Gear and Gadgets
This is the Cybergems version of Arms and Armor. The mundane equipment in Arms and Armor is also available for purchase, at a rate of 1 Coin per 20 copper.
Contents
Weapons
Small Arms
Assault Rifle Weapon
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[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 3 Kilograms
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Damage: 1d6 Physical | |
Range: 60m/200m/1000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 15 attacks, and weighs 1 kilogram. | |
Handedness: Reloading requires two hands. |
Submachinegun Weapon
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[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 1.5 Kilograms
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Damage: 1d6-1 Physical | |
Range: 30m/60m/150m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 5 attacks, and weighs 1 Kilogram. | |
Handedness: Reloading requires two hands. |
Pistol Weapon
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[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 5 Weight 1 Kilogram
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Damage: 1d6-1 Physical | |
Range: 40m/80m/200m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 9 attacks, and weighs 0.5 Kilograms. | |
Handedness: Reloading requires two hands. |
Shotgun Weapon
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[ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 3 Kilograms
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Damage: 1d6 Physical | |
Range: 60m/100m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 6 attacks, and weighs 1 Kilogram. | |
Handedness: Reloading requires two hands. | |
Effects: The Shotgun deals +1 damage to targets within 10 meters, and another +1 damage to targets within 2 meters. |
Machinegun Weapon
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[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 60 Weight 8 Kilograms
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Damage: 1d6 Physical | |
Range: 60m/200m/1000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 30 attacks, and weighs 5 Kilograms. | |
Handedness: Reloading requires two hands. |
Sniper Rifle Weapon
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[ Heavy ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 4 Kilograms
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Damage: 1d6+2 Physical | |
Range: 120m/400m/2000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 10 attacks, and weighs 3 Kilograms. | |
Handedness: Reloading requires two hands. |
Anti-Tank Rifle Weapon
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[ Heavy ], [ Piercing ], [ Loud 2000 meters ], [ Trigger Grip ] | |
Coins 60 Weight 20 Kilograms
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Damage: 1d6+2 Physical | |
Demolition: 4 | |
Range: 80m/300m/1500m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 5 attacks, and weighs 3 Kilograms. | |
Handedness: Reloading requires two hands. |
Dart Rifle Weapon
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[ Piercing ], [ Trigger Grip ] | |
Coins 10 Weight 4 Kilograms
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Damage: 1d6-1 Physical | |
Range: 90m/300m/1500m | |
Reload Time: Move action to insert a dart. | |
Ammunition: A dart is good for 1 attack, and weighs 0.25 Kilograms. | |
Handedness: Reloading requires two hands. | |
Effects: The darts can contain up to 0.1 kilograms of poison, disease or drug, and injects that into any creature it wounds. |
Grenade Launcher Weapon
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[ Loud 300 meters ], [ Trigger Grip ] | |
Coins 60 Weight 3 Kilograms
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Damage: 1d6-2 Physical | |
Range: 40m/100m/300m | |
Reload Time: Standard action. | |
Ammunition: The grenade launcher can be loaded with up to six of any types of grenade. | |
Handedness: Reloading requires two hands. | |
Effects: The grenade does its normal effect, using the Grenade Launcher's range. | |
Special: The Grenade Launcher fires arcing projectiles, allowing you to fire over obstacles; the grenades miss as far as when thrown. |
Hand Grenade Weapon
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[ Heavy ], [ Grenade ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Explosive Grenade detonates. | |
Warhead: 0.5 kilograms |
Gunnade Weapon
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[ Heavy ], [ Grenade ], [ Loud ] | |
Coins 2 Weight 0.5 kilograms
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Range: 5m/15m | |
Handedness: Can only be used one-handed. | |
Effects: After it is thrown, the Gunnade fires at a target of your choice, using an Accuracy equal to your own. It deals 1d6-1 Physical damage and has a range of 10m/40m/80m. |
Missile Launcher Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 80 Weight 4 Kilograms
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Damage: 1d6+4 Physical | |
Range: 60m/200m/1000m/20000m | |
Reload Time: Standard action. | |
Ammunition: A missile weighs 4 Kilograms and is worth 10 coins. | |
Handedness: Reloading requires two hands. | |
Effects: The missile detonates on collision. | |
Missiles fired travel at a rate of 12500 meters per round, altering course to continue directly towards the originally specified target as necessary. | |
Warhead: 2 Kilograms |
Mortar Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 90 Weight 40 Kilograms
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Damage: 1d6 Physical | |
Range: 50m/200m/1000m/6000m | |
Reload Time: Standard action AND Move action. | |
Ammunition: The mortar can be loaded with 2 kilogram shells worth 10 coins each, probably set to detonate on collision. | |
Handedness: Reloading requires two hands. | |
Effects: Shells fired travel at a rate of 4000 meters per round. | |
Warhead: 2 Kilograms | |
Special: The mortar fires arcing projectiles, allowing you to fire over obstacles; the projectiles miss as far as thrown grenades. |
Flamethrower Weapon
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[ Heavy ], [ Trigger Grip ] | |
Coins 40 Weight 6 Kilograms
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Damage: 1d6 Heat | |
Reload Time: Standard action. | |
Ammunition: A 1 attack fuel bottle weighs 4 Kilograms | |
Handedness: The Flamethrower can be wielded in one or two hands. | |
Effects: Targets wounded by the Flamethrower are lit on fire. | |
Special: The Flamethrower attacks all creatures and unattended objects in a 30 meter, 30 degree conical blast. It can alternatively be used to attack all creatures and unattended objects in an 80 meter long, 2 meter wide blast line. |
Flamethrower Fuel Pack Weapon
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Coins 10 Weight 10 Kilograms
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Reload Time: Standard action. | |
Ammunition: A canister weighs 5 Kilograms. | |
Handedness: The Flamethrower Fuel Pack takes two hands to reload. | |
Effects: When connected to a Flamethrower, the Flamethrower uses the Flame Thrower Fuel Pack's canisters instead of its own clip when possible, at a rate of 5 attacks per canister. | |
When destroyed or set to explode with a timer as a standard action, the Flame Thrower Fuel Pack explodes, dealing 1d6+1 Heat damage to creatures and unattended objects in a blast with a radius in meters equal to three times the number of attacks remaining in its canister. Wounded targets are lit on fire. |
Laser Pistol Weapon
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[ Loud ], [ Trigger Grip ] | |
Coins 20 Weight 1 Kilogram
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Damage: 1d6 Light | |
Range: 30m/60m/Unlimited | |
Reload Time: The capacitor takes 1 round and 1 power to recharge. | |
Ammunition: The capacitor is good for 1 attack before recharging. | |
Handedness: Recharging takes no action. | |
