EQUIPMENT
WEALTH AND ACQUIRING ITEMS
Wealth in DENIABLE isn't based on currency, but instead on a character's Resource skill. When a character wishes to acquire an item the GM sets a DC based on how difficult the item will be to come by. If the player rolls above the DC they acquire the item, and if they fail they were unable to acquire it. If the character is looking to acquire multiple items, they should only roll for the highest DC item, assuming that if they can find/afford it then it shouldn't be difficult to acquire lesser items. The GM should consider capping the number of items that can be rolled for at one time at a maximum of 10.

COST OF LIVING
Unless otherwise stated, it is assumed that a character can afford to maintain herself and a place to live without needing to roll. If an extraordinary expense arises (buying a used car because your was riddled with bullet holes, or renting a hotel room because your house was burned down by a thug with a Molotov) the GM can set an appropriate DC at the time of the roll.

WEAPONS AND ARMOR
In modern times openly carrying a weapon or wearing armor tends to put people on edge. However, this may vary depending on certain parts of the world. Carrying an ornate dagger in the middle-east might not stand out or carrying a handgun on your hip in an open carry state won't bat any eyes. Conversely, carrying such items where they are not permitted will get an immediate (usually aggressive) response for security or law enforcement.

Weapons
Weapons have a rating, from 1-4, that represents the number of Injuries they cause to a target with a single attack. Some weapons have a Minimum Injury they can cause, representing how powerful a direct hit from the weapon is. For example, explosives never inflict Minor Injuries on a direct hit, but can inflict them at a distance (more on this below). Also included is the Rate of Fire (RoF), or the number of bullets that are fired with a single trigger pull, and the number of total shots before the weapon needs to be reloaded.

WEAPONS LIST
ItemRatingCost DCMin. InjuryRoFShotsWeight
Melee Weapons
Combat Knife, Folding1
Weapon 1
5
Minor
---
---
1 lbs.
Handguns
Walther P99
Weapon 2
10
Minor
1
16
1.5 lbs.

Notes
1 - This item can be thrown with a range of 10ft, but suffers -2 Fight to do so.

Armor
Armors have a rating, from 1-4, that represents the number of Injuries they can protect against from a single attack as well as a Maximum Injury they protect against. The Durability of the armor is the number of Injuries it can protect against before the armor needs to be repaired or replaced.

ARMOR LIST
ItemRatingDurabilityMax. InjuryWeightCost DC
Concealable Plate Carrier
2
6
Minor
5 lbs.
7


EQUIPMENT
Equipment can be... basically anything really. Below is a list of common items and their purchase DC. If an item is desired that does not appear on the list the player and GM should discuss the matter and come to a decision. The GM has final say.

Equipment can be... basically anything really. Below is a list of common items and their purchase DC. If an item is desired that does not appear on the list the player and GM should discuss the matter and come to a decision. The GM has final say.

EQUIPMENT LIST
ItemCost DCWeight
Cellphone
12
---
First Aid Kit
6
2 lbs.
Lockpicks
10
---
Cell Phone: The ubiquitous communication device found all over the world. Can be used to make calls, sent texts, emails, take pictures and video, search the web, check in on social media, et.
First Aid Kit: An organized kit to treat wounds in the field. Grants +4 to Medicine
tests and contains enough supplies for 4 such treatments before needing to be replaced/restocked.
Lockpicks: Small pieces of high-carbon steel used to bypass physical locks on doors, windows, fence gates, etc. Add +2 to all Stealth checks to pick locks. Comes with a tension wrench and 6 assorted picks. On Snake Eyes the pick you are using breaks.