (1/2) - 3
  58.  
  59.  
  60. WEAVER TECH: The Tech Point cost for a Weaver Tech arrow is for one arrow, but it must still be made into a Talen.
  61. Drill Arrow- 3
  62. Jet Arrow- 5
  63.  
  64. --------------------------------------------------------------------------------------------------------------
  65. TRICK ARROWS
  66.  
  67. The trick arrows usually consist of a long carbon shaft with either a capsule or a head on the end. Arrows with multiple functions have a 'default' function and can be fired at that function like normal arrows. Changing the function is an action. Most of the arrows are stable but become activated when nocked. The arrows are labeled with 1-3 letters of Braille on the nock so she knows what they are without looking and can draw them without searching for them.
  68.  
  69. Freezerburn Arrow- This multi-function arrow contains stable liquid hydrogen, at -260 degrees Celsius. This is considerably colder that liquid nitrogen. The head is an aerogel-lined capsule with various automatic spikes inside to pierce it. The arrow can be set to several functions, and is activated when it is nocked.
  70. Note: This arrow does not put fires out. It makes them better.
  71.  
  72. --Function 1 (Default) - Freeze Arrow. The arrow simply hits and ejects its contents onto the target. This does 5 dice of aggravated damage, however, this damage cannot be soaked with Stamina. It may be soaked with worn armor, supernatural abilities, or potentially gear made for arctic environments. Non-magical worn armor that soaks two or more points will shatter if hit again in the same round. Instead of an attack, this effect may be applied to doors, thin walls, or other materials to make them easily shattered.
  73.  
  74. --Function 1a - Ice Arrow - Using the default function on the ground freezes it, causing sufficient moisture to condense as to create a sheet of ice. Roll the arrow's damage; the ice patch is three feet in diameter for each success. Entities on the ice are at -3 to Dexterity, and anyone on the ice failing any Dexterity roll immediately fall prone. Bipeds require a Dexterity + Athletics roll to get up.
  75.  
  76. --Function 2 - Chill Arrow - This setting makes the arrow vent its hydrogen load. One arrow cools an average-to-large room by 20 degrees Celsius; this takes one round for full effect. This takes a normal temperature room to refrigerator temperature; two arrows take it to freezer temperature. The room remains cold until heated by regular means. The hydrogen in the air does not pose a flame hazard or suffocation risk except in the tiniest of rooms.
  77.  
  78. --Function 3 - Fire Arrow - The arrow vents its hydrogen as gas and ignites it as it flies, leaving a long blue arc of flame that can be used as a flare - a very expensive flare. The arrow will also night extremely flammable things it is fired into, such as drapes or piles of hay.
  79.  
  80. --Function 4 - Fireball Arrow - The arrow detonates its entire payload upon impact. Treat this as an 8 die grenade that deals fire damage (8 dice within a yard of its impact, -1 die for every yard beyond impact). This giant blue fireball is dry fire and will not set things on fire; in fact, for scientific reasons, it leaves things slightly wet.
  81.  
  82. Sniper Arrow - This arrow consists of aerogel shaft and fins with a minimalist, multi-bladed laser-sharpened titanium head. It is supremely light, and triples the Range Increment of the bow it is fired from. These arrows are not reusable.
  83.  
  84.  
  85. Foam Arrow - This arrow has a capsule full of highly-compressed fast-hardening capture foam. The solvent that dissolves the foam is available from SWAT teams. The archer also carries it.
  86.  
  87. --Function 1 (Default) - Capture Arrow - Upon impact, the arrow unleashes its pressurized contents in a 6-way spray. If a target is hit, roll 10 dice as the foam hardens in ropes around the target's body. The target loses 1 point of Dexterity per success. As an action, the target can a resisted roll Strength against the foam's Strength of 10 to break free; each success restores 1 point of Dexterity. Alternatively, a Called Shot can be made to only capture the arms, or to only capture the legs. If this is the case, the foam has a strength of 15 to hold its captive. The foam may NOT be used to encase a person's head; the spray is too broad to have any effect, though the impact will deal 3 dice of Bashing damage.