Effects: The Laser Pistol gets -1 Damage for every 5000 meters of distance to the target through transparent gases of 0.5 Atmospheres or more. |
Laser Chaingun Weapon
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[ Automatic ], [ Loud ], [ Trigger Grip ] | |
Coins 60 Weight 8 Kilograms
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Damage: 1d6 Light | |
Range: 40m/100m/Unlimited | |
Ammunition: The Laser Chaingun takes 1 power on any round in which it is fired, plus an additional power equal to its Charge. | |
Handedness: Firing can be done in one or two hands. | |
Effects: Each round in which it is fired, the Laser Chaingun's Charge increases by 1. At the beginning of its wielder's turn, it may take a number of additional attacks equal to its Charge. If it is not fired for a round, its Charge decreases to 0 again. | |
The Laser Chaingun gets -1 Damage for every 5000 meters of distance to the target through transparent gases of 0.5 Atmospheres or more. |
Tazerlazer Weapon
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This is a laser rifle that sends an electrical pulse down the plasma beam generated by the laser. | |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 40 Weight 3 Kilograms
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Damage: 1d6+1 Electricity and Light | |
Range: 50m/150m/300m/Unlimited | |
Reload Time: The capacitor takes 1 round and 2 power to recharge. | |
Handedness: Firing can be done in one or two hands. | |
Effects: If you successfully wound a target with the Tazerlazer, they are stunned for 1 round. | |
Special: The Tazerlazer cannot reduce a target below 0 HP, except on a critical hit. The Tazerlazer's damage is resisted both by things that resist Electricity and those that resist Light. |
Plasma Pistol Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 5 Weight 1 Kilogram
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Damage: 1d6+2 Heat | |
Range: 20m/60m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 2 attacks, and weighs 1 Kilogram. | |
Handedness: Reloading requires two hands. | |
Effects: Targets hit by the Plasma Pistol are lit on fire. |
Plasma Rifle Weapon
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[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 10 Weight 3 Kilograms
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Damage: 1d6+2 Heat | |
Range: 50m/120m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 3 attacks, and weighs 2 Kilograms. | |
Handedness: Reloading requires two hands. | |
Effects: Targets hit by the Plasma Rifle are lit on fire. |
Plasma Pack Weapon
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Coins 30 Weight 5 Kilograms
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Reload Time: Standard action. | |
Ammunition: A canister weighs 10 Kilograms. | |
Handedness: The Plasma Pack takes two hands to reload. | |
Effects: When connected to a Plasma Rifle or Plasma Pistol, the Plasma Pack refills the clips inside those weapons when they are depleted. Each canister can refill 10 kilograms of clips before being depleted. The plasma pack can be connected to up to 8 weapons at once. | |
When destroyed or set to explode with a timer as a standard action, the Plasma Pack explodes, making a +0 Accuracy attack against AD against all creatures and unattended objects in a blast with a radius in meters equal to the number of kilograms remaining in its canister. Hit targets take 1d6+2 Heat damage and are lit on fire. |
Nanoform Battle Rifle Weapon
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Some find its slimy appearance unsettling. | |
[ Semiautomatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 60 Weight 4 Kilograms
| |
Technologies: Coordinated Nanotechnology | |
Damage: 1d6 Physical | |
Range: 100m/300m/1000m | |
Reload Time: Move action to insert a fresh brick. | |
Ammunition: A brick is good for 10 attacks, and weighs 3 Kilograms. | |
Handedness: Reloading requires two hands. | |
Effects: When used to make a Heavy attack, the Nanoform Battle Rifle's third range increases by 1000 meters, and it deals +2 damage. | |
The Nanoform Battle Rifle can make its attacks only a tenth as loud by halving the range and decreasing the damage by 1. |
Nanoform Handweapon Weapon
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This weapon shifts between submachinegun and spike-filled melee weapon with ease. | |
[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 30 Weight 2 Kilograms
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Technologies: Coordinated Nanotechnology | |
Damage: 1d6-1 Physical | |
Range: 30m/60m/150m | |
Reload Time: Move action to insert a fresh brick. | |
Ammunition: A brick is good for 5 attacks, and weighs 1 Kilogram | |
Handedness: Reloading requires two hands. | |
Effects: The Nanoform Handweapon can be used as a melee weapon, becoming Muscle-Damage rather than [ Loud ] for melee attacks. |
Nanoform Minicannon Weapon
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Some find its slimy appearance unsettling. | |
[ Automatic ], [ Piercing ], [ Loud 2000 meters ], [ Trigger Grip ] | |
Coins 150 Weight 25 Kilograms
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Technologies: Coordinated Nanotechnology | |
Damage: 1d6 Physical | |
Demolition: 2 | |
Range: 60m/200m/1000m | |
Reload Time: Move action to insert a fresh brick. | |
Ammunition: A brick is good for 5 attacks, and weighs 3 Kilograms. | |
Handedness: Reloading requires two hands. | |
Effects: When used to make a Heavy attack, the Nanoform Minicannon deals +2 damage and gets +2 demolition. | |
The Nanoform Minicannon can double its range by doubling how loud it is and decreasing the damage by 1. |
Sonic Disruptor Weapon
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[ Heavy ], [ Loud 200 meters ], [ Trigger Grip ] | |
Coins 20 Weight 6 kilograms
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Technologies: Directed Sound | |
Damage: 1d6 Noise | |
Range: 10m/40m | |
Ammunition: Each attack costs 1 Power. | |
Handedness: Firing can be done in one or two hands. | |
Effects: The Sonic Disruptor attacks all creatures and unattended objects in a 30 degree conical blast. Wounded targets are deafened for 1 minute per wound. | |
Special: The Sonic Disruptor can be heard from up to 800m away along the path of the cone. |
Sound Blaster Weapon
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[ Heavy ], [ Trigger Grip ] | |
Coins 50 Weight 4 kilograms
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Technologies: Directed Sound | |
Damage: 1d6 Noise | |
Range: 20m/80m | |
Ammunition: Each attack costs 1 Power. | |
Handedness: Firing can be done in one or two hands. | |
Effects: The Sound Blaster attacks all creatures and unattended objects in an line that passes through creatures and objects without difficulty. | |
Special: The Sound Blaster is a Heavy weapon, and the line can be heard from up to 200 meters away, or 8 km away along the path of the line. |
Beetle Gun Weapon
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[ Heavy ], [ Loud 300 meters ], [ Trigger Grip ] | |
Coins 30 Weight 4 Kilograms
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Technologies: Bioprinting | |
Damage: 1d6 Physical | |
Range: 80m/250m/1200m/22000m | |
Reload Time: Standard action to replace the clip. | |
Ammunition: A clip is good for 3 attacks, and weighs 3 Kilograms. | |
Handedness: Reloading requires two hands. | |
Effects: The Beetle Gun's fourth range gives an additional -1 penalty. | |
Beetles fired travel at a rate of 2500 meters per round, altering course to continue directly towards the originally specified target as necessary. |
Explosive Device Weapon
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[ Loud 2000 meters ] | |
Coins 10 Weight 2.5 kilograms
| |
Handedness: Can only be used one-handed. | |
