Skip Navigation Links
Here There Be Monsters
Setting
Paradigm
Assumptions
Key Notes
Starting
House Rules
Gear
AbilitiesExpand Abilities
SkillsExpand Skills
Talents
Perks
PowersExpand Powers
Scroll up
Scroll down
Warding
Scroll up
Scroll down
Exorcism
Intervention
Invocation
Hex
Autodidactism
Scroll up
Scroll down
Playable Origins
MysticExpand Mystic
PsychicExpand Psychic
BelieverExpand Believer
InnatusExpand Innatus
Professional
Alchemist
Occultist
Wizard
Mysterian
Spellbinder
Elementalist
Invoker
Necromantist
Daemonologist
Scroll up
Scroll down
Suppressor
Scroll up
Scroll down
Exorcism
Intervention
Scroll up
Scroll down
Daemonsouled
Demimonde
Eld Folk
Immortal
Lycanthrope
Prophesized
Vampyrii
Scroll up
Scroll down
Characters
Iconic \ Pregens
NPCs
DossiersExpand Dossiers
The Morrigan
The Ancient Mariner
Tudor Brezak
Baraerazil
Cult Of The Red Hand
No Face Man
L'Éminence Nocturne
Scroll up
Scroll down
Vignettes
Zombie Apocalypse
Bjorn To Ride Easy
Banshee Troubles
Tomorrows Passed
Venus Malefica
Tears of Tierrasola
Campaigns
We Too Unto DarknessExpand We Too Unto Darkness
Be At Ease, Hunters
Jon BreggExpand Jon Bregg
Miles HendricksExpand Miles Hendricks
Ebon BelaskoExpand Ebon Belasko
Jonas MailerExpand Jonas Mailer
Clark Dugard
Arc 1Expand Arc 1
Arc 2Expand Arc 2
Scroll up
Scroll down
Shticks
Dossier
Best Served Cold
On The Road Again
Scroll up
Scroll down
Shticks
Dossier
Scroll up
Scroll down
Shticks
Scroll up
Scroll down
Shticks
Scroll up
Scroll down
Session 1
Session 2
Session 3
Session 4
Scroll up
Scroll down
Session 1
Scroll up
Scroll down
Credits
Contact Webmaster
KillerShrike.com

Skip Navigation LinksHere There Be Monsters>Paradigm>Gear
Paradigm Key Notes Assumptions Starting
House Rules Gear Abilities (Summary) Abilities (Skills)
Abilities (Talents) Abilities (Perks) Abilities (Powers)  
Gear
Prefab (HDP)
Some examples of Equipment in use in the Here There Be Monsters setting are provided, however this is not intended to be a comprehensive list by any means; merely a sampling. Players and GM's should feel free to expand upon it as suits their needs. More advanced gear must be taken in a Professional Pool.
Miscellaneous Equipment
  1. Basic First Aid Kit : +1 with Paramedics (2 Active Points); OAF (Kit ; -1) Notes: Real Cost: 1 points
  2. Binoculars : +4 versus Range Modifier for Sight Group, Required Hands One Handed (+0); OAF (Binocs; -1), Inaccurate (0 OCV; -1/2), Concentration (1/2 DCV; -1/4) Notes: Real Cost: 2 points
  3. Reliable Cell Phone: Radio Perception/Transmission (Radio Group) (10 Active Points); Only usuable with other cell phones, must have cell phone numbers (-2), OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Sense Affected As More Than One Sense Hearing & Radio (-1/2), Restrainable (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Item (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (Wall Charger; Need Power Adaptor and Place To Plug In; -1/4); Real Cost: 1 point
  4. Field Medical Kit : +3 with Paramedics (6 Active Points); OAF Bulky (Field Medical Kit ; -1 1/2) Notes: Real Cost: 2 points
  5. Gerber Multi Tool : +1 with all mechanics, repair or related skills (4 Active Points); OAF (-1) Notes: Real Cost: 2 Points
  6. High Power, Mini Flashlight : Sight Group Images, +/-4 to PER Rolls, Area Of Effect (16m Cone; +1/2) (38 Active Points); Only To Create Light (-1), OAF (-1), No Range (-1/2), Real Weapon (-1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) Notes: Real Cost: 10 Points. Carries batteries sufficient for 6 hours at full power.
