Police Scanner
Night Vision Goggles (5 sets)
(nWoD RB, pg 140), Rating ••
Durability 1, Size 2, Structure 3, Cost • or ••
Function: Anything from your standard bandages-and-alcohol kit to an advanced set owned or carried by people such as EMTs who work in the medical profession or who anticipate serious work-related injuries. The kit's rating in bonus dice is added to Dexterity + Medicine.
Give Us This Day Our Daily Bread (Armory 171)
How much food and water is equal to a day’s worth? What comes with a survival kit likely differs from what a character normally eats per day. A single day’s worth of food is generally equal to one 2,500-calorie meal ration. This meal is a nonperishable bar (like a big granola bar) loaded with vitamins, carbohydrates and calories, which comes in different flavors (apple cinnamon, chocolate chip, cranberry and nut). Some kinds of survival kits come with MREs, or Meals Ready to Eat, a military ration that is essentially a freeze-dried meal of meat and vegetables. A day’s worth of water packaged with a survival kit is about 24 fluid ounces, split between three equal packets. Kits that come with multiple days’ worth of food and water simply offer more rations.
A must have for your tackle box, backpack, or weekend bag! Equipped with stainless steel spoon, fork, bottle opener, and 2 1/2" knife blade. The impact resistant handle is lightweight and easy to grip. 3 1/2" closed.
(Armory, pg 172)
Durability 2, Size 2, Structure 4, Cost ••
The urban survival kit (sometimes called a “Go Bag”) is a little different than the average gear, because this kit is designed with metropolitan survival in mind.
In the case of an urban emergency, this kit will help a character survive in extreme city-wide conditions such as a blackout, chemical attack or natural disaster. Such a kit likely features all the same items found in the basic survival kit, but the urban kit also offers a number of objects specific to disturbed urban conditions, including protective face masks, city maps, storm matches, antibiotics, AM/FM radio, LED flashlight and a Mylar emergency blanket, as well as enough food and water for a single individual to survive for three days. This kit offers +3 to all Survival-based rolls and any Stamina + Resolve rolls made to resist harm from exposure and airborne (inhaled) toxins if used in the city or suburbs (+1 in the wilderness).
Bought two; one for Katie's car, one for Lazarus, each with eight man-days of food and water.
(nWoD RB, pg 52)
Has a yoga mat, sandlewood and myrrh incense & meditation CDs; Kept in meditation rooms in house basement. Total bonus to meditation rolls: +4.
(nWoD RB, pg 140)
Durability 1, Size 1, Structure 2, Cost n/a
Function: Unlike most tools, flashlights don't offer dice bonuses. They simply diminish the effects of darkness, reducing the penalties of Fighting Blind (p. 166). Using a flashlight while performing actions makes the feats possible, but still challenging. Rather than be reduced to a Storyteller-controlled chance roll, you are still able to make your own rolls, only at a penalty of -3 or -4 depending on the degree of darkness. So, if your character tries to shoot a target by flashlight, and he has 2 Dexterity, 3 Firearms and a gun rated 3, your dice pool might be composed of four dice (2 + 3 + 3 - 4).
Bought several of the steel-cased policeman variety; one for each bedroom, the common room and the cars. Hefty enough to be used as clubs in a pinch.
(Armory, pgs 22, 23)
Durability 2, Size 1/P, Damage -1(L), Cost •
A pocketknife is not at all meant for use in combat. Pocketknives (or penknives) are small, awkward and rarely sharp enough to cause anything beyond superficial injury. Still, sometimes a penknife is all a character has when her back is against the wall and something is slavering and snapping at her, trying to rip out her trachea.
A pocketknife’s problems are manifold. Beyond allowing for minimal damage, a pocketknife is also relatively fragile. If used in combat, the blade will break away from the base after doing 3 damage in a single attack. Worse, should the user suffer a dramatic failure when attacking with a penknife, the blade will close upon the wielder’s fingers, doing one point of lethal damage as the penknife cuts across his digits. That said, a penknife can come in handy outside of combat, and may add +1 to appropriate Crafts rolls (especially if the knife is of a multi-tool variety like the Swiss Army models).
Durability ??, Size ??, Structure ??
For those into serious hiking (serious meaning “ice crusted mountains”) or for those who were suckered into going along, you can keep your footing without spending big bucks for expensive climbing boots. SouthOrd foot spikes.
Eight sets purchased.
Durability ??, Size ??, Structure ??
These are just too excellent! Been lots of places, seen lots of things (you know...“been there, done that” kind of thing) and I’m rarely surprised when a new product comes our way. But these climbing claws brought smiles to our faces! Not only do they work exceedingly well as climbing assists, but I can imagine them peeling the face off a very surprised attacker!
Four sets purchased.
Durability 3, Size 2, Structure 4
33 Foot Swat-Style Folding Grappling Hook; If you’re a hiker, a climber, a SWAT Team member, or just “weird”, you need our folding grappling hook. Comes with 33 feet of rope. Why 33 feet? Don’t know.
One purchased. Lost in the Dead Machine Sea. Ordered a replacement.
The "Poor man's perimeter alarm." These innocent looking little explosives have a 6" pull string on each side of a 1 1/2" charge. When rigged to a door, window or other entry point, a loud 85 decibel bang will wake up even the soundest sleeper. You can rig up these little gems in ways limited only by your imagination. Sold in packs of 72.
Goban has laid in a supply of four packages, for a total of 288; a number of which are going to be placed in the Hedge Delving Bags.
