05-06-2010, 02:03 PM | #11 |
Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Looks like Irish Rover knows how to travel light....and prepared.
- Ed
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Take me out to the black Tell them I ain't comin' back Burn the land and boil the sea You can't take the sky from me.... A vote for charity: http://s3.silent-tower.org/TheKlingonVotes/index.html |
05-06-2010, 02:48 PM | #12 |
Join Date: Dec 2006
Location: Houston
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Standard modern adventure loadout:
Layered look - Tshirt, long sleeve flanel overshirt, blue jeans and possibly steel toed work boots, bandanna, leather work gloves. Mirror - Great for looking around corners and singnaling. Normally no more than about 3 inches in diameter. Flashlight/penlight - If temporal journeys prevent this, then at least matches. Trenchcoat/long overcoat - Great for holdout, good against elements. Leathermen/Swiss Army Knife - Although I still have NO idea what a 'leather punch' is good for, the blade and screw driver tips are worth it. Crescent Wrench, Channel Locks, Vice Grips - All good multipurpose tools for when a leathermen or SWK just doesnt cut it. P-38 can opener - If your bumping around the earth in this century, and your hungry, these are damn handy, fit on a keychain and open cans easily. All of these items can easily fit in a small backpack. Thats what I would take REGARDLESS of where Im going. More situation specific.... 1.) See above 2.) See above 3.) Add lockpick 'gun' to help gather up zombie killing utilities (medical, firearms, food, hardware store items) 4.) Depends on rescue mission, but firearms are more than likely mandatory for this expedition. That said, if you can find some at the ectraction point, theres little need to bring your own if you have high skill/broad familiarity. For foreign countries, a phrasebook of local languages, map and tourists guide could help also. 5.) If the aliens are friendly, bring culture (Movies, music, art, literature) and a first aid kit. If they arent, bring a very large explosive and the stones to use it! :) 6.) Knowing that nothing on earth is going to help you FLY an alien spaceship. Guns to assit me in the securing of other peoples property. A flat bed tow truck with wench in case I cant fly it out. Wire cutters for fences. 7.) Vampires normally have particular vulnerabilities, but what those vulnerabilities are changes from setting to setting. Depending on vulnerabilities: HOly water; Garlic Extract; sharpened chopsticks or other wooden stake, edged weapons for decapitations, depressing book of whiny angsty emo nhilist poetry to stun them with enui.....and Kate Beckinsale. Nymdok Last edited by Nymdok; 05-06-2010 at 02:56 PM. |
05-06-2010, 04:14 PM | #13 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Quote:
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05-06-2010, 05:00 PM | #14 |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Most of the above. Might add a hand mirror and a roll of gaff tape. Would not leave home without my Vinyl Man TM
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It's all very well to be told to act my age, but I've never been this old before... |
05-06-2010, 05:16 PM | #15 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
It really depends on the PC.
The PC I made who was the high femme fashion model face woman with a brick in her purse would have a very different load out than the PC bruiser. I always try to think in character and pick things that make sense in character. So it would depend greatly on the PC concept. |
05-07-2010, 01:41 AM | #16 |
Join Date: Aug 2004
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
My list is similar to Ed's
Assuming I know I am going into an adventure as vs just traveling and I expect danger Long Pants with pockets T-Shirt Underwear 2 Pair Socks Long Sleeve Shirt Bush Hat Light Jacket Boots Wallet with Usuals Wrist Watch Belt P38 2 Pocket Knives (1 tactical, 1 swiss army) Mini First Aid Kit (with extra immodium) Food Bars (2-4) Stimulant Pills (If I can't legal get go pills then caffeine pills) The strongest painkillers I can get legally Trail Mix with Extra Chocolate Expresso Beans Small Flashlight Zip Ties Paracord Handkerchiefs 2-3 colorful Extra Money Canteen Sierra Cup Water Pure Straw Common Handcuff Keys Duct Tape Little waterproof notebook 2 pens Toilet paper Magnifying Lens Lighter Little Bitty Hygiene Kit Little Pocket Tarp Light stick Whistle Wire Saw Leatherman Tool This all fits on the body and belt If needed heavy duty belt with Sidearm 3 reloads (* see options list) holster Hunting Knife with sharpener and fire-bar on sheath Mag Lite Carried either a go bag (I won't detail that here) or a full on pack with Towel (I do know where my towel is at) Ground Cover Head rest Shelter Larger First Aid Kit Hygiene Kit Gun cleaning kit (very small) MRE's and other food Another Knife Knife Care Kit Water Bag Various Plastic Bags Flashlight Batteries Light sticks Duct Tape and lots of it Drink Mix Crank Radio Spare Set of Clothes Something to do in my spare time Pen and Notebooks Lock Release Gun Rope Gloves Spare Clothes 