Effects: The Explosive Device has a wireless connection, which may be activated or deactivated as a standard action. If it's armed, the creature must have a password or Hack the device in order to change the wireless without detonating the explosive. | |
The Explosive Device has a Hackability Score of 4, and detonates when it detects a hacking attempt. | |
Warhead: 2 Kilograms | |
Special: Placing the Explosive Device is a heavy attack. When placed, you may choose the detonation method: It has a built-in computer, set to work as a trap Computer. |
Radioplastic Explosives Weapon
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[ Loud 3000 meters ] | |
Coins 60 Weight 4 kilograms
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Technologies: Miniaturized Fission | |
Handedness: Can only be used one-handed. | |
Effects: When it detonates, it deals one 1d6+4 Heat damage hit to all creatures and unattended objects in a 12 meter blast, and another hit to creatures and unattended objects in a 6 meter blast. If it was properly shaped to the object it was attached to (a standard action), it gets +4 damage against that object. | |
The Radioplastic Explosive has a wireless connection, which may be activated or deactivated as a standard action. If it's armed, the creature must have a password or Hack the device in order to change the wireless without detonating the explosive. | |
The Radioplastic Explosive has a Hackability Score of 4, and detonates when it detects a hacking attempt. | |
Special: Placing the Radioplastic Explosive is a heavy attack. When placed, you may choose the detonation method: It has a built-in computer, set to work as a trap Computer. |
Acoustic Resonance Device Weapon
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Coins 150 Weight 3 kilograms
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Technologies: Directed Sound | |
Reload Time: Recharging takes 1 round per 2 Power. | |
Ammunition: It costs 1 Power per round of damage, and can store up to 5 Power. | |
Handedness: Can only be used one-handed. | |
Effects: When it deploys, the Acoustic Resonance Device damages whatever structure it is attached to, attacking that material specifically with a 30 meter blast that travels inside and only inside the material and does not hit targets outside of the material. The blast hits automatically and deals 1d6+3 Noise damage on the first round, and gets +1 Noise damage for every consecutive round. | |
The Acoustic Resonance Device has a wireless connection, which may be activated or deactivated as a standard action. If it's armed, the creature must have a password or Hack the device in order to change the wireless without deploying the device. | |
The Acoustic Resonance Device has a Hackability Score of 4, and detonates when it detects a hacking attempt. | |
Special: Placing the Acoustic Resonance Device is a heavy attack. When placed, you may choose the detonation method: It has a built-in computer, set to work as a trap Computer. |
Grapnel Gun Weapon
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[ Heavy ], [ Self-Retracting Rope 30 meters ], [ Trigger Grip ] | |
Coins 40 Weight 5 Kilograms
| |
Damage: 1d6-1 Physical | |
Range: 10m/20m/30m | |
Reload Time: None needed. | |
Handedness: Firing can be done in one or two hands. | |
Special: The Grapnel Gun's rope is 30 meters long. |
Tazer Weapon
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This particular tazing device also has advanced hacking support, of course. | |
Coins 40 Weight 1 Kilogram
| |
Damage: 1d6-1 Electricity | |
Handedness: The Tazer can only be wielded in one hand. | |
Effects: If you successfully hit a target with the Tazer, the prongs from the Tazer are stuck into them until someone within reach takes a move action to remove the prongs. While its prongs are stuck in a target with augments, the Tazer can be used to hack them. When stuck in any target, the Tazer cannot be carried away from the target or used to attack another target without first removing the prongs, and attacks with the Tazer against the current target hit automatically. | |
If you successfully wound a target with the Tazer, they are stunned for 1 round. | |
The Tazer has both wired and wireless connections. The wireless can be turned on or off as a standard action. | |
Special: The Tazer cannot reduce a target below 0 HP, except on a critical hit. The Tazer cannot be used more than once per round. |
Animate Whip Weapon
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[ Muscle-Damage ] | |
Coins 20 Weight 1 Kilogram
| |
Damage: 1d6-1 Physical | |
Handedness: The Animate Whip can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The Animate Whip can be used to grapple. It can be commanded to Tie Up with or without the owner holding it, and does so with a +3 Attack roll and a +6 Items check. | |
Special: The Animate Whip increases the wielder's reach by 1 meter. |
Stealth Knife Weapon
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An interesting blend of paralytic toxins and electricity perfectly complements the sharpness of the blade. | |
[ Muscle-Damage ], [ Thrown ] | |
Coins 10 Weight 1/3 Kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: The Stealth Knife can only be used one-handed. | |
Effects: A creature wounded by the Stealth Knife cannot speak for 1 round. Additional wounds during this time add 1 round to the duration each. | |
Special: Stealth knives may be used as Piercing weapons. |
Shark Knife Weapon
| |
A compressed air cartridge in the handle is connected to an injection mechanism in this knife. | |
[ Muscle-Damage ], [ Thrown ] | |
Coins 20 Weight 0.25 Kilograms
| |
Damage: 1d6-1 Physical | |
Reload Time: Move Action | |
Ammunition: A 1 attack cartridge weighs 0.25 kilograms. | |
Handedness: The Shark Knife can only be used one-handed. | |
Effects: The Shark Knife does not require ammo to use, but if you hit a target with a Piercing attack and do enough damage to pass any armor or cover in the way, you may expend the Shark Knife's ammunition to deal another 1d6-1 Cold damage directly to the target. | |
Special: Shark knives may be used as Piercing weapons. |
Baseball Bat Weapon
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This stick is light, hard, and balanced. Perfect for hitting things. | |
[ Muscle-Damage ] | |
Coins 0 Weight 2 kilograms
| |
Damage: 1d6-1 Physical | |
Handedness: Baseball bats can be wielded in one hand, or two hands for +1 Damage. |
Burst Hammer Weapon
| |
This is a big blunt object with a sturdy handle. It uses special burst cartridges for an extra punch. | |
[ Heavy ], [ Muscle-Damage ] | |
Coins 20 Weight 5 kilograms
| |
Damage: 1d6+1 Physical | |
Reload Time: Move action | |
Ammunition: A 1 attack clip weighs 0.5 Kilograms | |
Handedness: The Burst Hammer can be wielded in one hand, or two hands for +1 Damage. | |
Effects: The Burst Hammer does not require ammo to use, but when ammo is used, it flings hit targets 4 meters. |
Quivering Palm Weapon
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Acoustic resonance technology in the palm of your hand. | |
Coins 60 Weight 1 kilogram
| |
Technologies: Directed Sound | |
Effects: This device, when worn properly, makes your unarmed attacks that use this hand deal Noise damage instead of Physical damage, and deafen for 1 minute per wound. Your unarmed attacks also get +2 Demolition. |
Audiblade Weapon
| |
The audiblade uses meticulously controlled sound waves to weaken materials as it travels through them. | |
[ Muscle-Damage ] | |
Coins 800 Weight 2 kilograms
| |
Technologies: Directed Sound | |
Damage: 1d6-1 Physical | |
Handedness: Audiblades can be wielded in one hand, or two hands for +1 Damage. | |
Effects: Audiblades deal damage as though the target's Toughness were reduced by 2, to a minimum of 1. | |
Audiblades costs 1 power per attack. | |
Special: Audiblades may be used as Piercing weapons. |
XKaLiBUR Weapon
| |
