Jan 25, 2020 5:52 am
OOC:
Each of you has an equivalent of $500 to purchase equipment. Considering the nature of this adventure you will want to acquire what you feel you would need to adventure beyond Fort Ohm at this time. Anything listed under the Tesla Rangers Gear is available as well as anything you might find in a Wild Western setting.He addresses you, "Hello. Papers?"
OOC:
If you all show your papers proceed onwards.Inside the large block building, you enter immediately into a hallway, a half-door (waist-high) to the right acts as a sort of entrance to a small office and directly ahead are more iron bars to proceed through. A gentleman steps up to the half-door. He is an older gentleman, greying hair, wears glasses that seem as much a part of his face as his nose.
"Well! What a nice new lot of Tesla recruits. Welcome welcome. Papers?"
OOC:
If you each quickly show him your papers proceed."You each have 500 credits ($500) to acquire whatever armaments, rations, or general supplies you might need. We have healing supplies, various firearms and you'll be wanting to get armor-piercing rounds as well. Regular rounds don't have much effect on the big tin cans. If its something more out of the ordinary you is wanting, well, you'll need to see Master Calvin over in the lab. He has those special Tesla weapons. So, if you'd be wanting to get some of those don't spend all of your credit with me. My name is Quatermaster Gilliard by the way. A pleasure to have you all."
"Oh! The lab is downstairs." He points to a hatch in the back corner of the room.
"If you'll be wanting any of your personal supplies you're welcome to have them." You'll see along the wall several pinewood crates and boxes with a name tag attached to it with your acquired property. "You're all official now, no sense in us keeping that stuff."
[ +- ] General Gear
Detonator Wire (per 50') - $3
Dynamite (per stick) - $3
Dynamite (per box of 24 sticks) - $65
Fuse (per foot) - $0.05
Nitroglycerin (per pint) - $3
Trail Rations (per day) - $0.50
Bed Roll - $4
Canteen - $1
Hammer - $0.50
Hatchet - $1
Lantern (5' radius) - $2
Lantern Oil (per gallon) - $0.50
Matches (box of 250) - $0.50
Mess Kit - $2
Rope (per 50') - $5
Shovel - $2
Skillet - $0.50
Bandoleer - $3
Gun Belt - $2
Holster - $3
Rifle w/Holster - $5
Shot Bag - $2
Speedloader - $3
Breastplate (sheet-iron, +3 Armor, covers torso) - $200
Buckskin (leather, +1 Armor, covers torso) - $10
Chaps (+1 Armor, covers legs, +1 to Riding rolls to resist Fatigue) - $4
Axe (Str+d6 Damage, Improvised Weapon) - $2
Brass Knuckles (Str+d4 Damage, user is considered an Unarmed Defender) - $1
Buffalo Lance (Str+d6 Damage, Parry +1, Reach 1, requires 2 hands) - $3
Bullwhip (Str+d4 Damage, Parry -1, Reach +2) - $8
Cavalry Saber (Str+d6 Damage) - $15
War Club (Str+d4 Damage) - $0
Knife (Str+d4 Damage) - $2
Bowie Knife (Str+d4+1 Damage) - $4
Folding Knife (Str+d4 Damage, Parry -1, -2 to be Noticed if hidden) - $1
Pickaxe (Str+d6 Damage, Improvised Weapon) - $2
Sledgehammer (Str+d6 Damage, Improvised Weapon) - $3
Staff (Str+d4 Damage, Parry +1, Reach 1, Requires 2 hands) - $2
Tomahawk (Str+d6) - $3
Derringer (5/10/20, 2d6 Damage, AP 1, RoF 1, Shots 2) - $8
Knuckleduster (5/10/20, 2d6 Damage, AP 1, RoF 1, Shots 7) - $10
Colt Dragoon (12/24/48, 2d6+1 Damage, AP 1, RoF 1, Shots 6) - $14
Colt Peacemaker (12/24/48, 2d6+1 Damage, AP 1, RoF 1, Shots 6) - $15
S&W Model 1880 (12/24/48, 2d6 Damage, AP 1, RoF 1, Shots 5) - $12
Henry Rifle (24/48/96, 2d8 Damage, AP 2, RoF 1, Shots 17) - $30
Winchester '76 (24/48/96, 2d8 Damage, AP 2, RoF 1, Shots 15) - $40
Double-Barrel Shotgun (12/24/48, 1-3d6 Damage, RoF 1-2, Shots 2) - $35
Single Barrel Shotgun (12/24/48, 1-3d6 Damage, RoF 1, Shots 1) - $25
Exotic Ammo
Cast-Iron Cartridges: Oversized armor-piercing bullets made of densely cast iron. These hefty cartridges pack a wallop against most robots.
Pistol (Damage 2d6, RoF 2, AP 2, +3 lb/5 Shots, $30/15, HW)
Rifle (Damage 2d8, RoF 2, AP 2, +3 lb/5 Shots, $60/30, HW)
Magnetic Cartridges: Made of standard lead wrapped around a magnetized core, these bullets don’t have the oomph of cast-iron cartridges, but they aid rangers with difficult shots. These bullets have been seen to curve to hit robots behind cover and around corners.
Pistol (Damage 2d6, RoF 2, +1 lb/5 Shots, $10/15, Ignores Cover for metal targets)
Rifle (Damage 2d8, RoF 2, +1 lb/5 Shots, $20/30, Ignores Cover for metal targets)
OOC:
Head down below to see Master Calvin for any special Tesla weaponry, etc...you can see that in the Gears thread.