Thread: The Rapture (Apocalypse/Survival)(For Systems Based)

An Incomplete List of Items Quality 1-15 Junk 16-25 Common 26-31 Uncommon 32-36 Rare 37-39 Legendary 40 Godly Weapons Melee Shoe .5 DMG Blunt, 1 Ib, 1 Unit Sharpened Stick .5 DMG Piercing, 1 Ib, 1 Unit Plastic Bat .5 DMG Blunt, 1 Ib, 5 Units Hammer wo Head .5 DMG Blunt, 1 Ib, 1 Unit 2x4 Plank 1 DMG Blunt, 3 Ibs, 5 Units Steak Knife 1 DMG Piercing, 1 Ib, 1 Unit Rusty Pipe 1 DMG Blunt, 5 Ibs, 3 Units Wooden Mallet 1 DMG Blunt, 2 Ibs, 2 Units Shard of Glass 1 DMG Piercing, 1 Ib, 1 Unit Wooden Baseball Bat 1 DMG Blunt, 4 Ibs, 5 Units Hammer 1.5 DMG Blunt, 5 Ibs, 1 Unit Machete 1.5 DMG Cleaving, 3 Ibs, 3 Units Metal Baseball Bat 2 DMG Blunt, 5 Ibs, 5 Units Tire Iron 1.5 DMG Blunt, 6 Ibs, 3 Units Butcher Knife 1.5 DMG Cleaving, 2 Ibs, 2 Units Bowie Knife 1.5 DMG Piercing, 1 Ib, 1 Unit Signpost Spear 1.5 DMG Piercing, 20 Ibs, 10 Units Katana 2 DMG PiercingCleaving, 4 Ibs, 4 Units Cattle Prod 1 DMG Electric, 10 Chance to Stun for 1 Turn, 2 Ibs, 3 Units Fire Axe 2 DMG Cleaving, 10 Ibs, 6 Units Police Baton 2 DMG Blunt, 3 Ibs, 2 Units Sledgehammer 2.5 DMG Blunt, 20 Ibs, 9 Units Chainsaw 2.5 DMG Cleaving requires fuel, 30 Ibs, 10 Units Bayonet 2.5 DMG Piercing, 5 Ibs, 4 Units Taser 2 DMG Electric, 50 Chance to Stun for 1 Turn, 1 Ib, 1 Unit Jackhammer 3 DMG Blunt requires hydraulic power, 30 Ibs, 10 Units Disease Syringe 1 DMG Piercing, 70 Chance to infect with a random disease or virus, 1 Ib, 1 Unit Medieval Claymore 2.5 DMG Cleaving, 20 Ibs, 8 Units Carbon-Fiber Combat Knife w Gut 2.5 DMG Piercing, 1 Ib, 1 Unit Reaper's Scythe 3.5 DMG Cleaving, 20 Ibs, 11 Units Medieval Warhammer 3.5 DMG Blunt, 40 Ibs, 15 Units Blade Whip 3 DMG Cleaving, 2 Ibs, 8 Units Ranged BB Rifle .5 DMG, Uses BBs, Pump, Single Shot, Rifle, 6 Ibs, 3 Units Makeshift Bow and Arrow 1 DMG, Uses Makeshift Arrows, Manual, Single Shot, Bow, 1 Ib, 3 Units Ruger SR22 1 DMG, Semi Auto, 10 Round Mag, .22 LR, Pistol, Can be Akimbo'd dual wield, 6 Ibs, 1 Unit Henry .22 Magnum Rifle 2 DMG, Lever Action, 11 Round Mag, .22 Magnum, Rifle, 10 Ibs, 3 Units Marlin Model 1895 3 DMG, Lever Action, 5 Round Magazine, .410 Bore, Shotgun, 13 Ibs, 4 Units Glock 19 3 DMG, Semi-Auto, 15 Round Magazine, 9x19mm Parabellum, Pistol, Can be Akimbo'd, 5 Ibs, 1 Unit Medieval Longbow 2.5 DMG, Manual, Single Shot, Steel-Tipped Arrows, Bow, 3 Ibs, 4 Units M1 Garand 3 DMG, Semi-Auto, 8 Round Mag, .30-06 Springfield, Rifle, 20 Ibs, 4 Units Sig Sauer P226 4 DMG, Semi-Auto, 10 Round Magazine, .40 SW, Pistol, Can be Akimbo'd, 8 Ibs, 1 Unit Benelli M3 Super 4 DMG, Pump Action, 7 Round Magazine, 20 Gauge, Shotgun, Has Tactical Rails for Attatchments, 20 Ibs, 4 Units CAR-15 4 DMG, Semi-Auto, 30 Round Magazine, .223 Remington, Carbine Assault Rifle, Has Tactical Rails for Attatchments, 18 Ibs, 3 Units Rhino .357 Snub 4 DMG, Semi-Auto, 6 Round Cylinder, .357 Magnum, Revolver, 5 Ibs, 1 Unit Dragunav OTs-03 