MLP Equipment
Contents
Sports Equipment[edit]
Extreme sports and extreme danger go hand-in-hand. The following items are sports and recreational equipment that heroes might use in their adventures.
Equipment | Cost | Damage | Crit. | Rng. Inc. | Weight | Dmg Type | Size | Weapon Type |
Badminton Racket | 1d3 | x2 | - (x5) | 1,5 lb. | B | M | ||
Ball, fine, hard (Golf Ball) | 1d3 | x2 | 3 squares | 0,2 lb. | B | F | ||
Ball, fine, soft (Table Tennis Ball) | 1 | x2 | 3 squares | 0,01 lb. | B | F | ||
Ball, diminutive, hard (Baseball, Hockey Puck) | 1d4 | x2 | 2 squares | 0,25 lb. | B | D | ||
Ball, diminutive, light (Badminton Ball) | 1 | x2 | 3 squares | 0,01 lb. | B | D | ||
Ball, diminutive, soft (Tennis Ball) | 1d2 | x2 | 2 squares | 0,1 lb. | B | D | ||
Ball, tiny, soft (Soccer Ball) | 1d3 | x2 | 2 squares | 0,15 lb. | B | T | ||
Ball, tiny, hard (Bowling Ball) | 1d6 | x2 | 2 squares | 0,15 lb. | B | T | ||
Ball, small, light (Gymnastics Ball) | 1d3 | x2 | 1 square | 0,5 lb. | B | M | ||
Ball, small, heavy (Medicine Ball) | 1d6 | x2 | 1 square | 1 lb. | B | S | ||
Barbell, 10 lb. | 2d3 | x3 | - (f) | 10 lb. | B | S | ||
Barbell, 25 lb. | 2d4 | x3 | - (f) | 25 lb. | B | M | ||
Baseball- or Cricket Bat | 1d6 | x2 | - (x5) | 3 lb. | B | M | ||
Boomerang | 1d4 | x2 | 6 squares | 0,5 lb. | B | S | ||
Discus | ||||||||
Frisbee | ||||||||
Golf Club | 1d6 | x2 | - (x5) | 2 lb. | B | M | ||
Hockey Pole | 1d6 | x2 | - (x5) | 3 lb. | B | M | ||
Javelin | ||||||||
Lasso | 1 gp | - | - | 2 squares | 1 lb. | * | S | exotic |
Ski Pole | 1d6/1d3 | x2 | - | 2 lb. | B/P | M | ||
Tennis- or Squash Racket | 1d4 | x2 | - (x5) | 1,5 lb. | B | M | ||
Whip * | 1d2 | x2 | 3 squares (max) | 2 lb. | S | S |
Item | Cost | Weight |
Climbing Gear | ||
In-Line- or Ice Skates | ||
Kite, simple | ||
Kite, stunt | ||
Parachute | ||
Paraglider | ||
Skateboard | ||
Skis or Snowboard | ||
Surfboard |
- Badminton Racket
A Badminton racket works like a lighter version of a tennis- or squash racket, see below.
- Ball
The Ball is the most basic component of myriads of sport forms. It may range in size and density from compact little golf ball to enormous wobbly gymnastics ball. Some balls may even divert in shape from the regular sphere like badminton balls, or footballs. Either way a ball is most often used to throw, bat or roll it over a certain distance in a more or less artistic manner with any kind of appendages or further sports equipment. Any kind of ball is basic sports equipment may be thrown or played without penalties.
- Barbell
- Baseball- or Cricket Bat
A Baseball or Cricket bat is used to propel a ball over a distance that is farther than the distance the ball could be thrown due to the lever principle. Any kind of bat or racket is made for a specific kind of ball to strike. If the bat or racket is used with a ball that matches it it multiplies the range increment of the ball by the factor provided in its statistics. If used with a ball that diverts from the bats intended use it may still be useful but not as effective. If used with a smaller sized ball of equal or lesser weight increase the range multiplier of the bat by one for each step in size difference, but the batter also takes a -2 to hit penalty for each step in size. Vice versa if used with a ball of larger than intended size decrease the range multiplier by one for each step and the ball becomes more easy to hit. If the ball is heavier than intended half the range multiplier of the bat and increase it by half if the ball is lighter than the bat is built for. Most bats and rackets can easily double as effective clubs. A Baseball- or Cricket bat counts as a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.