  88. Note: Shifting to a larger form allows a free Strength roll at the new form's Strength, but the victim takes 2 levels of unsoakable lethal damage. Shifting to a smaller form deals the damage and restores half the currently-missing Dexterity, rounded down.
  89.  
  90. --Function 2 - Punch Arrow - The arrow releases its cargo shortly after firing, causing it to form a firm sphere around the head of the arrow. Upon impact, this does no actual damage, but roll 10 dice for effect; the target rolls Strength to resist. If the Punch Arrow wins even one success, the target is knocked prone. Additionally, the target is stunned and cannot act for one turn per success. As an action a stunned target can roll Stamina; each success cancels out one Stun turn. Firing as a called shot increases the potency of the arrow to 15 dice. This arrow does no damage but may be used to knock people into hazards. This function does not work under 30 feet.
  91. Note: On some targets, such as mechanical or extremely heavily armored foes, this arrow may not serve the stun effect. On others, such as things with too many legs, it may stun without a knockdown. Still others, such as gelatinous targets, may take no effect at all.
  92.  
  93.  
  94. Universal Mount Arrow - This arrow has a little grabbing claw and a micro-fibro friction pad where the head would otherwise be. This allows anything, within reason, the be put on as the head. Cold-iron nail? UV LED? Broken light bulb? Implant Virus? Information absorber? Healing talen? Cyanide pill? Nokia phone? Garou tooth? You name it! Want to stick your Klaive on here? A Boston Creme doughnut? Actual effects and attack/damage modifiers are up to the ST.
  95.  
  96.  
  97. Adhesive Arrow - This arrow has a tip made of a piece of impact adhesive. This is a waterproof solid material; when it strikes a surface, the impact causes it to deform and adhere firmly to said surface. It generally does not do any damage to anything, and can support 10 pounds. Its residue can be scraped off with a little effort.
  98.  
  99.  
  100. Tracker Arrow - This arrow has a small tracking device on the tip with a layer if impact adhesive. When it strikes a target, the solid adhesive adheres firmly to whatever it has struck; the rest of the arrow falls away, leaving a device the size of a small shirt button. This arrow is made to be fired lightly; a target with a sense of touch can roll Perception + Alertness difficulty 10, -1 for every 20 feet the arrow was fired, to realize they have been hit. If the archer is not being subtle, the arrow can be fired normally and does 3 Lethal damage; if any damage is dealt the tracer is buried under the target's skin. When the arrow is nocked, the tracker is activated and reports to a separate tracking device its serial number and the time it was fired, allowing the archer to keep track of what tracker is what. The lithium battery broadcasts for 20 miles and lasts for 24 hours.
  101.  
  102.  
  103. Chem-Silver Arrow - This arrow has a two-chambered capsule on the end. The rear chamber attached to the arrow contains a silver chromate crystal fixed as the head. The forward chamber contains a liquid chemical. When the arrow is nocked, the liquid floods the rear chamber and separates the chromate from the elemental silver. The capsule drops off mid-flight, leaving a primitive silver arrowhead that does one die fewer of damage than normal. This arrow is not suitable for use at ranges under 30 feet.
  104.  
  105.  
  106. Explosive Arrow - This arrow has a high-powered 20 millimeter grenade on the tip. It also has a multi-bladed broadhead designed to bite into and hold into most surfaces, including steel and brick.
  107.  
  108. --Function 1 (Default) - Missile Arrow - The arrow detonates on contact. It deals 10 dice of aggravated damage to everything within a yard, then one die less for every yard beyond that until it is out of dice. Additionally, the head deals 3 dice of lethal damage if the arrow hits an enemy directly.
  109.  
  110. --Function 2 - Grenade Arrow - The grenade on the arrow can be set to detonate after 1-10 rounds. The head of the arrow allows it to be fired to the desired location while it waits to detonate. Removing it from where it landed requires a Strength roll, difficulty depending on what it stuck in; Steel is 10, stone is 9, brick is 8, wood is 7, flesh is 6. If stuck in a living target, removing it deals one unsoakable level of aggravated damage as the fierce head takes a chunk of flesh with it.
  111.  
  112.  