The eXtreme KAtana LIght Blade/Ultrasonic Razor is the absolute cutting edge in weapons technology. With skill gained through years of practice, it can even be used to cut through slabs of solid steel in a single swing. | |
[ Muscle-Damage ] | |
Coins 5000 Weight 2 kilograms
| |
Technologies: Directed Sound | |
Damage: 1d6-1 Physical | |
Handedness: XKaLiBUR can be wielded in one hand, or two hands for +1 Damage. | |
Effects: XKaLiBUR deals damage as though the target's Toughness were half what it is, rounded up. | |
XKaLiBUR costs 2 power per attack. When used to make a Heavy attack, it can deal +2 damage at the cost of 3 more power. | |
Special: XKaLiBUR may be used as a Piercing weapon. It's unusually sturdy, and has HP 2 and Toughness 10. |
Chainsaw Weapon
| |
The electric chainsaw is the stealthiest form of chainsaw one can hope for. | |
[ Heavy ], [ Trigger Grip ], [ Loud 300 meters ] | |
Coins 10 Weight 4 Kilograms
| |
Damage: 1d6+1 Physical | |
Handedness: The Chainsaw can be wielded in one or two hands. | |
Effects: If used to attack at least once in a round, the Chainsaw costs 1 Power. | |
On a successful wound, all further attacks with the Chainsaw against that target until the target stops being in reach hit automatically. |
Spinejammer Weapon
| |
This device is an external spine attachment | |
[ Muscle-Damage ] | |
Coins 20 Weight 2 kilograms
| |
Damage: 1d6 Electricity | |
Handedness: Spinejammers can only be wielded in one hand. | |
Effects: On a successful wound, the spinejammer is attached to the target. While attached to a target, that target is paralyzed. | |
Detaching the spinejammer from a creature within reach is a standard AND move action. | |
Special: The Spinejammer targets GD at a -2 penalty instead of AD. |
Brainjack Weapon
| |
[ Muscle-Damage ] | |
Coins 100 Weight 4 kilograms
| |
Technologies: Advanced Neural Interfaces | |
Damage: 1d6-1 Electricity | |
Handedness: Brainjacks can only be wielded in one hand. | |
Effects: On a successful wound, the brainjack is attached to the target. While attached to a target, that target is vulnerable to hacking as though all of their organic parts were also cybernetic. | |
Detaching the brainjack from a creature within reach is a standard AND move action. | |
The brainjack has a wireless connection that may be turned on or off as a standard action | |
Special: The Brainjack targets GD at a -1 penalty instead of AD. |
Scalpel Weapon
| |
Nanomotors inside the scalpel automatically adjust for user | |
[ Muscle-Damage ] | |
Coins 0 Weight 0.1 Kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: The Scalpel is too small to be used two-handed. | |
Effects: When making a cut out attack, you may inflict 1 less wound. The success of the cut out attempt itself is unaffected. |
Garotte Weapon
| |
[ Muscle-Damage ] | |
Coins 0 Weight 0.1 kilograms
| |
Damage: 1d6-2 Physical | |
Handedness: A garotte can only be wielded in two hands. | |
Effects: The garotte can be held in a grapple even if you'd normally only have two hands. It can be used to strangle, and the first wound inflicted when strangling with it is still a wound despite also causing suffocation and silence. |
Extremely Massive Weapons
Extremely massive weapons have Supersize options: each option multiplies its weight by 4, its ammo weight by 4, its ammo coin costs by 2, and its power costs by 2. The first option increases its cost by 700 coins, the second by 2000, the third by 6000, and the fourth by 18000.
The following Supersize Options are available to all extremely massive weapons:
Increased Area: The radii, lengths, and widths of any of the weapon's area of effects are tripled. It deals +2 damage. This option may be taken multiple times.
Longer Range: The weapon gains another range increment, equal to the previous one plus the length of the original weapon's (before any Supersize Options) longest increment. If it has a projectile speed, that projectile speed is multiplied by 1.5. It deals +2 damage and gets +1 Demolition. This option may be taken multiple times.
Cannon Weapon
| |
[ Heavy ], [ Loud 2000 meters ], [ Trigger Grip ] | |
Coins 900 Weight 2000 Kilograms
| |
Damage: 1d6+4 Physical | |
Demolition: 6 | |
Range: 60m/500m/15000m | |
Incremental Reload: 15 Kilograms | |
Ammunition: A shell weighs 15 Kilograms and is worth 40 coins. | |
Handedness: Reloading takes two hands. | |
Effects: After the cannon strikes, it detonates. | |
Shells fired travel at a rate of 6000 meters per round. | |
Warhead: 8 Kilograms |
Laser Cannon Weapon
| |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 700 Weight 1500 Kilograms
| |
Damage: 1d6+4 Light | |
Demolition: 2 | |
Range: 50m/250m/Unlimited | |
Ammunition: Each attack costs 4 power, plus an additional power equal to its Charge. | |
Handedness: Reloading uses no hands. | |
Effects: The Laser Cannon attacks all targets in a one meter wide beam-shaped spray. | |
Each round in which it is fired, the Laser Cannon's Charge increases by either 1 or 2, your choice. It deals additional damage equal to its Charge. If it is not fired for a round, its Charge decreases to 0 again. | |
The Laser Cannon gets -1 Damage for every 5000 meters of distance to the target through transparent gases of 0.5 Atmospheres or more. |
Plasma Cannon Weapon
| |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 1500 Weight 2000 Kilograms
| |
Damage: 1d6+3 Heat | |
Demolition: 2 | |
Range: 80m/180m | |
Incremental Reload: 50 kilograms | |
Ammunition: A plasma cartridge weighs 50 Kilograms. | |
Handedness: Reloading uses two hands. | |
Effects: The plasma cannon attacks all creatures and unattended objects in a 30 meter radius blast. It lights targets it hits on fire. | |
Supersize: Supercooling: The plasma cannon is no longer Heavy, and it deals +1 damage. |
Plasma Beam Weapon
| |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 1000 Weight 1500 Kilograms
| |
Damage: 1d6+6 Heat | |
Demolition: 4 | |
Range: 100m/225m | |
Incremental Reload: 250 Kilograms | |
Ammunition: A canister is good for 1 attack, and weighs 250 Kilograms. | |
Handedness: Reloading uses two hands. | |
Effects: The Plasma Beam attacks all targets in a four meter wide beam-shaped blast. | |
When it is used to attack, choose a direction for the beam. The attack is resolved one round later, and the beam may be rotated up to 90 degrees during that time. If it is rotated more than that, the Plasma Beam misfires, hitting itself, its wielder, and any other creatures or unattended objects within a 6 meter blast around itself. | |
The Plasma Beam lights targets it hits on fire. |
Railgun Weapon
| |
[ Heavy ], [ Piercing ], [ Loud 4000 meters ], [ Trigger Grip ] | |
Coins 2200 Weight 3500 Kilograms
| |
Damage: 1d6+7 Physical | |
Demolition: 15 | |
Range: 120m/1000m/30000m | |
Reload Time: Standard Action | |
Ammunition: A round weighs 50 Kilograms, and each attack also costs 3 power. | |
Handedness: Reloading uses two hands. | |
Effects: Shells fired travel at a rate of 37500 meters per round. | |
Supersize: Supercooling: The railgun is no longer Heavy, and it deals +1 damage.
Car Launcher: The railgun can launch vehicles and metallic creatures weighing up to 10 times as much as a normal projectile, at targets up to 15000 meters away. They travel only 3000 meters per round. The vehicle or creature takes fall damage when it lands. The railgun deals +1 damage. |
Particle Cannon Weapon
| |
[ Heavy ], [ Loud 100 meters ], [ Trigger Grip ] | |
Coins 600 Weight 1500 Kilograms
| |
Damage: 1d6+2 Electricity | |
Range: 80m/160m | |
Reload Time: The barrel takes 1 round to cool down. | |
Ammunition: Each attack costs 2 Power. | |
Handedness: Firing can be done with one or two hands. | |
Effects: Each wound the particle cannon inflicts also drains 3 Power from the target and scrambles their TEMPEST sense, if any, for 1 minute. | |
Supersize: Area of Effect: The particle cannon attacks every creature and unattended object in a 20 meter spray, but deals 3 less damage.
