<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=230076.msg11298872#msg11298872">Quote from: Amarlo on 29-05-2015, 20:41:09</a></div></div><blockquote class="bbc_standard_quote">I want the electro-whip ]: &lt; She wasn't always poor, only since her rehabilitation a year ago and I figured she'd have had it for years, not just purchased it. It's like, one thing I wanna drag in from her past works! Think of it like "Mighty Fine Hat" :P <br/><br/>Also flak jackets are cheap and everywhere so feel free to take off the flak pants and just let me keep the jacket? <br/><br/>You know what, I might revamp Jay a little bit anyways. Brb!<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Got your PM and replied to you about it there. I'm just being even with everyone, it wouldn't be fair for one person to have a better load-out than everyone else because their backstory dictated it. ^^;<br/><br/><hr/><br/>Iridium;<br/><br/>Thats cool. The game is mostly freeform outside of the odd roll, so weapons and armour that have a large effect on combat are mentioned and rationed out like a videogame, as far as medical equipment goes, here is what I pulled up that's fitting from the appropriate tech level in Traveller, you can have whatever you feel is appropriate from it (Excuse the Traveller game terms, the description applies though);<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Adhesive Bandages (TL 6+): Originally used in small tubes to seal<br/>up bullet holes in flesh in a hurry, this chemical glue is very strong<br/>stuff which turns the moisture in skin to plastic instantly. The use of<br/>adhesive bandages while using the Medic skill subtracts 1 from the<br/>Timing die (minimum of 1) but suffers a –1 DM to the Medic skill roll.<br/>TL 8: Cr. 50 for a five use spray.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Medikit (TL 8+): All medikits contain diagnostic devices and scanners,<br/>surgical tools and a panoply of drugs and antibiotics, allowing a medic<br/>to practise his art in the field. Higher-technology medikits do not give a<br/>bonus to basic treatment but can help with more exotic problems or<br/>when treating augmented individuals. The medikit can test blood pressure<br/>and temperature. Medikits weigh 8 kg.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Trauma Pack (TL 8): The trauma pack is one of the most useful<br/>devices carried by battlefield medics. It is a small satchel of<br/>chemicals and drugs used to pump life back in a wounded body.<br/>Unsubtle and deadly in multiple doses, the chemicals can make<br/>a soldier ignore wounds for a few hours – hopefully enough time<br/>to get him to a proper medical facility. The use of a trauma pack<br/>requires a Medic throw 8+ but will give a wounded character back<br/>a temporary 1d6 Endurance. This Endurance can be used to bring<br/>a technically ‘dead’ character back from 0 or less Endurance (so<br/>long as the new total is above 0), so long as they suffered their<br/>last wound within 30 seconds. This regained Endurance lasts for<br/>1d6 hours – at which point it vanishes, potentially killing them. A<br/>character can only benefit from one administration of a trauma pack<br/>per day. The TL 8 trauma pack weighs 2kg and costs Cr. 750.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><hr/><br/>@kckolbe;<br/><br/>Normally yes... Though the Flak Jacket has an Impact of 2, which reduces Wealth by that amount. If you're jonesing for armour you can wander around in the Combat Armour you get, though you may get the odd funny look from the colonists...  ^-^<br/><br/><hr/><br/>As an aside I know you're all probably feeling a lot dismayed at the real rationing of gear, though as your characters gain Advances (which you can use to bump up their Wealth) and also you can keep any items bought with Personal Wealth for keeps, as you go through the Missions you'll start to grow to be better and more well equipped. Think of this as Level 1 in a videogame like Silent Hill where you're fairly lacking in gear... Let me say from experience also that this adds to the horror and with the skills and talents and qualities you all have, you're not as helpless as you think you'll be with less gear. Honestly.<br/><br/>It's a solution to the previous version of the game, where characters were highly equipped, most people ran around in space suits with shotguns and if anything came their way, it'd be blasted with zero threat... The aliens just weren't scary because of it and it was hard on the GMs to get something to worry the PCs (I know as I GMed the other version myself).<br/><br/>If it does become a problem here, I'll bump Sponsored Wealth up for the next Mission, making it much easier for you to get some cool stuff going in and making you all feel a bit more capable, sound good? :)