  113. Flare Arrow - The Flare Arrow has a chemical cylinder on it that bursts into brilliant flame - the cylinder is activated when the arrow is nocked and ignites from the air rushing past it; i.e, it is not on fire till an instant after she fires it. It has the same head as the Grenade Arrow and burns for 4 rounds. It can brightly illuminate a room. Outdoors, fired in a high arc, it can dimly illuminate the immediate area. If fired into an enemy, the head deals them 1 unsoakable aggravated health level each turn until it is pulled out or is burned out (as the Heat Metal gift). Water will not douse the flare, but submerging it will keep it from doing damage to someone it is stuck in. The shape of the Flare Arrow does not lend itself well to igniting things.
  114. Note: The arrow has a Torch Mode; crush the nock and shake it hard and it burns like a torch for about 5 minutes.
  115.  
  116.  
  117. Flame Arrow - This arrow has a standard broadhead and a capsule full of thick liquid accelerant. It sets stuff on fire. It sets anything on fire. It sets everything on fire. Being hit by it deals standard arrow damage, but then the accelerant is sprayed upon the target, dealing 3 dice of fire damage. The target is now on fire. Every turn, it continues to do its 3 dice of fire damage. Trying to wipe the accelerant off or spray it off with water only increases the surface area it covers, each attempt adding 1 to the dice pool. Trying to 'stop drop and roll' increases it by 2 and sets the ground on fire. Attacking while on fire or attacking someone who is on fire can set the non-immolated person on fire. Melee attacks have a 25% chance of giving a non-burning person 1 die of accelerant; brawl attacks have a 50% chance. The fire can only be put out by anti-fire powders, dirt, or submerging it for a full round. This arrow is very irresponsible to use. In terms of soaking, it is considered to be an advanced chemical
  118.  
  119.  
  120. Firefighter Arrow - This arrow contains a pod of highly compressed fire suppressant foam, capable of neutralizing any form of non-magical fire. This arrow works on the accelerant of the Flame Arrow.
  121.  
  122. --Function 1 (Default) - Extinguisher Arrow - The arrow hits and detonates putting out any fire within 6 feet of the detonation.
  123.  
  124. --Function 2 - Sprinkler Arrow - The arrow flies in an arc, spraying its load out left and right. This can put out entire burning rooms, so long as the flames are not fed by special chemicals or something similar.
  125.  
  126.  
  127. Grapple Arrow - This arrow has a mechanical capsule on it that springs into a three-pronged claw. It can support 500 pounds. The arrow does normal damage if fired at someone, but will not deploy inside them (unless they are hollow). It will, however, deploy if the arrow does enough damage to pass through the target. It is rigged to connect to a reel and can be attached as part of drawing and firing the arrow. This arrow takes no penalty to being attached to cable.
  128.  
  129.  
  130. Harpoon Arrow - This arrow has a barbed head. It does normal damage, but does not do overage damage. It imbeds in a fleshy target, and removing it requires a Strength roll difficulty 8 in combat; the number of successes needed to fully remove it equal the number of successes on the attack roll, and each attempt deals one unsoakable Lethal level. Removing it surgically is difficulty 6, requires the same number of successes, but only does 2 levels of damage. It can fast-attach to a reel like the Grapple Arrow.
  131.  
  132.  
  133.  
  134.  
  135.  
  136. STANDARD ARROWS - These arrowheads can be bought in stores or easily crafted and so there is no limit to how many she can have. Standard Arrows are not rigged to be told apart and so she should only have one kind in a single quiver. All these heads screw on, so they can be interchanged if the time is taken to do so. They use reinforced aluminum shafts.
  137.  
  138. Target Points - Cheap-as-free little sharp metal tips. These arrows do not do Overage damage.
  139.  
  140.  
  141. Broadhead - Standard rules, cheap.
  142.  
  143.  
  144. Bodkin - This old-fashioned battle arrow does normal damage, but subtracts 3 from the target's soak pools due to its armor-piercing effect.
  145.  
  146.  
  147. Bow-Mag - This is a special arrowhead that has a bullet inside! It requires some degree of impact to discharge the bullet. The arrow does normal damage per the bow firing it, however: if it deals two or more levels of damage (after soak) the bullet discharges inside the target's body; this does 4 dice of unsoakable Lethal damage. Since the explosion happens inside the body, this still counts as Lethal to vampires. Lacking a proper sharp tip, however, the Bow Mag cannot perform more creative uses of arrows such as pinning or spearing.