Guaranteed Scramble: If it hits, the particle cannon drains power and scrambles TEMPEST sense as though it inflicted 2 additional wounds. |
Sonic Beam Cannon Weapon
| |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 1200 Weight 2200 kilograms
| |
Technologies: Directed Sound | |
Damage: 1d6+2 Noise | |
Range: 40m/200m | |
Ammunition: Each attack costs 3 Power. | |
Handedness: Firing can be done in one or two hands. | |
Effects: The Sonic Beam Cannon attacks all creatures and unattended objects in a 2 meter wide line that passes through creatures and objects without difficulty. Wounded creatures are deafened for 1 minute per wound. | |
Special: The Sonic Beam Cannon can be heard from 40 km away along the path of the beam. |
Sonic Blast Generator Weapon
| |
A complicated array of sound generators allows for comparatively pinpoint precision. | |
[ Heavy ], [ Trigger Grip ] | |
Coins 1200 Weight 3000 kilograms
| |
Technologies: Directed Sound | |
Damage: 1d6+2 Noise | |
Range: 100m/500m | |
Ammunition: Each attack costs 3 Power. | |
Handedness: Firing can be done in one or two hands. | |
Effects: The Sonic Blast Generator attacks all creatures and unattended objects in a 4 meter radius sphere anywhere within range. Wounded creatures are deafened for 1 minute per wound. | |
Special: The Sonic Blast Generator's blast can be heard from up to 20 km away. |
Autogun Weapon
| |
[ Automatic ], [ Piercing ], [ Loud ], [ Trigger Grip ] | |
Coins 150 Weight 200 Kilograms
| |
Damage: 1d6+1 Physical | |
Range: 40m/250m/2500m | |
Reload Time: Standard Action | |
Ammunition: An ammo belt can be good for any number of attacks, but weighs 5 Kilograms per attack, and 1 Kilogram per attack when empty. | |
Handedness: Reloading takes two hands. |
Missile Bracket Weapon
| |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 150 Weight 20 Kilograms
| |
Damage: 1d6+9 Physical | |
Demolition: 8 | |
Range: 100m/300m/1500m/30000m | |
Incremental Reload: 20 Kilograms | |
Ammunition: A large missile weighs 20 Kilograms and is worth 200 coins. | |
Handedness: Reloading requires two hands. | |
Effects: After the missile strikes, it detonates. | |
Large missiles fired travel at a rate of 20000 meters per round, altering course to continue towards the originally specified target as necessary. | |
Warhead: 8 Kilograms |
Torpedo Tube Weapon
| |
[ Heavy ], [ Loud ], [ Trigger Grip ] | |
Coins 800 Weight 400 Kilograms
| |
Damage: 1d6+5 Physical | |
Demolition: 7 | |
Range: 120m/400m/2000m/30000m | |
Incremental Reload: 60 Kilograms | |
Ammunition: A torpedo weighs 60 Kilograms and is worth 250 coins. | |
Handedness: Reloading requires two hands. | |
Effects: After the torpedo strikes, it detonates. | |
Torpedoes fired travel at a rate of 3000 meters per round, altering course to continue directly towards the originally specified target as necessary. | |
The torpedoes and their blasts travel with ease through water. Torpedoes drop downwards in air. | |
Warhead: 32 Kilograms |
Nuke Weapon
| |
[ Heavy ], [ Loud 30000 meters ] | |
Coins 12000 Weight 350 Kilograms
| |
Damage: 1d6+33 Heat | |
Demolition: 15 | |
Handedness: Arming and dropping the nuke can be done one-handed. | |
Effects: The nuke attacks all targets in a 25000 meter radius blast, using an accuracy of +1. Creatures take 1 less damage for every 400 meters away they are from the blast center. Missed creatures still take 1d6+25 Heat damage, before reduction for distance. | |
The first 1000 meters of the blast radius becomes dangerously radioactive for 1 hour, with 15 fewer minutes for every 1000 additional meters. While dangerously radioactive, creatures and objects in the area take 1d6-2 Light damage per round. After the time has passed, the radiation dies down to levels that are only significantly harmful with much longer exposures. | |
The nuke can be set with a timer, delaying its explosion by a specified number of rounds. The timer can be changed or canceled with a wired connection and a DC 4 Hacking check. | |
Special: The Nuke is extremely illegal, and the usage of a Nuke will usually result in attack by the most major militaries around. |
Bomb Weapon
| |
[ Heavy ] | |
Coins 80 Weight 150 Kilograms
| |
Handedness: Arming and dropping the bomb can be done one-handed. | |
Effects: The bomb normally detonates when it collides with the ground after being dropped. | |
The bomb can be set with a timer, making it detonate after a specified number of rounds. The timer can be changed or canceled with a wired connection and a DC 4 Hacking check. | |
Warhead: 128 Kilograms |
Warheads
Many types and sizes of weapons serve to propel warheads to a destination. Each warhead is available at 0.5 kilograms, but all warheads can be Supersized any number of times to multiply their weight by 4 and apply their Supersize Benefit.