2 sets extra socks Mirror maybe on a stick More toilet Paper Light Weight Shovel with ax edge Light Weight but strong Sleeping bag Thermal Underwear Flares Smoke Bomb Wire Matches Lighter Com gear (as per mission) Hygiene Kit If I have the weight, maybe a Halligan Bar , and some combo of walking stick, hatchet and or and machete If I am in any of the spaceship scenarios I am going to carry a lot of extra gear not listed here. After all I can just put it next to me. basically adds a huge duffel full of stuff I would certainly take an extra .22 probably a Henry AR-7 with suppressor barrel and spare mags if I can get it and lots of ammo, 4 bricks at least or a Ceiner Milspec Ruger Mark 2, 4 extra clips, crimson trace laser grips and loads of ammo Monster hunting? Add whatever stuff said gribbly is vulnerable to and a gun. For time travel I include localized kit where possible and gold and silver coins. Also extra ammo Armor include body armor, keen pads, elbow pads , goggles and PASGT helmet OK weapons will depend on mission Zombies? Semi Auto M4 with Shotgun and Flashlight undermount -- 10 mags, .223 -- full load 12 gauge, 6 extra doorbuster shells plus 20 shells and 300 rounds in pack. Sidearm ? Glock 9mm with tritium sights , and laser, 3 spare mags, 4 boxes ammo, 1 elongated 33r clip (reloads all 1 time) Night Scope or Reflex Sight also depending on how they sense the living. If its by sound, a suppressed gun is a must if I can get one Rescue ? Small handgun 2-3 spare loads -- If I can get a suppressor, I'll consider an auto . if not a snub revolver is fine Also a taser, 2 reloads and possibly a chloroform and rag. Creepy I know but the less dead bodies the better. You can tase them, gas em, zip em up and move on If I need a long gun, the M4/Glock combo as above no shotgun or long clip Time Travel (Known) If possible the sidearm and the long gun will be able to use local ammunition. Select accordingly Others as for Rescue Sidearm choices are actually easy Sidearm : 9mm Glock or .357 Ruger ( I Like Rugers) Smaller gun : Snub Revolver (Ruger, Colt or Custom Charter Bulldog) or 9mm Glock 26 Third Gun: .22 probably NAA Black Widow with laser (silly I know but its tiny and easy to conceal, optionally the new Ruger LCP 380 with laser and extra mags extra equipment can be selected as needed Last edited by SimonAce; 05-07-2010 at 01:52 AM. |
05-07-2010, 10:57 AM | #17 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
When I see long lists like this, I often wonder what people would say if I put this spin on things:
The overarching theme is "surviving on the run." You have neither a base nor a vehicle. You are moving constantly, primarily on foot, and are rarely able to revisit areas you've left; your odds of returning to claim a cache are low. As a result, you nearly always carry everything you own on your person.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
05-07-2010, 01:19 PM | #18 | |
Join Date: Aug 2004
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Quote:
All I need is suicide pill and a gun and grenades if I can get them. Shoot and boom till I am out of bullets save one than swallow the pill. No way can I even try to complete the mission. This is almost certainly a no win situation for anyone other then a parkour expert. There is no way to carry supplies, no real way to rest and one injury (virtually 100% certain in such scenarios) equals death. Its not a relay hunt across a flat plain in turf . In game context its a Kobiyashi Maru. However assuming that there will be a win condition thats feasible I'll keep my body kit as above. Long Pants with pockets T-Shirt Underwear 2 Pair Socks Long Sleeve Shirt Bush Hat Light Jacket Boots Wallet with Usuals Wrist Watch Belt P38 2 Pocket Knives (1 tactical, 1 swiss army) Mini First Aid Kit (with extra immodium) Food Bars (2-4) Stimulant Pills (If I can't legal get go pills then caffeine pills) The strongest painkillers I can get legally Trail Mix with Extra Chocolate Expresso Beans Small Flashlight Zip Ties Paracord Handkerchiefs 2-3 colorful Extra Money Canteen Sierra Cup Water Pure Straw Common Handcuff Keys Duct Tape Little waterproof notebook 2 pens Toilet paper Magnifying Lens Lighter Little Bitty Hygiene Kit 2 Little Pocket Tarp Light stick Whistle Wire Saw Eye Protection Ear Plugs (these probably won't get used but are tiny and near weightless) Everything there is light weight and designed to have the basics ready at hand and in pockets. I am pretty sure the whole rig weighs 20lbs or less with ammo and weapons as I designed that set up exactly for a run and gun scenario. For that scenario I will want lighter shoes with reinforced toes and light gloves, bike helmet, shin pads knee pads and elbow pads to reduce common crippling injuries. I might consider a flotation device as well. The sidearm is going to be the Glock 9mm, in a nylon holster every ounce I can save helps. The laser is light weight and stays. However I might sub out the flashlight in kit for a tacticool flashlight mount with detachable light This one scenario where such a thing will be useful. Any time the light is used, use the gun. Ammo will be 3 extra mags and subject to weight 9mm rounds in plastic speed strips or the like for reduced weight. Tuck them into pouches and in loose areas . Ammo is heavy but you might need it and I have to assume that I won't get any more and will need some for the BBG or at least one last round for suicide . The big knife gets dropped for a multi tool. I don't need melee capacity but I may need pliers and the Maglite has to go. I love them but they are too heavy :( Now as for my bag, An on the run urban scenario means you can get some equipment and shelter so, whats carried has to be useful and expendable. 