  148. NOTE: The Bow-Mag needs at least a longbow, large compound bow, or large crossbow to detonate. Fired from anything less it works as a normal arrow.
  149.  
  150.  
  151. Channeling Head - This arrow has circular blade junctions to carve multiple channels through the tissue of the target. It is soaked as Lethal, but the health levels lost are Aggravated.
  152.  
  153.  
  154. Tri-Blade - This large arrowhead halves the range increment in exchange for an extra die of damage.
  155.  
  156.  
  157. Expanding Arrowhead - Spring-loaded blades deploy from this arrowhead when it embeds in the body. Increase damage by 50%, rounded down, after soak. Removing this arrow with a successful Medicine roll deals one automatic lethal health level. Removing it without deals 2.
  158.  
  159.  
  160. Core Head - This arrowhead has a large bladed ring attached to a tri-bladed head. The arrow punches a 3/4 inch hole through anything it hits. The huge heads deals an extra die of damage, and the stabilizing effect of the ring reduces the attack difficulty by 1. Organic targets hit by this obviously begin to bleed profusely, and on any turn in which they take an action other than holding their wound closed they lose one health level to blood loss (or one blood point for a Vampire). Victims with regenerative capabilities may possibly spend a turn healing their wound closed. The effects of multiple arrows stack. However; the large head halves the range of the arrow, and they also halve the number that will fit in a quiver.
  161.  
  162.  
  163.  
  164.  
  165.  
  166. TALEN ARROWS - Talen arrows, made by the archer herself. Generally she makes these before a mission and fires them off after the mission is over.
  167.  
  168. Bane Arrow - per book.
  169.  
  170. Scent Arrow - Level 1 Gnosis 6 - This arrow is made of fragrant wood. When activated, the user whispers a scent to the arrow. When the arrow lands, it emits the smell for a radius of 10 feet for each success on the activation roll. The scent is clear and the direction it comes from is obvious, but when found the arrow will have turned into a twig. While no roll is needed to detect the scent, it does not automatically cover other scents and is not strong enough to force anyone to act against their will. A flower spirit is bound into this fetish.
  171.  
  172. Sacred Flint Arrow - Level 3 Gnosis 7 - Only useable by Glass Walkers, or possibly users with a high Archery score. This handmade flint arrow harkens back the origins of the Glass Walker tribe and the stone-spirits' promise to make their arrows fly true. The talen can be activated in one of two ways. In the first way, the user chooses a target that could possibly be hit by the arrow and fires it; there is no attack or dodge roll and the arrow automatically hits for the bow's normal damage. This cannot be used for any advanced maneuvers such as a called shot. The other way reduces the difficulty of the archer roll by one for each success, applying to the individual shot only. The range is limited to the range of the bow being used. The spirit bound to this talen is the actual Awakened spirit of the arrowhead.
  173.  
  174. Elemental Arrow - As the Create Element Gift, this arrow turns into an amount of an element right before impact. The element is chosen when the talen is made. Energy-based elements do three dice of damage, no overages. Other effects are determined by the storyteller. An appropriate spirit is bound to this talen.
  175.  
  176. Stargazer Riddle Arrow - A memory of her time with the Stargazers, this arrow has a little red paper lantern built behind the head. It sticks where it is fired as it has a proper broadhead on it, and functions like a Stargazer Lantern Riddle - except that it is single use and it burns harmlessly to ash after a half hour. If fired at an enemy without being activated it does regular damage but the spirit will abandon the talen; if activated and fired at an enemy it will do a single die of fire damage; either way the chimerlings that power these talens will not appreciate it.
  177.  
  178.  
  179.  
  180.  
  181. WEAVER TECH ARROWS - Impossible technology made possible by binding a spirit to it. These are both expensive gadget arrows and talens.
  182.  
