Miscellaneous (MoMT)

## **Gear**

### **Battery-Operated Gear**

Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life—assume that you recharge or replace batteries between adventures, and that the batteries last as long as needed during adventures.

## **Adventuring Gear**

This section describes miscellaneous items that could be useful to many adventurers.

### **Cell Phone.**

Cell phones are readily available everywhere from department stores to gas stations. A cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.

### **Chemical Light Stick.**

This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can’t be turned off or reused. The listed value is for a pack of 5 sticks.

### **Fake ID**

Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. When you purchase a fake ID, the GM secretly makes an ability check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The value of a fake ID is 8 + the forger’s proficiency bonus.

### **First Aid Kit**

Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. The first aid kit counts as a healer’s kit for purposes of the Healer feat.

### **Flashlight**

Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring.

### *Penlight*

This small flashlight can be carried on a key ring. It projects bright light in a 10 foot cone, and dim light for an additional 10 feet.

### *Standard Flashlight*

This heavy metal flashlight projects bright light in a 30 foot cone, and dim light for an additional 30 feet.

### *Battery Flood*

Practically a handheld spotlight, this item projects bright light in a 100 foot cone, and dim light for an additional 100 feet.

### **Gas Mask**

This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is an action. The value for one extra filter canister is 6.

### **Ghillie Suit**

The ultimate in camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.

Choose a type of terrain when you purchase the suit: arctic, cavern, coastal, desert, forest, grassland, mountain, or swamp. While wearing the suit in the appropriate terrain, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other phenomena natural to that terrain type.

### **Handcuffs**

Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure. You can make an opposed Strength (Athletics) check against a grappled creature to attach the handcuffs to the creature.

### *Steel Handcuffs:*

These heavy-duty cuffs require a Strength (Athletics) check with a DC of 25 to break, and require a Dexterity (Sleight of Hand) check or Dexterity (Acrobatics) check (DC 20) to remove without the key.

### *Zip-Tie:*

These are single-use disposable handcuffs, much like heavy-duty cable ties. They have a break DC of 25. They can only be removed by cutting them off.

### **Lock Release Gun**

This small, pistol-like device automatically disables mechanical locks operated by standard keys with a DC of 15 or lower (no ability check necessary).

### **Night Vision Goggles**

Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose disadvantage on all Wisdom (Perception) checks made by someone wearing them.

### **Pain Reliever**

At the end of a short rest, you can use a dose of medicine to restore 2d4+2 hit points. You cannot benefit from this effect again until you take another short rest. The value is for 5 doses.

### **Spike Strip**

This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. It can be deployed as an action by rolling it across a roadway, where it lies like a flat, segmented belt. Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. You can activate it as a reaction via a control device attached to the end of the strip by a 10-foot-long cord, causing the spikes to extend.

Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.

Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected.

### **Survival Kit**

This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, 50 feet of durable nylon rope, two smoke grenades, and one signal flare.

## **Tools**

A tool helps you do something you couldn’t otherwise do, such as craft or repair an item, analyze chemicals, or access digital files. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use.

### **Chemistry Kit**

A portable laboratory, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.

### **Computer.**

A computer is a powerful tool for information gathering and research. While anyone can use a computer to make Intelligence (Investigation) checks to discover information, those who are proficient with these tools can create programs, navigate complex network structures, and issue administrative commands while hiding their presence and covering their tracks.

### *Smartphone*

An extremely versatile device, a smartphone offers impressive computing power, GPS functionality, and internet access, all in a handheld device. In addition, a smartphone has all the functionality of a standard cell phone. A smartphone battery can last for 24 hours before needing to be recharged.

### *Laptop*

This device offers most of the functionality of a desktop computer with the advantage of portability. Laptops are a convenient compromise between the compact smartphone and the bulkier desktop computer. A laptop battery can last for 8 hours before needing to be recharged.