- Climbing Gear
This is a set of ropes, carabiners and climbing harness used to scale cliffs and mountains. Using a set of climbing gear provides a +4 bonus to all skill check rolls involving climbing. Climbing gear counts as advanced sports equipment that may only be used without penalty, if the character has the appropriate sports proficiency feat.
- Discus
- Frisbee
- Golf Club
A golf club also propels the kind of ball it was made for a longer distance and makes a sturdy impromptu weapon in and off itself. A golf club counts as a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.
- Hockey Pole
- In-Line Skates
In-line skates allow a character to increase his or her speed by an additional 4 squares per round on level ground and an additional 6 squares per round on a downward slope. The character can only take attack or move actions while using in-line skates (no full-round actions except a double move). If the character attempts any fancy maneuvers, he must make a Balance check (DC 10); the DC can increase based on how difficult the GM determines the maneuver to be. A failed check means that he falls, taking damage as if he fell 2 height levels for every 4 squares of movement. In-Line Skates count as advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.
- Javelin
- Kite, simple A simple kite is a piece of basic sports equipment.
- Kite, stunt A stunt kite counts as a piece of advanced sports equipment and may not be used without penalty, unless the character has the appropriate sports proficiency.
- Lasso A lasso, or lariat, consists of a hemp, horsehair or rawhide rope of generally thirty-to-forty feet in length with a slipknot tied at one end to make a loop. With a DC 15 Dexterity check, a character can make a lasso from any rope of sufficient length. A lasso requires two hands to use and generally entails throwing a loop over the opponent and yanking it tight.
The lasso is an entangling weapon that does no damage, but only entangles a part of the victim’s body. When you use a lasso to entangle a target’s hooves you make a ranged touch attack against the target. A lasso’s range increment is 10 feet with a maximum range is 30 feet. If you hit, the target is partially entangled, taking a -2 on attack rolls and -4 on effective dexterity. The creature’s speed is not reduced and it can still run or charge, but if you control the trailing rope by making an opposed strength check while holding it, the lassoed creature can only move within the limits that the rope allows. If the lassoed creature attempts to cast a spell it must make a DC 10 + Spell grade concentration check or be unable to cast the spell. The lassoed creature can escape by making a DC 20 escape artist attempt as a full round action. It has 2 hit points and can be broken with a DC 23 strength check. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop. Alternately a lasso can be used to make trip attacks. If you are tripped in your attempt to make a trip attack you can drop the lasso to avoid being tripped.
- Parachute A parachute can be used to convert a fall from a certain height into a controlled gliding movement. To begin a parachute jump the character simply needs to be in free fall. Sometimes a Jump check (DC 10) may be required to jump from a cloud, a flying vehicle, or a tall structure. To end the free falling stage, the character must make an Athletics check (DC 10) to open the parachute, negating damage from a fall of any height when under control and allowing 2 squares of forward travel for every height level of descent. The character can only take attack or move actions while riding a parachute. Any time he does anything fancy, the rider must make a Athletics check (DC 15). The DC of all Athletics rolls while riding a parachute can increase based on how difficult a maneuver the riding character is attempting and eventual environmental factors, like weather or windspeed. A failed check means that the character looses control and falls free again for one height level for every two points short of the DC. To end a parachute jump in a save and controlled way the character has to take final Jump check (DC 10 +1 per height level of controlled fall, +2 per height level of uncontrolled fall). Failure on the check means the character cannot avoid all falling damage and receives one dice of falling damage for every two points by which the DC is missed. A parachute is counted as special sports equipment and an appropriate sports proficiency is required for its use.
- Paraglider A paraglider can be used to glide, similar to the wings of a pegasus, allowing 6 squares of forward travel for every height level of descent. By making a Athletics check (DC 15) the riding character may catch an upwind to gain additional height levels. The character can only take attack or move actions while riding a paraglider. Any time he does anything fancy, the rider must make a Athletics check (DC 15). The DC of all Athletics rolls while riding a paraglider can increase based on how difficult a maneuver the riding character is attempting and eventual environmental factors, like weather or windspeed. A failed check means that he falls one height level for every two points short of the DC. A paraglider counts as a piece of special sports equipment and may not be used without an appropriate sports proficiency.