  183. Drill Arrow - Level 2 Gnosis 4 - The problem with a drill arrow is that the shaft would rotate counter to the head. Magic solves this problem. This arrow has a carbide drill bit and motor on the end and the spirit of a burrowing insect bound to it. Enemies lose 2 soak dice per success on the activation roll. Fired at a material it drills a half inch hole, depth based on the material, the activation roll, and the attack roll, per st.
  184. *Without being activated it can be used as a handheld drill with about a minute of battery life.
  185.  
  186. Jet Arrow - Level 3 Gnosis 6 - This arrow has a miniature thrust-vectoring jet engine for a head. When activated, it can hit any target, at any range. The user activates the arrow and fires at her target, and whether that target is 300 feet away behind a row of chain-link fences, or is an airplane flying at cruising altitude, or any other target that user can see when the arrow is fired, the difficulty of the attack is always 6. When it hits, it explodes like the Explosive Arrow. A predatory bird spirit, a machine spirit, or a fire spirit can be bound to this. If used without being activated it is a glorified bottle rocket and does not explode.
  187.  
  188.  
  189. OTHER TALENS - Non- arrow Talens she might wanna carry
  190.  
  191. Box of Arrows - Level 3 Gnosis 7 - This box of 50 toothpicks is bound with a bamboo spirit. When activated, the toothpick inside turn into arrows. These are simple bamboo rods with sharp tips and leaves for fletching, and are treated as normal arrows but cannot be fitted with different heads. 10 picks turn into arrows for each success on the activation roll.
  192.  
  193.  
  194.  
  195. BOW ATTACHMENTS
  196.  
  197. Cable Reel - The Cable Reel is attached firmly to her belt. An arrow not designed to be attached to the line takes 1 action to attach. The cable can support 1,000 pounds. The reel gives her +4 to Strength rolls for reeling things in. The cable is very difficult to cut, requiring 5 edged damage to sever. however, it has a built-in cutter that can sever it from the reel as a free action. An arrow attached to the cable is at +1 difficulty to hit.
  198.  
  199. Line Reel - The Line Reel uses 100 pound fishing line. It functions in the same way as the Cable Reel, but it only gives +2 Strength to reeling in and it gives no penalty to arrows. One level of edged damage will cut it.
  200.  
  201.  
  202. GEAR
  203.  
  204. Collapsible Hybrid Longbow - Peregrine - This bow has the functionality of a longbow with the unbreakable string and massive power of a compound bow. A coated titanium cable feeds through a series of spring-loaded wheels; however, these are not cams that lock in place like in a real compound bow. Each arm is made of three machined titanium sections made to collapse over each other and then fall back perpendicular to the blade while the cable winds up around the wheels. It expands or collapses with the push of a button and when collapsed is not recognizable as a bow, or anything dangerous. It is kept at 100 pounds. Peregrine fits into a slot on top of her flight pack.
  205.  
  206. Motion-Sensitive Quivers - Stormchaser & Stormbringer - These are each a rigid quiver that holds 40 arrows. They have a lid on top that opens smoothly out of the way when Hooper gestures at them and closes when she takes her hand away. She may also gesture for them to stay open, and the lids can be removed manually. A plate in the bottom of the quiver lifts up to offer the arrows when the lid opens. When sealed up they do not look much like quivers and more like something a courier would carry. The quivers are dedicated and they dedicate the arrows inside them while they are in there. Stormchaser carries the standard arrows and Stormbringer carries the gadget arrows.
  207.  
  208. Quiver Separator - This is just a panel that sticks in one of the quivers to partition it. She does not carry these around, just uses them to prepare a loadout prior to going out.
  209.  
  210. Collapsible Shortbow - Skeeter - What's hard, 6 inches long, fires a load, and surprised everyone when Hooper pulls it out of her pants? Skeeter! This bow is made out of a 6 inch handle with three 6-inch collapsible sections for each arm. It takes a round to transform it from an indiscriminate whatsit into a 3.5 foot bow, and two rounds to change it back. It acts as a normal shortbow but is prone to trying to fold back up on a botch.
  211.  