(Armory, pgs 28, 30)
Durability 3, Size 2/J, Damage 3(B), Cost •
The telescopic baton isn’t altogether different from any other metal club or mace. The baton is made of solid steel, and can be used to shatter skulls, break arms or split kneecaps just like any other baton. The difference here is that the baton is spring-loaded or, instead, s opened with a quick kinetic snap. A character can conceal the steel baton inside the grip, which is of a significantly smaller size (Size 1/S) than the average club. With a flick of the wrist, the grip expends the telescopic club, which springs to approximately 26 inches in length (or Size 2/J).
Purchased eight; one for each Hedge delving bag, as noted on the bag descriptions, plus some spares kept in the weapons locker.
During my years as a police officer, I would have given most anything for this tool! It straps onto your belt in a very compact nylon sheath and remains virtually unnoticed until you need it (unlike those traditional sticks that are always hitting your leg!) But in an instant, it extend to an incredible 16, 21, or 26 inch baton that can immediately disable the bad guy! Available with or without rubber grip handle.
Durability 2, Size 1/S, Damage 0(L), Cost •
Refillable pen knife, 2 1/2 inch stainless steel blade, 5 3/4 inches overall.
We like these so much, we bought a few dozen! Currently, each motley member has--at least--one in their rooms, plus more scattered around in purses, pockets and drawers.
Bog-standard hedge shears.
Armory pg 39
Two-handed weapon, -2(L) 8-again, Size 3/N, Durability 3, Cost •, Special: +1 Defense
Loud, awkward, and heavy, chainsaws are not meant to be melee weapons. That said, the whirring metal teeth of a chainsaw will chew through a body as if it were a rotten stump. Regardless of the tool’s size, a chainsaw does quite a number on flesh and bone. If an attack with a chainsaw is successful, the bodily destruction it causes is unparalleled. Chainsaws benefit from the 8 again rule, meaning all successes are re-rolled. However, dramatic failures made while wielding a chainsaw are likely to cause horrendous damage to the user. (Roll 3 dice, applying the 8 again rule; this is the damage the user takes as a result.)
Using a chainsaw in combat adds +1 to the wielder’s Defense score. A character attempting to make close-combat attacks against the chainsaw’s wielder have to first get past the spinning teeth.
Note that better chainsaws exist than the average one used to chop down errant branches. High-end pneumatic chainsaws (with diamond teeth) can cut through concrete. These chainsaws are Damage –1(L), Size 4, Cost ••••.
Damage 1(L), Size 1/S, Cost •
A hatchet, mostly meant for campfire chopping or other small tasks, can be used as a weapon in a pinch. Hatchets sometimes come in camping or survival kits, and many hatchets actually have hollow handles that can be filled with waterproof matches, a penknife or a sharpening stone. A hatchet does not count as an improvised weapon.
Damage 2(L), Size 2/J, Durability 3
Have two.
Skinning Knife Set, Cold Iron
+2 bonus to dressing animals.
Hedgespun Dummies
•• Hedgespun
Pose-able Hedgespun training dummies; made from pentapod meat and bones; can be hacked, slashed, dismembered, folded, spindled or mutilated and then repaired by dropping the pieces in a pile and spending a glamour. Burns and other such damages cost 2 glamour to repair. Mask is that of a crash test dummy.
Motley currently has seven dummies; two "average males", one "average female", one "tall male", one "short male", one "fat male", and one "steroidal body builder male"
In the interest of being prepared, Goban is putting together a set of Survival Bags with the expressed intent of use in the Hedge.
There will be six bags kept ready; five for the motley members and one spare/guest bag. The bags are being designed with the realities of the Hedge in mind--short expeditions into an area where advanced tech might not work and shouldn't be kept active anyway, and where it is technically possible to emerge from it anywhere on the globe.
The Bags are kept in the closet whose door attaches to the Hollow.
Starting with the design of the Superior Survival kit for inspiration, the bags all contain the following (bags belonging to motley members will be further customized below); note that characters can carry 25 pounds of equipment per dot of Strength comfortably; weight over this amount adds a -1 penalty to all actions. Current basic loadout should be near or at 25 pounds.
Hiking backpack with lots of pockets
Canteen with two liters of fresh water.
Trail food enough for one person-day
Rating 1 first aid kit
200 ft of nylon rope
Day-Glo nylon cord; 50 ft (Birdie Pink, Goban Blue, Katie Red, Daniel Orange, Eric Yellow, Solomon Purple)
12 Pull String Bang Alarms
Foot spikes
Climbing claws
Spray Paint (Birdie Pink, Goban Blue, Katie Red, Daniel Orange, Eric Yellow, Solomon Purple)
Chemical heating bags, two (the type used by hunters in the winter)
Flashlight; waterproof, with spare batteries.
Classic Hobo Tool
Pen Knife
Light weight sporting binoculars
Expandable baton
6 glowsticks; 3 regular, 3 high intensity
$400 USD in small bills (two $50, six $20, eleven $10, twelve $5, remainder $1; spread in small amounts throughout bag; no large billfold)
Small translation booklet of common phrases; 1 page each of English to French, German, Spanish, Russian, Japanese, Chinese, Inuit, Arabic, and Hindi. Included phrases are classic travelers' phrases.
3x6" spiral-bound notebook
Carry limit: 25 lbs.
nothing additional
Carry limit: 75 lbs.
Base bag plus:
Carry limit: 75 lb
Base bag plus:
Carry limit: 50 lbs
Base bag plus:
Carry limit: 50 lbs.
Nothing additional.
Gear normally toted along into the Hedge:
Hand axe
Hedge clippers
Chain saw
Carry limit: 50 lbs.
Silly String (Purple)
Basic tool kit (wrenches, pliers, hammer, nails, zip-ties, duct tape, level, multimeter, drill with bits, screwdrivers...).
- Items padded and locked in place to reduce noise.