### *Desktop*

This classic configuration offers maximum computing power with the added advantage of plug-and-play components. It includes a computer tower, monitor, keyboard, mouse, and external speakers.

### **Demolitions Kit**

This kit contains everything needed to set detonators, wire explosive devices, and disarm explosive devices.

### **Electrical Tools.**

This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. You can use these tools to create and repair electronic devices.

### **Mechanical Tools.**

This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools. You can use these tools to create and repair mechanical structures and devices.

### **Musical Instrument.**

Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency.

### **Pharmacist’s Tools**

These tools includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.

### **Surgical Tools**

These tools are all you require to make incisions, clamp off arteries, and create sutures. You can perform surgery to treat injuries.

## **Lifestyle**

Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.

### **Housing**

A number of types of homes are mentioned on Table:Lifestyle. The value covers the down payment, not the total cost of the home. (A character buying a home does not have to worry about mortgage payments; they simply replace the hero’s rent, which is already accounted for in the Wealth system)

The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a four-bedroom home with a two-car garage, while the mansion is a five- or six-bedroom home with an extra den, spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury appointments or avant garde design is available with a +2 increase to the value.

Location dramatically affects a home’s value. The given value assumes a typical suburban location. An undesirable location, such as a bad neighborhood or a remote rural site, reduces the value by 2. A particularly good location in an upscale neighborhood or city center increases the value by 2.

### **Entertainment**

Values are given for several entertainment options. They represent the purchase of a single ticket. A pair of tickets can be purchased together; doing so increases the value by 2.

### **Meals**

Several typical meal costs are provided. The cost of picking up the tab for additional diners adds +2 per person to the value.

### **Transportation**

Airfare tickets are for a single passenger round trip. One-way tickets are available, but only reduce the value by 2. Car rentals and lodging rates are per day.

## **Services**

The broad spectrum of services available to characters is only represented in overview here. Services are identified on Table:Services.

### **Auto Repair**

Having a car repaired can be expensive; how expensive depends on the amount of damage the vehicle has suffered. The values for damage repair assume the vehicle has not actually been disabled; if it has, increase the value by +3. Repair generally takes 1 day for every 10 hit points of damage dealt, and results in the vehicle being returned to full hit points.

### **Bail Bonds**

If you are jailed for a crime, you can seek bail. Bail is a monetary guarantee that you will show up for your trial. The bail amount is set by a judge or magistrate, sometimes immediately following arrest (for minor crimes) and sometimes days later (for serious crimes). If bail is granted, you can arrange for a bail bond—a loan that covers bail. The values represent the fees associated with the loan; the bond itself is paid back to the bond agency when you show up for trial. If you fail to show up, the agency loses the bail loan, and may send bounty hunters or other thugs after you.

Bail amounts vary dramatically, depending on the seriousness of the crime, your criminal history, your role in society, your family life, and other factors the judge believes indicate that you will or will not flee (or commit other crimes) before the trial. An upstanding citizen with a good job and a family who has never before been charged with a crime gets minimal bail; a career criminal with nothing to lose gets maximum bail or may not be granted bail at all. The values shown assume you are viewed positively by the court. If not, increase the value by as much as 5. Whatever the base value, a successful Charisma (Persuasion) check (DC 15) reduces the value by 2.

*Property Crime:* The crime involved only the destruction of property; no one was attacked or seriously hurt as part of the crime.

*Assault Crime:* The crime involved an attack intended to capture, kill, or seriously injure the victim.

*Death Crime:* Someone died as a result of the crime.

### **Medical Services.**

Your medical insurance is built into your wealth rating; the values represent the ancillary expenses not covered, or only partly covered, by insurance. Medical services must be paid for in full regardless of whether they are successful.

In a hospital setting, the necessary ability checks are always successful. The value is per check.

*Surgery:* The value represents the cost of a single surgical procedure.

*Poison/Disease:* The value represents one application of treatment for a poison or disease.