SVU 4 DMG, Semi-Auto, 10 Round Magazine, 7.62x54mmR, Bullpup Sniper Rifle, Does not come with a scope, Has Tactical Rails for Optics, 15 Ibs, 3 Units Compound Bow 3.5 DMG, Manual, Single Fire, Steel-Tipped Arrows, Bow, 3 Ibs, 3 Units Crossbow 4 DMG, Manual, Single Fire, Steel-Tipped Bolts, Crossbow, Has Tactical Rails for Optics, 10 Ibs, 4 Units AK-74 5 DMG, Semi-AutoAuto, 30 Round Magazine, 5.4539mm, Assault Rifle, Has Tactical Rails for Attatchements, 20 Ibs, 4 Units Auto-Cross 5 DMG, Semi-Auto, 5 Bolt Clip, Steel-Tipped Bolts, Crossbow, 8 Ibs, 3 Units Baby Deagle 5 DMG, Semi-Auto, 7 Round Magazine, .44 Magnum, Pistol, 8 Ibs, 2 Units Glock 18 4.5 DMG, Auto, 30 Round Magazine, 9x19mm Parabellum, Machine Pistol, 5 Ibs, 1 Unit Remington M-700 5 DMG, Bolt-Action, 5 Round Magazine, .308 Winchester, Sniper Rifle, 23 Ibs, 5 Units Benelli M1014 5 DMG, Semi-Auto, 5 Round Magazine, 12 Gauge, Shotgun, Has Tactical Rails for Optics, 25 Ibs, 6 Units FN SCAR-H 5 DMG, Semi-Auto, 20 Round Magazine, 7.62x51mm NATO, Designated Marksman Rifle, Has Tactical Rails for Attachments, 30 Ibs, 7 Units CheyTach Intervention M-200 6 DMG, Bolt-Action, 7 Round Magazine, .408 Chey Tach, Sniper Rifle, 32 Ibs, 8 Units HK M416 5 DMG, Automatic, 30 Round Magazine, 5.5645mm NATO, Carbine Rifle, Has Tactical Rails for Attachments, 20 Ibs, 3 Units SW .44 Magnum 6 DMG, Semi-Auto, 6 Round Cylinder, .44 Magnum, Magnum Revolver, 10 Ibs, 3 Units RPG-7 30 DMG, Single Fire, 40mm Rocket, Rocket Propelled Grenade Launcher. Damage is based on proximity rather than the part of the body hit, and the distance is rolled on a D-10, and the number is multiplied by 3. 40 Ibs, 14 Units Barrett M82A1 8 DMG, Semi-Auto, 5 Round Magazine, .50 BMG, Anti-Material Rifle, 45 Ibs, 11 Units Armsel Striker 5 DMG, Semi-Auto, 12 Round Tube-Fed Drum, 12 Gauge, Riot Shotgun, 23 Ibs, 3 Units MP5SD 4 DMG, Automatic, 30 Round Magazine, 9x19mm Parabellum, Integrated Suppressor, Machine PistolSubmachine Gun, 16 Ibs, 2 Units SW .500 Magnum 10 DMG, Manual, Dexterity 14 Can Fan-Fire, 6 Round Cylinder, .500 Magnum, Magnum Revolver. Ever Heard of the .44 Magnum? This is something SW made to beat that., 18 Ibs, 5 Units Thrown Stick .5 DMG, Blunt Shoe .5 DMG, Blunt Brick 1 DMG, Blunt, Breaks after one throw Dust No Damage, but 70 Chance to stun for one turn Fire Cracker 1.5 DMG, Explosive Kitchen Knife 1.5 DMG, Piercing Smoke Grenade No Damage, but 50 chance to temporarily lower perception by 10. M84 Flashbang No damage, but 90 chance to stun for two turns, 100 chance to stun for one turn. Tomahawk 3 DMG, Cleaving Molotov Cocktail 3 DMG, Fire M67 Frag 5 DMG, Explosive M7A2 Nerve Gas Canister 2 DMG per turn, Chemical, 20 Chance to paralyze per turn. Alarm Bomb 5 DMG, Explosive, Emits a loud alarm that attracts infected to it. Mk3A2 Concussive 2 DMG, Explosive, 60 chance to stun for two turns, 80 Chance to stun for one turn. Static Grenade 5 DMG, Electric, 