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Author Topic: Kits  (Read 923 times)

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Offline Dmitri Scull

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Kits
« on: November 30, 2005, 11:51:08 pm »

Basic Kits

     Characters can purchase "basic kits" of various sorts, for different activities.  These include toolkits, first-aid kits, and the like.  Kits have a rating, generally from 1-3, although larger "kits" (or rather, workshops or triage centers) can have higher ratings.  If the character needs a tool from the kit, roll the kit's rating against the "rarity" of the tool based on the kit's nature.  A first aid kit could provide band-aids (no roll required), antiseptic (requires 1 success if it's an "old" kit, none if new), a simple suture kit (2), pennicilin (2), antivenom (3), antihistamines (2), painkillers (1), scissors (1), a scalpel (2), a ventilator bag (2, if large enough only), and the like.  A tool kit could have a hammer (1), screwdrivers (1), cordless drill (2, 3 if an older kit -- a 2 still produces the tool, but it's battery is dead), clamps (2), level (3), awl (2), wrench (1), or hacksaw (2).  A car tool kit would have different tools such as fix-a-flat (2 -- a 1 gets an empty can), spare bulbs (1), tire iron (1), jack (1), road flares (1), or flashlight (1). 
     Basic kits come in innumerable sorts: survival kits, forensics kits, art boxes, make-up bags, modeller's kits, spelunking gear, mountaineering gear, vehicle emergency kits, and the like.  Players can even special-design kits for specific situations (I want a kit for poking around in sluagh-infested sewers), especially if they have access to large amounts of cash.  Higher-value kits cost more, as do compact kits.  Overall, the "kit" rules are to simplify equipment/gear rules, by assuming that kits cover the essentials.  They exist even in the Mythic Age, which might even have adventuring kits and wizardly tool kits...
 
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