Revision [181]
This is an old revision of Av2VRGear made by ConradWong on 2010-10-01 12:30:02.
Gear
You begin with VR$500 (Seasoned characters begin with VR$2500) with which you may purchase equipment to outfit your VR character. You can draw from most of the gear to be found in the rulebook, though modern and futuristic weapons are not to be found.
In-Game Communication
With communication so readily available outside the game, the VR game designers had little choice but to support instant communications if two players should desire to do so. However, to allow people to preserve their real world anonymity, they have dressed up communication by means of magic books and orbs that can be exchanged between players. These devices cannot be crafted or forged within the game, and do not cost in-game currency.
- Magic Letter - comes in pairs. What you write in your letter can only be seen by whomever has the other letter. The text can be scrolled up to make room for more writing at the bottom, so what appears to be an ordinary parchment sheet could actually contain a great amount of information.
- Magic Guild Book - if you are a member of a game guild, you can share your thoughts, findings, requests for help, and answers with others in your guild. Most players are content with checking only messages to themselves or dipping into the guild news section, but you can use your Computers skill to try to get more in-depth and interesting information.
- Magic Orb - these can be attuned to one another, or in groups. When you desire to communicate with someone, tap your orb and the other person's orb will vibrate if he or she is around, then if they don't answer it, it will chime. When they tap the orb, the connection is established and you will see them - but not their surroundings - as a tiny figure in your own orb. You can converse. Tap the orb again twice to cut the connection. NPCs will ignore orbs and conversations over orbs, but other PCs may notice if you bring one out and talk into it, and are fully capable of eavesdropping on your side.
Potions and Elixirs
These are single-use items. Alchemists can craft their own potions, but they have a set limit on how many potions they can have extant at any given time; PCs may wish to buy potions to avoid the muss and fuss of making them or so they aren't bound by this limit.
- Health Potion - VR$60. Restores one Wound, no Healing roll required, as long as it is within the Golden Hour from when the wound was taken.
- Mana Potion - VR$100. Restores 5 power points. For Avatar Links, feed to the Avatar directly.
- Potion of Energy - VR$80. Cures one level of Fatigue.
- Ironskin Elixir - VR$80. Grants 2 points of Armor for 5 rounds.
- Elixir of Strength - VR$80. Grants one increased die type to Strength for 5 rounds.
- Elixir of Arcane Sight - VR$80. Grants temporary ability to see magic for 5 rounds.
- Elixir of Curing - VR$60. Cures most poisons and diseases, and negative effects like magical paralysis.
- Elixir of Breath - VR$40. Breath anywhere - underwater, in a furnace, outer space - for 5 hours.
- Elixir of Levitation - VR$80. Fly for 5 rounds.
- Elixir of Invisibility - VR$80. Be invisible for 5 rounds. Enemies will be at -4 to Notice the adventurer.
- Elixir of Speed - VR$160. Gives 2 actions per round for 3 rounds as per Quickness. In addition, Pace is doubled as per Speed.
These are created through alchemy but used as if they were hand grenades.
- Volatile Elixir - VR$75. Does 3d6 damage, Medium Burst Template.
- Smoke Bomb - VR$40. Creates a persistent cloud of smoke as per Obscure. Large Burst Template.
- Stinkbomb - VR$40. Creates a choking cloud of gas as per Stun. Medium Burst Template.
These may be applied to weapons.
- Oil of Fire - VR$80. The weapon, or ammunition thrown by the weapon if it is a ranged weapon, will be on fire! Weapon damage becomes fire and is increased by +2. It may be applied before a battle; it bursts into flame on the first attack and lasts for 5 rounds.
- Oil of Shadows - VR$80. The weapon, or ammunition thrown by the weapon if it is a ranged weapon, will emanate darkness. If the weapon does damage or causes the target to become Shaken, the target must make a Vigor roll or become paralyzed for 2d6 rounds. It may be applied before a battle, but lasts for 5 rounds from the first attack.
- Poison - VR$80. The weapon, or ammunition thrown by the weapon if it is a ranged weapon, will emit a noxious green smoke - not an actual breathing hazard but a marker for a toxic substance. If the weapon does damage or causes the target to become Shaken, the target must make a Vigor roll to avoid taking an immediate Fatigue level. It may be applied before a battle, but lasts for 5 rounds from the first attack.
Magic Items
Magic items are like normal items but generally of exceptional quality and empowered with one or several powers. Some magic items are cursed - unscrupulous vendors will try to pass these off as normal items of power. If you're willing to live with the curse, you may be able to get these items for significantly less.