High Explosive Warhead Warhead
| |
[ Loud ] | |
Effects: When it detonates, the high explosive warhead makes a +2 Accuracy attack against AD against all creatures and unattended objects in a 6 meter blast for 1d6-1 Physical damage. | |
Supersize: The radius of the blast increases by 3 meters, it deals +1 damage, and it gets +2 Demolition. It can be heard from 500 more meters away. |
Shrapnel Warhead Warhead
| |
[ Loud ] | |
Effects: When it detonates, the shrapnel warhead makes a +1 Accuracy attack against AD against all creatures and unattended objects in a 12 meter blast for 1d6-2 Physical damage. | |
Supersize: The radius of the blast increases by 9 meters and it deals +1 damage. It can be heard from 500 more meters away. |
Napalm Warhead Warhead
| |
[ Loud 100 meters ] | |
Effects: When it detonates, the napalm warhead releases burning chemicals in a 5 meter blast, lighting all creatures and objects in the area on fire. | |
Supersize: The radius of the blast increases by 10 meters, and it can be heard from 100 more meters away. |
Flash Warhead Warhead
| |
[ Loud 2000 meters ] | |
Effects: When it detonates, the flash warhead makes an Accuracy +2 attack against GD against all creatures in a 10 meter blast for 1d6+3 Light damage. Instead of wounding, the flash warhead blinds and deafens for 1 round per wound it would have inflicted. | |
Supersize: The radius of the blast increases by 10 meters, it deals +1 damage, and it can be heard from 1000 more meters away. |
Clean Nuclear Warhead Warhead
| |
[ Loud 2000 meters ] | |
Technologies: Miniaturized Fission | |
Effects: When it detonates, the clean nuclear warhead makes a +0 Accuracy attack against AD against all creatures and unattended objects in a 100 meter blast for 1d6+3 Heat damage with a Demolition of 3. Missed targets still take damage, but 8 points less of it. If the blast radius gets large enough, creatures take 1 less damage for every 400 meters away from the blast center. | |
Supersize: The radius of the blast quadruples, it deals +7 damage, and it gets +3 Demolition. It can be heard from twice as far away. | |
Special: The clean nuclear warhead costs more than the standard amount for a warhead: 300 additional coins, and another 100 additional coins per kilogram. |
Smoke Warhead Warhead
| |
Effects: When it detonates, the smoke warhead begins leaking smoke. This smoke fills a 10 meter radius blast, which is completely impermeable to light at a depth of 2 meters. The smoke clears after 5 minutes. | |
Supersize: The radius of the blast increases by 10 meters, and it takes 4 more minutes for the smoke to clear. |
Poison Warhead Warhead
| |
Effects: When it detonates, the poison warhead releases whatever cloud-based poison or disease was inside it. It contains its full weight of such. | |
Supersize: It still contains its full weight of the poison or disease. |
EM Warhead Warhead
| |
[ Loud 300 meters ] | |
Effects: When it detonates, the EM Warhead makes a +3 Accuracy attack against GD against all creatures and unattended objects in a 10 meter blast for 1d6+3 Electricity damage. Instead of wounding, it blocks the TEMPEST sense for 1 round and drains half of the target's Power per wound it would have inflicted. | |
Supersize: The radius of the blast increases by 5 meters, it deals +2 damage, and it can be heard from 100 more meters away. |
Razor Warhead Warhead
| |
Effects: When it detonates, the razor warhead fills a 5 meter blast with razor-sharp nanobots for 3 rounds. Any creature that begins its turn in the area takes 1d6 points of Physical damage. | |
Supersize: The radius of the blast increases by 5 meters, and the nanobots remain in the area for two additional rounds. |
Weapon Attachments
Scope Weapon Attachment
| |
Coins 2 Weight 0.5 Kilograms
| |
Effects: This functions as binoculars, but for a 45 degree cone, you can see four times as far, and the entire weapon has to be held up or put down. |
Silencer Weapon Attachment
| |
Coins 10 Weight 0.5 Kilograms
| |
Effects: The weapon's loud sound only travels one-tenth as far, but it gets a -1 penalty to damage. | |
Special: The Silencer can only be applied to a Piercing Loud Trigger Grip weapon. |
Extended Magazine Weapon Attachment
| |
Coins 0 Weight As normal clip, times 3
| |
Effects: This replaces a normal clip for a weapon that has 2 or more attacks per clip. This clip holds three times the normal number of attacks, but makes the weapon awkward and unwieldy, giving attacks with it -1 to accuracy. |
Aimbot Weapon Attachment
| |
This is essentially a force feedback device with a camera and an impressive processing suite. Immediately before a bullet is fired, it lurches to aim at a target. | |
Coins 50 Weight 0.5 Kilograms
| |
Technologies: Advanced AI | |
Effects: The attached weapon attacks with an Accuracy of 3. | |
The attached weapon cannot be used to attack allies of its owner. Reprogramming it for a different definition of owner has a Hacking difficulty of 3. | |
Special: The Aimbot can only be applied to a ranged weapon. |
Stand Weapon Attachment
| |
This is an exceptionally stable telescoping tripod. | |
Coins 0 Weight 0.5 Kilogram
| |
Effects: The weapon can be placed carefully as a standard action on an immobile object to let you wield it an additional time without penalty. | |
When you Aim with a placed stand, the attack gets another +1 to Accuracy. | |
Special: The Stand can only be applied to a ranged weapon. |
Remote Stand Weapon Attachment
| |
Coins 100 Weight 1 Kilogram
| |
Effects: The weapon can be placed carefully as a standard action, and used wirelessly to attack from its location by its current owner. | |
Special: The Remote Stand can only be applied to a ranged weapon. |
Laser Sight Weapon Attachment
| |
Coins 0 Weight 0.5 Kilograms
| |
Effects: The laser dot can be seen at wherever you are attacking or aiming from up to 100 meters away, but you ignore up to 2 points of attack penalties for cover (including total cover) and distance. | |
Turning on or off the laser sight is a move action. | |
Special: The Laser Sight can only be applied to a ranged weapon. |
Grenade Underbarrel Weapon Attachment
| |
[ Loud 300 meters ], [ Trigger Grip ] | |
Coins 30 Weight 1 Kilogram
| |
Damage: 1d6-2 Physical | |
Range: 30m/80m | |
Reload Time: Standard action. | |
Ammunition: The grenade launcher can be loaded with one of any type of grenade. | |
Handedness: Reloading requires two hands. | |
Effects: The grenade does its normal effect, using the Grenade Underbarrel's range. | |
Special: The Grenade Underbarrel fires arcing projectiles, allowing you to fire over obstacles; the grenades miss twice as far as when thrown. Despite being a weapon attachment, it does not modify the functions of the original weapon. |
Amphibious Ammunition Weapon Attachment
| |
Coins 0 Weight As original
| |
Effects: The weapon deals -2 damage, but treats the Toughness of objects as being 1 point lower. | |
Special: Amphibious Ammunition replaces one clip's worth of ammunition for a piercing gun that has at least 3 attacks per clip. |
Armor
Only one suit of armor can be effectively worn at a time.
Adaptive Camo Armor
| |
Coins 20 Weight 8 Kilograms
| |
-1 AD | |
Effects: While active, you can only be seen from a quarter the normal distance, but can be detected with TEMPEST from 4 times the normal distance.
Adaptive Camo can be activated or deactivated as a lesser action. | |
Special: Adaptive Camo counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
Parasuit Armor
| |
Coins 10 Weight 8 Kilograms
| |
-1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: You gain a 25 meter fly speed with a 30 meter aerobatics distance. You cannot fly upwards with it, and must fly downwards at least 1 meter per 2 kilograms you weigh each round. | |
Special: A Parasuit counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
Gill Suit Armor
| |
Coins 30 Weight 12 Kilograms
| |
-1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: You can breathe fine underwater. | |
You get +5 meters to swim speed, if you had a swim speed before. | |
Special: A gill suit counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
Fibrous Vest Armor
| |
Coins 10 Weight 10 Kilograms
| |
-1 AD | |
Special: A fibrous vest counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 1 HP and 5 Toughness. |
Jetsuit Armor
| |
Coins 100 Weight 40 Kilograms
| |
-1 AD, -1 Stealth, -2 Agility, -2 Legerdemain | |
Effects: If you traveled at least 750 meters (relative to the air) in the previous round, you gain a 1000 meter fly speed with a 1500 meter aerobatics distance this round. Unlike with a normal fly speed, you can fly upwards without lateral movement. | |
Special: A Jetsuit counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 2 HP and 6 Toughness. |
Power Armor Armor
| |
Coins 200 Weight 60 Kilograms
| |
Technologies: Miniaturized Fission | |
+1 GD, -1 AD, -2 Stealth, -4 Agility, -4 Legerdemain | |
Effects: While active, your Muscle is set to 4 if it was lower, but the Power Armor drains 2 Power per round. Activating or deactivating the Power Armor is a move action. For Power Armor built for larger creatures than 1 meter, the Power Armor gives another +2 Muscle and drains another 1 Power per round for each doubling in size; for Power Armor built for creatures smaller than 1 meter, it gives -2 Muscle and drains 1 less Power per round (minimum 1 Power per round) for each halving in size. | |
You get +2 Power Regeneration. | |
Special: Power armor counts as an obstacle for firing through, or total cover, attacker's choice. Its AD is the same as its wearer's, and it has 2 HP and 7 Toughness. |
Riot Shield Armor
| |
Coins 10 Weight 8 Kilograms
| |
Handedness: The riot shield only functions properly when wielded in one hand. | |
Special: You have total cover. When you use a standard action to do something other than Cower, Assault, Ranged Guard, or Melee Guard, the riot shield stops granting you total cover until the beginning of your next turn, and only grants you cover instead.