2 Beach Towels (I do know where my towel is at) Ground Cover Larger First Aid Kit Hygiene Kit Gun cleaning kit (very small) MRE's and other food, repackaged Another Knife Cord Knife Care Kit Water Bag Various Plastic Bags Flashlight Batteries Light sticks Duct Tape and lots of it Drink Mix Lock Release Gun Mirror maybe on a stick Wire Matches Hygiene Kit Shelter Half Optionally Light weight grapple and rope a light weight sleeping bag (a Big Agnes horse thief weighs less than 2 lbs) Halligan Bar this weighs less than a lb and while less useful than the heavier gear, its better than nada last one luxury I am considering, a pump up pad and pillow comob. This is 2 lbs but some comfort in sleep is life saver. The whole bag is maybe 25 lbs with extra ammo and as time goes, items will be dropped as they are used Since this is urban I'll assume limited resupply 2 items if they can be had, a suppressor for the 9mm and grenades (2) will also add weight. My Target weight is less than 30 lbs kit + 20 body and clothes This should keep me in light encumbrance ;) Last edited by SimonAce; 05-07-2010 at 01:50 PM. |
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05-07-2010, 01:24 PM | #19 |
Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Kromm has the basic gist of the idea.
However, two of those seven framing scenarios imply a possibly 'calmer' situation...but still situations where there might be combat or adversaries. Here is the core of it : __ __ __ __ The whole idea is that your player character involved in this KNOWS that he or she is about to get into a risky adventure of some kind - and for whatever reason he or she has volunteered to do this or they have to out of necessity for some reason. The equipment or gear is what you grab for such an event when you got less than 24 hours to prepare and very limited or no knowledge of whats ahead of you. ___ ___ ___ ___ ___ ___ ___ I was on the verge of putting this in the GURPS section - but the other two thirds of me thought it made more sense for the Roleplaying In General section. - Ed Charlton
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Take me out to the black Tell them I ain't comin' back Burn the land and boil the sea You can't take the sky from me.... A vote for charity: http://s3.silent-tower.org/TheKlingonVotes/index.html |
05-07-2010, 02:10 PM | #20 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Character Prepping for an adventure - what do you take? What is your choice of Ge
Quote:
Crossing a good-sized sprawl or conurbation on foot could be the focus of an entire campaign, really. You might need months to get to the other side if you have to investigate the Big Bad's plots, pause to scavenge, hide and let wounded friends heal, and pick your way through the city a few feet at a time to avoid being seen. That doesn't mean the heroes are doomed, only that they have to be resourceful survivalists used to choosing flight and stealth over confrontation and bravado. Rats and roaches, not wolves and bears. I'm just curious, because I've always been partial to regarding equipment as secondary to innate traits, and basically disposable. I think it would be cool to run a campaign where the solution to every problem isn't sufficient firepower punctuated by "I have it in the humvee." And I'm curious as to what people would pack, knowing that they'd have to maintain it on the run, supply themselves by scrounging, and keep their loads light enough to allow belly-crawls through ducts and rooftop escapes. In fantasy terms, this would be akin to a thieves-only campaign, without meat-shield fighters, heavy armor, and foes meant to be defeated by combat. The goal would be to sneak, steal what you need without getting caught, and stay light enough to climb, cross tightropes, etc. There's an entire genre of video games about this, in fact. I feel that such a campaign would be a nice change, because weapons and fighting would become secondary instead of being the primary focus that they are in so many RPG campaigns. Given warning, it's easy to choose weapons: identify target weaknesses, stock up, and go in loaded for bear. Planning for an extended stealth run requires a lot more thought and foresight, and the results interest me. It's common to draw out fighting or investigation from a single encounter to a full adventure and even a full campaign, but stealth and scavenging rarely get this kind of long-form treatment.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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equipment, gear |
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