  7. Lockpicking Tools : +2 with Lockpicking; OIF (Various Equipment; -1/2) Notes: Real Cost: 3 points
Armor
  1. Concealed Armored Vest : Resistant Protection (3 PD/3 ED), Impenetrable (+1/4) (11 Active Points); Vest: Locations 11-13 (-1 1/2), IIF (Ballistic Mesh Vest; -1/4), No Mass (-0) Notes: Real Cost: 4 Points
  2. Concealed Bullet Resistant Vest (4 PD/4 ED) (12 Active Points); Torso Coverage (-1 1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4) Notes: Real Cost: 3 points
Grenades
  1. Flash Bang Grenades : Sight and Hearing Groups Flash 4d6, Area Of Effect (4m Radius; +1/4); OIF (-1/2), 8 Charges (-1/2), Range Based On STR (-1/4), Can Be Deflected (-1/4) Notes: Real Cost: 12 points [8]
  2. IED: RKA 2d6-1, Area Of Effect (4m Radius Explosion; +1/4); 1 Charge (-2), Requires A Roll (11- roll; Must be made each Phase/use; -1), Cannot Use Targeting (-1/2), OIF (-1/2), Real Weapon (-1/4), Range Based On STR (-1/4), Can Be Deflected (-1/4); Real Cost: 5 points [1]
Handguns
  1. 10mm Glock 20 : Killing Attack - Ranged 2d6 (37 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 16 Charges (+1/4) Notes: Real Cost: 10 Points [16]
  2. 9mm Browning Hi Power : RKA 1 1/2d6; OAF (Gun; -1), STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 4 clips of 20 Charges (+1/4) Notes: Real Cost: 10 points [20]
  3. 9mm Glock Automatic : Killing Attack - Ranged 2d6-1 (31 Active Points); STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), 4 clips of 16 Charges (+1/4) Notes: Real Cost: 9 Points [16]
  4. Colt .45 M1911 (GI issue) : Killing Attack - Ranged 2d6-1 (25 Active Points); OAF (Colt .45 M1911 ; -1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0) Notes: Real Cost: 7 points [8]
  5. Desert Eagle .50 : Killing Attack - Ranged 2d6+1 (44 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 16 clips of 8 Charges (+1/4) Notes: Real Cost: 12 Points [8]
  6. S&W .460 Caliber, Model 460 XVR Revolver - 8 3/8" : Killing Attack - Ranged 2 1/2d6 (40 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4) Notes: Real Cost: 10 points [6]
Melee Weapons
  1. Brass Knuckles : HA +2d6; OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Notes: Real Cost: 5 points
  2. Knife : Killing Attack - Hand-To-Hand 1d6 (15 Active Points); OAF (-1), STR Minimum 4-8 (-1/4), Real Weapon (-1/4) Notes: Real Cost: 6 Points
  3. Katana : Killing Attack - Hand 1 1/2d6, Armor Piercing (+1/4) (31 Active Points); OAF (-1), STR Minimum 9-13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) Notes: Real Cost: 10 Points
Rifles
  1. Barret 95 .50 Caliber Rifle : Killing Attack - Ranged 3d6+1, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4) (75 Active Points); STR Minimum 19+ (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Required Hands Two-Handed (-1/2), Side Effects, Always Occurs (Extremely Loud; -1/2), Beam (-1/4), Real Weapon (-1/4), Not Usable In Confined Spaces (-1/4), 8 clips of 6 Charges (-0) Notes: Real Cost: 14 Points - Professional Pools Only [6]
  2. Hunting Rifle with basic 10x Scope : Killing Attack - Ranged 2d6, Half Range Modifier (+1/4) (37 Active Points); OAF (Rifle; -1), STR Minimum 9-13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), 4 clips of 6 Charges (-1/4) Notes: Real Cost: 9 points [6]
  3. Steyr AUG HBAR Light Machinegun : Killing Attack - Ranged 2d6+1, Autofire (3 shots; +1/4) (61 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 4 clips of 32 Charges (+1/2) Notes: Real Cost: 15 Points - Professional Pools Only [32]