  212. Wasp Knife - Wasp - This ridiculously expensive knife has a hole in the blade leading to a CO2 cartridge. It is treated as a normal high-quality knife for regular combat, but if used in a stabbing attack that deals two or more levels of damage, a button can be pressed to release the compressed gas. This releases a basketball's worth of air into the body cavity, dealing 7 dice of unsoakable Lethal damage. It also freezes the wound so no blood nor scent of blood comes out for a good while. This, however, is a one-shot deal and replacing the cartridge takes a round. The gas will vent if the button is pushed even without an attack, if that is ever useful.
  213.  
  214. Hip Quiver - A soft leather quiver for the hip, she uses it for the talen and weaver tech arrows, usually.
  215.  
  216. FETISH
  217.  
  218. Flight Pack - per the GW Tribe Book. Hers is more streamlined and modern, and some of her gear attached to it. It passes for a weird hard-shelled backpack.
  219.  
  220.  
  221. UTILITY BELT
  222. -Hooper carries this stuff in her belt pouches. Hooper's belt is Dedicated so that whatever she puts in it is also Dedicated.
  223.  
  224. Silver Nitrate Buck Arrowheads - These arrowheads inject silver nitrate pellets deep into the flesh of the target. They do the normal damage of an arrow, and the toxic silver nitrate in the pellets does one health level of damage each turn for three turns. To shifters, all of this damage is unsoakable.
  225. Hooper keeps five of these on her person. They are a Big Deal, as they are only good for killing, especially Garou. She does not keep them attached to arrows, however, she can swap the head of any regular arrow with one of these. Changing 1 is an action; spending a round she can change up to 5.
  226.  
  227. Hacked Phone - Hooper's Android phone is haxed to the max; it gets free service anywhere in the world where service can be got, and it cannot be traced by any known technology. Her phone can only be traced or tracked by a Net Spider with a serious interest in telecommunications. It has an app for everything, a high quality camera, adapters to plug into virtually any kind of plug or jack, and a virtually indestructible transparent titanium case.
  228.  
  229. Solar Phone Charger - little solar panel for charging the phone in emergencies.
  230.  
  231. Black Zipties - These beefy zips are made of carbonan nanotubes with spring-steel teeth and adhesive interiors. They have 15 Strength to avoid breaking and are difficulty 9 to avoid wriggling out of. The generally can only be removed with bolt cutters. Changing to a larger size deals damage per GM. Changing to a smaller size drops the difficulty to wiggle out, minimum 7 due to the adhesive. Multiple zips in one place add their Strength pools.
  232.  
  233. Yellow Zipties - Much less interesting, yellow plastic ties have a Strength of 8 and are normal difficulty to wiggle out of. She carries 30 of these.
  234.  
  235. Tool Kit - Universal mini-screwdriver, mini-solderer, acetylene torch, universal 1-inch wrench, carbide mini-drill, wire cutters, needlenose piers, mini Mag-Lite, superglue, other general tools.
  236.  
  237. EB Green - A roll of 100mph duct tape, military grade, in general does not come back off whatever it is put on.
  238.  
  239. Lock Pick kit - Tools for picking locks.
  240.  
  241. Listener - a stick-on device attached to a bud for listening through doors and windows. Also good for picking combination locks.
  242.  
  243. Tracking Device - For tracking the Tracer Arrow's tracers. Also comes with spare tracers which can be activated by the device.
  244.  
  245. CO2 Cartridges - Three spare cartridges for the Wasp.
  246.  
  247. Telescoping Arrows - the size of pens and easily confused for such, as they have caps. Stretching them out causes the fins to deploy removing the cap causes the head to deploy, and they do damage as per normal broadheads. Getting an arrow out and ready to go is an action and so these are best prepared before a fight. They go with Skeeter but can be used with any bow, and are not reusable. She carries 5 of these by default.
  248.  
  249. Blasting Caps - She puts pens on them so they look like pens. These are chemical, and not explosive until activated. They are detonated remotely.
  250.  
  251. C-4 - Carries one quarter-pound by default.
  252.  
  253. Broadhead Bag - This contains one of each of her Standard arrowheads.
  254.  
  255. Wireless Dongle - This can be used to remotely interface with her phone, which can remotely interface with her server at home. Plugged into any USB port it allows her access to the system. The dongle can also destroy itself with a remote command. She carries three of these.
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