When a creature would hit you with a melee attack, you may inflict one wound on the riot shield to take one less wound from the attack. Holding a riot shield gives you -1 to Visual Perception and -1 to Accuracy. |
Gadgets
Scouter Gadget
| |
Sometimes, the sunglasses are the most charismatic part of the human body. | |
Coins 30 Weight 0.2 Kilograms
| |
Technologies: Advanced AI | |
Effects: You can identify the common and elite tier genomorphs and augments used by any creature you can see. | |
If you use a standard action instead of a lesser action to make an Insight check, you can see the target, and you are within 5 meters of them, you get a +3 bonus to the check. | |
Special: The scouter must be worn over the eyes in order to function. |
Personal Computer Gadget
| |
Personal computers come in all sorts of forms: glasses, handheld projectors, wrist-mounted, and more. | |
Coins 1 Weight 0.5 Kilograms each
| |
Effects: The Personal Computer can be used for hacking. Its wireless can be turned on or off as a standard action. | |
It has camera and microphone which can be used for visual and auditory perception by connected creatures. The camera and microphone are not as high quality as proper sensory organs, and can only see and hear half as far. | |
The Personal Computer can run programs. |
Binoculars Gadget
| |
Coins 1 Weight 0.5 Kilograms
| |
Handedness: Binoculars must be held in one hand to function effectively. | |
Effects: As a lesser action, you can double the distance at which you see things in a particular 90 degree cone, but stop being able to see things anywhere else. This lasts until you use this again, or put down the binoculars. This telescoping effect cannot be combined with other telescoping effects. |
Parabolic Microphone Gadget
| |
Coins 10 Weight 5 Kilograms
| |
Handedness: Parabolic microphones must be held in one hand to function effectively. | |
Effects: As a lesser action, you can quadruple the distance at which you hear things in a particular 30 degree cone. This lasts until you use this again, or put down the microphone. This sound-telescoping effect cannot be combined with other sound-telescoping effects. |
Laser Microphone Gadget
| |
[ Trigger Grip ] | |
Coins 20 Weight 8 kilograms
| |
Range: 30m/60m/Unlimited | |
Effects: Successfully hitting a target allows you to hear as though you were a creature with the standard 0.5m creature hearing range at the target's position. This effect lasts until you use the Laser Microphone on a new target or move, or the target moves. While the target is blocked by intervening materials, this effect is suppressed. |
Signal Jammer Gadget
| |
Coins 30 Weight 1 Kilogram
| |
Effects: While active, the Signal Jammer blocks all devices and creatures from connecting wirelessly within 50 meters. It can be turned on or off as a standard action. This can be detected by TEMPEST from 500 meters away. |
Scanner Gadget
| |
This is a complex suite of scanning devices. | |
Coins 200 Weight 10 Kilograms
| |
Effects: As a move action, this item may be deployed on the ground. At the beginning of its turn, it reports a complete description of the area within 30 meters of itself, as it was one round previous. The Scanner does not function if it was moved during that time. The scanner's description is accurate to within 1 centimeter, allowing users to discern rough chemical composition, temperature, and electrical charge. |
CounterStrike Device Gadget
| |
The CounterStrike Device blindly makes hacking attempts against those that connect to it. | |
Coins 150 Weight 0.5 kilograms
| |
Effects: The CounterStrike Device should be plugged directly into another device's network connection point. When anyone attempts to hack the device, the CounterStrike Device makes a hacking attack back at them, using a Hacking Bonus of +4. The hacking attack it attempts is chosen in advance, and may be changed by a controller as a standard action. | |
Special: The CounterStrike Device's Hackability Score is 6. |
Parachute Gadget
| |
This is a cloth and some string in a bag. | |
Coins 2 Weight 2 Kilograms
| |
Effects: As a move action, this item may be deployed in the air. It opens, giving the you a 10 meter fly speed with a 20 meter aerobatics distance. You cannot fly upwards, and must fly downwards at least 1 meter per 4 kilograms you weigh each round. | |
While on the ground after it has been deployed, it drags and catches on things, halving your land, swim, and burrow speeds until it is discarded. |
Database Gadget
| |
This thing's capacity is measured in zettabytes. | |
Coins 20 Weight 25 Kilograms
| |
Effects: The database can store an essentially unlimited quantity of text, audio, video, and other data. | |
The database's wireless can be turned on or off as a standard action. |
Power Adapter Gadget
| |
Coins 0 Weight 0.5 Kilograms each
| |
Effects: When plugged into two sources that use or have power, either one may spend up to two points of the other's power each round. | |
Special: Trying to drain more than 100 power total from a given city district during a single round typically results in the circuit breaker cutting off power to that district. |
Power Cell Gadget
| |
Coins 10 Weight 3 Kilograms
| |
Effects: The power cell provides 3 Power Storage. |
Portable Generator Gadget
| |
Coins 60 Weight 10 Kilograms
| |
Effects: The portable generator provides 1 Power Regeneration, at the expense of 10 Kilograms of fuel per hour. |
Small Reactor Gadget
| |
Coins 500 Weight 1000 Kilograms
| |
Technologies: Miniaturized Fission | |
Effects: The small reactor provides 10 Power Regeneration. |
TEMPEST Detector Gadget
| |
Coins 150 Weight 400 Kilograms
| |
Effects: The TEMPEST Detector provides a TEMPEST sense from its location for anyone close enough to see its display or connected to it. | |
The TEMPEST Detector's wireless can be turned on or off as a standard action. |
Megaphone Gadget
| |
Coins 0 Weight 1 Kilogram
| |
Effects: By speaking into the megaphone while holding it, you may have your voice heard from up to 1 kilometer away. By spending 1 power, you may increase that to 2 kilometers. |
Hoverboard Gadget
| |
Coins 150 Weight 4 Kilograms
| |
Effects: You gain a 50 meter fly speed with 10 meter aerobatics distance. While more than 2 meters from any solid surfaces as large as yourself, you must fly angled at least 45 degrees downwards. This drains 1 power per round, and can be heard from 200 meters away. | |
Turning on or off the Hoverboard is a move action. |
Tightbeam Communicator Gadget
| |
[ Trigger Grip ] | |
Coins 10 Weight 1 Kilogram
| |
Range: 30m/60m/Unlimited | |
Handedness: Firing can be done in one or two hands. | |
Effects: Successfully hitting a Tightbeam Communicator transmits a message of your choice to them, then you and the target may choose to synchronize the Communicators: by doing so, each of you constantly transmits your location to the other, and the two Communicators become directly connected until they are blocked for a full round by intervening materials or either one is disconnected as a standard action. | |
The Tightbeam Communicator also functions as a personal computer. |
Whisper Generator Gadget
| |
[ Trigger Grip ] | |
Coins 10 Weight 1 Kilogram
| |
Technologies: Directed Sound | |
Range: 20m/80m | |
Handedness: Firing can be done in one or two hands | |
Effects: Successfully hitting a target or point creates a quiet sound at that location. Choose an hearing distance of 2 to 20 meters for the sound. The whisper generator can fire through obstacles without difficulty. |
Quantum Randomizer Gadget
| |
This is a small box for generating truly random numbers. | |
Coins 1 Weight 0.1 Kilograms
| |
Effects: The Quantum Randomizer can generate One-Time Pads as data that may be transmitted to other devices. Any message encrypted using a One-Time Pad can only be read by a device with the same One-Time Pad: other devices that get the message can only determine who it's from and to, and when it was sent; and only a device that is capable of decrypting a message can be hacked with encrypted messages. One-Time Pads cannot be transmitted securely over the internet.