Shotguns
  1. 12 Guage Pump-Action Shotgun : Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (79 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Cannot Use Targeting (-1/2), Required Hands Two-Handed (-1/2), 4 clips of 8 Charges (Increased Reloading Time: 1 Turn; -1/2), Limited Range (16 Meters; -1/4), Real Weapon (-1/4), Reduced Penetration (-1/4) Notes: Real Cost: 15 Points [8]
  2. Auto Assault 12: automatic 12 ga. shotgun : Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (16m Line; +1/4), Double Knockback (+1/2) (90 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), No Range (-1/2), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Reduced Penetration (-1/4), Real Weapon (-1/4) Notes: Real Cost: 18 Points - Professional Pools Only - Technically the Auto Assault 12 has 32 rounds in it's drum magazine, but it fires bursts of four shots in order to gain the area effect line advantage. Otherwise if firing a single shot, it would only attack a single target at a reduced range. [8]
  3. Double Barrel, Sawed Off Shotgun : Killing Attack - Ranged 3d6+1, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (87 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Cannot Use Targeting (-1/2), 16 clips of 2 Boostable Charges (-1/4), Limited Range (10 Meters; -1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Reduced Penetration (-1/4) Notes: Real Cost: 18 Points [2 bc]
Weapon Accessories
  1. Laser Designator : +2 with Attached Gun; OAF (Laser Designator; -1), Only Within 10m (-1/2) Notes: Real Cost: 2 points
Skip Navigation Links
Here There Be MonstersExpand Here There Be Monsters
Setting
ParadigmExpand Paradigm
Playable OriginsExpand Playable Origins
CharactersExpand Characters
VignettesExpand Vignettes
CampaignsExpand Campaigns
Credits
Contact Webmaster
KillerShrike.com
Scroll up
Scroll down
Assumptions
Key Notes
Starting
House Rules
Gear
AbilitiesExpand Abilities
Scroll up
Scroll down
SkillsExpand Skills
Talents
Perks
PowersExpand Powers
Scroll up
Scroll down
Warding
Scroll up
Scroll down
Exorcism
Intervention
Invocation
Hex
Autodidactism
Scroll up
Scroll down
MysticExpand Mystic
PsychicExpand Psychic
BelieverExpand Believer
InnatusExpand Innatus
Professional
Scroll up
Scroll down
Alchemist
Occultist
Wizard
Mysterian
Spellbinder
Elementalist
Invoker
Necromantist
Daemonologist
Scroll up
Scroll down
Suppressor
Scroll up
Scroll down
Exorcism
Intervention
Scroll up
Scroll down
Daemonsouled
Demimonde
Eld Folk
Immortal
Lycanthrope
Prophesized
Vampyrii
Scroll up
Scroll down
Iconic \ Pregens
NPCs
DossiersExpand Dossiers
Scroll up
Scroll down
The Morrigan
The Ancient Mariner
Tudor Brezak
Baraerazil
Cult Of The Red Hand
No Face Man
L'Éminence Nocturne
Scroll up
Scroll down
Zombie Apocalypse
Bjorn To Ride Easy
Banshee Troubles
Tomorrows Passed
Venus Malefica
Tears of Tierrasola
Scroll up
Scroll down
We Too Unto DarknessExpand We Too Unto Darkness
Be At Ease, Hunters
Scroll up
Scroll down
Jon BreggExpand Jon Bregg
Miles HendricksExpand Miles Hendricks
Ebon BelaskoExpand Ebon Belasko
Jonas MailerExpand Jonas Mailer
Clark Dugard
Arc 1Expand Arc 1
Arc 2Expand Arc 2
Scroll up
Scroll down
Shticks
Dossier
Best Served Cold
On The Road Again
Scroll up
Scroll down
Shticks
Dossier
Scroll up
Scroll down
Shticks
Scroll up
Scroll down
Shticks
Scroll up
Scroll down
Session 1
Session 2
Session 3
Session 4
Scroll up
Scroll down
Session 1
Scroll up
Scroll down
Home       killershrike@killershrike.com       Legal