- Skateboard
The skateboard has become a ubiquitous part of city living. On level ground, a skateboard increases a person's speed by an additional 2 squares per round. On a downward slope, this increases by an additional 4 squares per round. The character can only take attack or move actions while riding a skateboard. Any time he does anything fancy, the rider must make a Athletics check (DC 15). The DC can increase based on how difficult a maneuver he is attempting. A failed check means that he falls, taking damage as if he fell 2 height levels vertically for every 4 squares of movement. A Skateboard counts as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.
- Skis and Snowboards
For game purposes, skis and snowboards operate the same way. When moving downhill on snow or icy terrain, the character's speed increases by an additional 6 squares per move action (4 squares when using cross-country skis on more-or-less level terrain). A person can only move at half speed while using skis up a slope. Any time the character performs some sort of fancy maneuver, he must make a Balance check (DC 15). The DC can increase based on how difficult a maneuver he is attempting. A failed check means that he falls, taking damage as if he fell 2 height levels vertically for every 4 squares of movement. If the character is skiing on fresh snow, this damage is reduced by one die. Ski poles can be used as impromptu bashing or piercing weapons. Skis and Snowboards are advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.
- Surfboard
On any surface of water a surfboard acts as a float. To catch a wave to surf, the character riding the the surfboard must make a Swimming check (DC 10). The DC can increase based on the strength of the current, wind, wave form, or other environmental factors. When riding a wave, the surfboard increases a character's speed by an additional 2 squares per round, for as many rounds as the wave runs. Riding the wave out increases the character's speed by an additional and final 4 squares. The character can only take attack or move actions while riding a surfboard. Any time he does anything fancy, the rider must make a Athletics check (DC 15). The DC can increase based on how difficult a maneuver he is attempting and environmental factors. A failed check means that he falls into the water, taking damage as if he fell 2 height levels vertically for every 8 squares movement. A surfboard counts as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.
- Tennis or Squash Racket
Tennis-, or Squash rackets divert from the more simple bat by having a web of elastic stringing, that improves both the area to hit the ball with and the speed the intended ball can be propelled to. If a racket is used with a ball that is larger, or heavier than the racket is built for, the stringing may be damaged. reduce the range multiplier of the racket by one for each size step and/or if the ball is heavier than intended every time a ball of that kind is hit by the racket. If the range multiplier of a racket reaches zero, the stringing is destroyed and needs to be renewed for the racket to be effective again. A Tennis or Squash Racket counts as advanced sports equipment which may only be used without penalty, if the character has the appropriate sports proficiency feat.
Tools and Toolkits[edit]
Tool | Cost | Damage | Crit. | Rng. Inc. | Weight | Dmg Type | Size | Weapon Type |
Anvil | 1d8 | x3 | - | B | S | Advanced, Falling | ||
Hammer | 1d4 | x2 | - (4 squares) | 2 lb. | B | T | Advanced, Thrown, Falling | |
Pan | 1d4 | x2 | - | 2 lb. | B | S | Simple | |
Pick | 1d4 | x4 | - | 3 lb. | P | M | Advanced | |
Pressing Iron | 1d6 | x2 | - | 4 lb. | B | S | Advanced, Falling | |
Prongs | 1d3 | x2/x3 | - | 2 lb. | B/* | S | Advanced | |
Rake | 1d4 | x3 | - | 4 lb. | P | M | Simple, Hazzard | |
Rolling Pin | 1d6 | x2 | - (2 squares) | 3 lb. | B | S | Simple, Thrown | |
Saw | 1d4 | 19-20 x2 | - | 2 lb. | S | S | Advanced | |
Screwdriver | 1d2 | x2 | - (2 squares) | 1 lb. | P | T | Simple, Thrown | |
Shears | 1d2 | x3 | - | 1 lb. | P | T | Simple | |
Shovel | 1d6 | x2 | - | 3 lb. | B | M | Simple | |
Sickle | 1d6 | x2 | - | 2 lb. | S | S | Advanced | |
Wood Axe | 1d6 | x3 | - (4 squares) | 3 lb. | S | S | Advanced, Thrown | |
Wooden Spoon | 1d2 | x2 | - | 1 lb. | B | T | Simple | |
Wrench | 1d3 | x2 | - (2 squares) | 1 lb. | B | T | Simple, Thrown, Falling |
Item | Cost | Weight |
- Alchemist’s Lab
An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
- Artisan’s Tools
These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
- Artisan’s Tools, Masterwork
These tools serve the same purpose as artisan’s tools (above), but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
- Astrologer's Kit
- Farming Tools
- Fishing Equipment
- Forge, portable
- Grooming Kit
- Healer’s Kit
It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses.
