In addition to the basic gear available from the Mutant Future rulebook, additional equipment can be selected from the lists provided here.
As mentioned earlier, the Affiliation mints its own coins of various varieties and each PCs receive 100 gp per level with which to purchase equipment. Also, the referee will provide one or more pieces of special gear to each PC or otherwise upgrade your equipment.
Additional equipment is divided into the following categories:
Some basic types of black powder and flintlock firearms can be manufactured by Affiliation communities and are commonly available in larger settlements or from merchant caravans. Higher-tech firearms are generally unavailable for sale.
A black powder firearm takes two full rounds to reload, while breech-loading firearms need one full round.
Cost Damage ROF Range Weight Handguns: Black Powder
100 gp 1d10 1/3 40’/80’/120′ 3 lbs Breech-Loading
125 gp 1d10 1/2 50’/100’/150′ 3 lbs Longarms: Black Powder
200 gp 1d12 1/3 100’/200’/300′ 10 lbs Breech-Loading
250 gp 1d12 1/2 150’/300’/450′ 10 lbs
Standard ammunition for both types of firearms are the same: 10 bullets and a powder horn. Cost: 35 gp. Weight: 3 lbs.
The armours and shields listed below are additional types that can be manufactured by Affiliation armoursmiths (often using scavenged pre-Fall materials). As reflected in the pricing, heavy armours are rare; the best that most communities can fabricate on their own are the leather/hide-based types and shields.
See also the Revised Armour Rules page for further information.
Bonus to AC
Weight Light Armour: Skins / Furs 5 gp 8 +5 10 lbs Leather Jacket 10 gp 8 +5 8 lbs Arachnofibre Shirt 75 gp 8 +7 3 lbs Plant Fibre / Bark Armour 30 gp 7 +4 15 lbs Leather Armour 20 gp 7 +4 15 lbs Arachnofibre Robes 150 gp 7 +6 5 lbs Medium Armour: Hide Armour / Thick Furs 25 gp 6 +3 25 lbs Studded Leather 30 gp 6 +3 20 lbs Chitin Armour 40 gp 6 +3 20 lbs Chain / Wireweave Shirt 50 gp 6 +3 20 lbs Sports Gear 75 gp 6 +3 15 lbs Tire Tread Armour 100 gp 5 +2 35 lbs Chain Mail 150 gp 5 +2 30 lbs Cord Armour / Wireweave 175 gp 5 +2 25 lbs Enhanced Sports Gear 250 gp 5 +2 25 lbs Heavy Armour: Metal Breastplate 300 gp 4 +1 40 lbs Plate Metal 600 gp 3 +0 50 lbs Shields: Buckler 15 gp -1 * +6 5 lbs Small Shield 10 gp -1 * +4 10 lbs Large Shield 20 gp -2 * +2 15 lbs Tower Shield 30 gp -4 * +1 45 lbs
* Using a shield improves the bearer’s AC by the listed amount. A buckler’s AC bonus can only be used against a single attack per round.
Armour Spikes: You can have spikes added to your armour (or shield), which will allow you to inflict 1d4 damage in melee combat. Spikes increase the armour’s weight by 5 lbs. and worsen the maximum DEX bonus to AC by 1. Cost: +50 gp
Shields: A buckler’s AC bonus can only be used against a single attack per round. You can use a bow or crossbow without penalty while using a buckler; you can also use your shield arm to wield a weapon but you take a –1 penalty to hit while doing so.
A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.
A heavy shield is so heavy that you can’t use your shield hand for anything else.
A character carrying a tower shield is considered to be wearing ‘heavy armour’ in terms of Encumbrance & Movement. When employing a tower shield in combat, you take a –2 penalty to hit because of the shield’s encumbrance.
A mastercraft item is a finely crafted version of a normal piece of equipment. The exceptional quality of these objects provides the user a bonus to hit, Ability checks, or some other characteristic that improves when the object is used.
Mastercraft Armour: These well-made armour suits function like the normal versions except that they improve the armour’s maximum DEX bonus to AC by 1. Cost: +150 gp
Mastercraft Arrow, Quarrel, Bullet, or Stone: A mastercraft projectile functions like a normal projectile of the same type except that it is so aerodynamically sound that a +1 bonus on damage rolls is added when using it. The projectile is damaged (effectively becoming a normal projectile) when it is used. Cost: +6 gp per projectile.
Mastercraft Tools: These well-made items are the perfect tools for the job, so the character gets a +2 circumstance bonus on checks. Bonuses provided by multiple mastercraft items used toward the same skill check do not stack. Cost: +50 gp.
Mastercraft Weapon: These well-made weapons add a +1 bonus to hit. Cost: +300 gp.
Potions are simple medicinal concoctions and brews whipped up by tribal witch doctors and juju men throughout the wastes. As the advanced techniques and chemical recipes of the Ancients are, by and large, lost to mutantkind in this twilight of the Fall, simpler – but certainly effective – solutions must be made.
Potions work exactly as described described below. Juju medicines have the remarkable quality of working perfectly for all races, whether Pure Human or Mutant Animal; medical incompatibility is not a factor.
Drink Of Fools: This legendary ‘poison’, when drunk, causes the drinker to break out in violent hiccups. A saving throw vs. Poison is allowed. While affected, the drinker suffers -2 penalty to all attacks and AC for an entire hour before wearing off. Typically this drug is administered secretly. Cost: 25 gp.
Infusion Of Valor: This potion effectively intoxicates the drinker, granting a +1 bonus to melee attacks, saving throws, and Ability checks for 1 hour. Thereafter, however, the character suffers the double the opposite effect (-2 to the stated fields) for twice that duration. Cost: 100 gp.
Juju Salve: Juju salve is used to remedy wounds. An application of the salve will heal the beneficiary of a number of hit points equal to 1d6 + one-half his level. Cost: 50 gp.
Oil Of Remedy: This is a medicinal salve rubbed into an area of injected venom or toxin. The potion has a 75% chance of curing poisons administered in this way. Cost: 100 gp.
Purgative: This grotesque mixture of ingredients is used to cleanse the system of a patient. When drunk, the drinker suffers 2d6 points of damage but the potion automatically purges any ingested poisons in the his system. Cost: 125 gp.
Sleeping Potion: A sleeping potion is generally slipped into the drinks of the unwary. When imbibed, the drinker must make a saving throw vs. Poison or drift off into a deep sleep for 1d4 hours. The drinker cannot be wakened short of violent means while the potion is in effect. Cost: 100 gp.