50 Chance to stun for one turn, 20 Chance to paralyze Endothermic Grenade 6 DMG, Freezing, lowers temperature by 15. Armor Armor has three main parts. It's Reduction against Physical Damage Blunt, Piercing, and Cleaving damage, it's Reduction against Energy Damage Electric, Explosive, Burn and Environmental Freezing, Chemical and Radiation. Some armor has additional defenses against types of damage, or against some types of weapons. A Bullet Proof vest for example gives more Reduction then a leather Jacket against Guns. Hockey Gear 15 pounds, 2 Physical 3 Blunt1 Energy, 1 Environmental 3 Freezing, 3 Temperature Football Gear 30 pounds, 2 Physical 4 Blunt1 Energy, 1 Environmental, 3 Temperature Cold Weather Gear 10 pounds, 1 Physical, 1 Energy, 1 Environmental 5 Freezing, 10 Temperature Leather Jacket 5 pounds 1 Physical 0 Guns, 1 Energy, 0 Environmental 1 Chemical, 1 Temperature Kevlar Vest 10 pounds, 1 Physical 3 Guns, 1 Energy, 1 Environmental, 2 Temperature Chainmail 40 pounds, 5 Physical 2 Blunt, 1 Energy 4 Explosive, Environmental 3 -1 Freezing, 15 Temperature, Minimum Strength and Vitality 14, 30 to resist fire. Scale mail 55 pounds, 6 Physical, 2 Energy 6 Explosive, Environmental 4 0 Freezing, 15 Temperature, Minimum Strength and Vitality 15, -1 Agility, 60 Chance to resist fire. Plate Mail 80 pounds, 8 Physical, 4 Energy 8 Explosive, Environmental 5 1 Freezing, Minimum Strength 16, Minimum Vitality 16, -2 Agility, 20 Temperature, 90 chance to resist fire. Hazmat Suit 25 pounds, 1 Physical, 3 Energy, 10 Environmental 15 Radiation, 5 Freezing, 10 Disease, 10 Temperature. Kevlar Juggernaut Suit 60 pounds, 4 Physical 8 Guns 6 Energy, 8 Explosive, Environmental 3, 13 Temperature, Minimum Strength 14, Minimum Vitality 12, -3 Agility Thermal Hazmat Suit 25 pounds, 1 Physical, 3 Energy, 10 Environmental 15 Radiation, 5 Freezing, 10 Disease, 10 Temperature, 100 Resistance to flame. Scuba Suit Wet 5 pounds, 1 Physical1 Energy, 1 Environmental 2 Freezing, 4 Temperature, 5 on Agility for swim tests Scuba Suit Dry 10 pounds, 2 Physical2 Energy, 2 Environmental 8 Freezing, 10 Temperature, 5 on Agility for swim tests Scuba Mask 2 pounds, 0 physical 2 Headshots0 Energy1 Environmental, gives 3 perception underwater, and has one hour of air can be refilled, 2 temperature Gas Mask 3 pounds, 1 Physical 3 Headshot1 Energy 1 Environmental 4 Chemical, 3 Temperature, -2 perception, 10 against anything airborne toxin, disease or chemical fumes Flak Jacket 10 pounds, 2 physical2 energy 8 explosive2 environmental, 5 temperature, 7 reduction against grenades. Equipment Packs and Bags Only one backpack may be worn at once. Ripped Backpack 2 Units Small Bookbag 10 Units Handbag 5 Units Traveling Backpack 15 Units Gym Bag 10 Units Shoulder Satchel 10 Units Hiking Backpack 20 Units Duffle Bag 25 Units Military Backpack 30 Units Large Suitcase 30 Units Ultimate Survival Pack 35 Units Under Construction