- Household Tools
- Joke Article Kit
- Kitchen Tools
- Magnifying Glass
This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Perception checks involving any item that is small or highly detailed.
- Musical Instrument, Common or Masterwork
A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
- Panner's Kit
- Sewing Kit
- Scoundrel’s Tools
This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.
- Scoundrel’s Tools, Masterwork
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
- Spellbook, Wizard’s (Blank)
A spellbook has 100 pages of parchment, and each spell takes up two pages per Grade (one page each for 0-level spells).
- Survival Kit
- Tool, Masterwork
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
- Weather Catalyst Set
Weapons[edit]
Weapon | Cost | Damage | Crit. | Rng. Inc. | Weight | Dmg Type | Size | Weapon Type |
Basic Melee Weapons[edit]
- Horseshoes
Advanced Melee Weapons[edit]
- Lasso
A lasso consists of a rope of generally thirty-to-forty feet in length with a slipknot tied at one end to make a loop. With a DC 15 Athletics or Survival check, a character can make a lasso from any rope of sufficient length. A lasso requires two hands to use and generally entails throwing a loop over the opponent and yanking it tight. To use a lasso a character must first make a ranged touch attack. The maximum range of a lasso is 5 squares. If the attack is successful, the target becomes entangled. An entangled character incurs a –2 penalty on all physical rolls and a –4 penalty to Dexterity based rolls. Unlike most entangled characters, the victim of a lasso suffers no reduction in speed. Furthermore,the victim may run or charge. However,if the lasso user succeeds at an opposed Strength check, the target can move only within the limits allowed by the length of the rope. The target can escape from a lasso with an Escape Artist check against a DC of 20 or burst it with a DC 22 Strength check, both of which use full-round actions. If the attacker misses with the ranged touch attack, or if the victim subsequently escapes after a successful hit, as a full-round action the lasso can be drawn in, recoiled, and made ready to throw again. A lasso is considered a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat.
- Sword
- Whip
A whip deals no damage to any creature with even a +1 damage reduction bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped. When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent). A Whip counts as both advanced sports equipment and a weapon and may only be used without penalty, if the character has the appropriate sports proficiency feat, or an appropriate exotic weapon proficiency.
Special Melee Weapons[edit]
Weapon | Cost | Damage | Crit. | Rng. Inc. | Weight | Dmg Type | Size | Weapon Type |
Basic Ranged Weapons[edit]
Advanced Ranged Weapons[edit]
- Boomerang
A boomerang is a curved throwing stick, generally used for either sport or hunting. Its unique shape generates lift as it moves through the air, allowing for some interesting stunts as well as enabling it to be thrown farther than most weapons. Though the boomerang can be used in melee, it is not designed for such a purpose. When used as a melee weapon, treat the boomerang as an improvised weapon (you take a -4 penalty on attack rolls). A Boomerang counts as a piece of advanced sports equipment that can only be used without penalty, if the character has the appropriate sports proficiency feat. Special Boomerang Attacks:
- Bank Throw: You can throw a boomerang such that it will bank around obstacles and cover. Performing a bank throw is a full-round action (the extra time represents time spent studying and preparing the proper trajectory), and you can only throw up to three range increments. By performing a bank throw, your target receives no cover bonus to his AC. However, you still cannot use a bank throw against a target that has total cover. You must have proficiency with the boomerang to perform a bank throw.
- Returning Throw: You can throw a boomerang such that it will return to you if you miss. Performing a returning throw is a standard action. You take a -3 on the attack roll, and you can only throw up to two range increments. If you miss your target with a returning throw, the boomerang will fly back to the space it was thrown from at the beginning of your next turn. If you still occupy that square, you can catch it as a free action with a DC 12 Dexterity check (failure means it just lands on the ground next to you) and it will be ready to be used again. If there is anything in the way between the point the boomerang was thrown to and the point it was thrown from, the boomerang has a chance to hit them instead of returning. It even has another chance to hit the original target if it flew past the target on the initial throw. You must have proficiency with the boomerang to perform a returning throw.
- Returning Bank Throw: Combine the returning and bank throw techniques. This is a full round action, you take a -4 on the attack roll, and you can only throw up to a single range increment. You get all the benefits of both the returning throw and the bank throw. You must have proficiency with the boomerang to perform a returning bank throw.