|
Wireless Hub Gadget
| |
Coins 20 Weight 10000 Kilograms
| |
Effects: The wireless hub has a wireless connection with a range of 40000 kilometers, allowing it to connect to the wireless hub-equipped satellites orbiting the planet. The enhanced range of this wireless connection is limited by the range of the devices it is connecting to. This wireless connection costs 1 power per round. |
Organ Generator Gadget
| |
Coins 50 Weight 10 Kilograms
| |
Technologies: Bioprinting | |
Handedness: The organ generator may be used one-handed. | |
Effects: With one round of concentration you may make an attack against AD against a target within reach. If you hit, they are healed for 1 HP. | |
With 5 minutes of production, you can add or remove a Genomorph from a touched creature, if doing so would result in a legal character. |
Duplicator Gadget
| |
This is a massive printing structure, with clear cylindrical tubes filled with various types of cell. It has hundreds of rapidly moving print heads. | |
Coins 300 Weight 3000 Kilograms
| |
Technologies: Bioprinting | |
Effects: The Duplicator can create creatures without Augments or gear at a rate of 50 points or 300 kilograms per round, whichever is less, but only if doing so would not go over your point limit. It can only create creatures for whom it has a Printing Template. | |
The Duplicator can only have three active Printing Templates at a time. Changing out one Printing Template for another takes 1 hour. | |
Special: Printing Templates are created by completely disassembling an original creature. Flaws in the process frequently result in psychological problems in all created creatures. |
Antidote Factory Gadget
| |
Coins 50 Weight 50 Kilograms
| |
Handedness: The antidote factory may be used one-handed. | |
Effects: As a standard action you can inject a target with an antidote to one poison they are suffering from, if you hit their AD. This reduces the attack or save DC of that poison by 1; the reduction does not stack. |
Drugpack Gadget
| |
This is a small backpack made of syringe holders. The holders are often equipped with lights to illuminate the drugs from within for some reason. | |
Coins 2 Weight 2 Kilograms
| |
Handedness: The drugpack is worn, not held. Loading it takes 1 hand. | |
Effects: As a lesser action you may inject yourself with a drug that's loaded into the machine. | |
The Drugpack has a Wireless, which may be turned on or off as a standard action. While on, other people can activate the machine as a standard action, through the use of a secret code or a DC 6 Hacking check. | |
The Drugpack can hold up to 10 doses of drug, and adding or removing one dose takes a standard action. |
Augments
Purchased Augments can be installed or uninstalled with an hour of surgery. Augments that correspond to a particular body part can only be safely removed by installing a replacement Augment or using a method such as an organ generator to regrow the part.
If an augment specifies a body part, the character may not have any other genomorphs or augments that also specify the same body part.
Unless otherwise specified, a character can only install at most one of each Augment.
Implanted Item Augment
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Coins 10 | |
Effects: This performs all the functions of a non-Augment Item, but can only be removed via a cut out attack. It still has weight and can cause encumbrance. | |
Special: Apply this augment to an item to implant it inside your body. You may implant as many Implanted Items as you desire. |
Radar vision Augment
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Coins 20 | |
Technologies: Advanced Neural Interfaces | |
Effects: You can activate or deactivate Radar Vision as a lesser action. While active, you can see without light, but you can be seen from twice as far away by other creatures with Radar Vision active, and can be detected from four times further away using TEMPEST. |
Bioport Augment
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Interfaces directly into your brain, bypassing the pesky sensory limitations of screens and speakers. | |
Coins 20 | |
Technologies: Advanced Neural Interfaces | |
Effects: You can plug yourself directly into systems. This gives you a +1 bonus to Hacking, but makes you vulnerable to Hacking attacks by entities connected to those systems, and exposes your senses to the possibility of external alteration. | |
You can also communicate directly with wireless systems using a wireless connection, for the same bonus. This wireless connection can be turned on or off as a standard action. | |
You can run Programs, generally at better than normal speed. |
Telescoping Arms Augment
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These arms are a series of metal rings encasing a complex mechanical core. | |
Body Part Arms | |
Coins 20 | |
Effects: Your reach doubles. |
Treads Augment
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Body Part Legs | |
Coins 20 | |
Effects: You get +20 meters to land speed, but your jump distance is set to half of your size, and you lose your swim speed. | |
You get +2 Agility for any check where failure would cause you to become prone. |
Sword Feet Augment
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These are simple curved metal strips accompanied by long sharp metal spikes where a heel could be. | |
Body Part Legs | |
Coins 20 | |
Effects: You gain two 1d6 damage no-handed muscle-damage piercing melee weapons. | |
You get +10 meters to land speed while running. | |
You get +2 meters to jump distance. |
Prosthetic Body Augment
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Coins 20 | |
Effects: You are immune to all poisons, diseases, and drugs. You are no longer [ Blooded ] or [ Bony ]. | |
You cannot gain or have genomorphs. |
TEMPEST vision Augment
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Coins 50 | |
Technologies: Advanced Neural Interfaces | |
Effects: You gain a TEMPEST sense, with half the normal range. |
Reactor Augment
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Coins 50 | |
Technologies: Miniaturized Fission | |
Effects: You gain +2 Power Regeneration. | |
You get +1 to Power Storage. | |
When a single attack inflicts two or more wounds on you, there is a 50% chance that the Reactor explodes, making two ranged attacks against every creature and unattended object in a 10 meter Muscle-Area spray, one for 1d6 Heat damage and the other for 1d6 Physical damage. The Accuracy of this attack is +2. | |
Special: This augment may be taken a second time. Instead of the explosion chance triggering once on every attack of two or more wounds, it now triggers once on every attack of one or more wounds, and deals +1 damage for both explosion attacks. |
Metal Arms Augment
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These arms are a series of metal rings encasing a complex mechanical core. | |
Body Part Arms | |
Coins 50 | |
Effects: By spending 1 Power, you may ignore the penalties for being encumbered for 4 rounds. | |
Your unarmed attacks' base damage increases to 1d6 when using your hands. |
Metal Legs Augment
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Body Part Legs | |
Coins 50 | |
Effects: Your unarmed attacks' base damage increases to 1d6+1 when not using your hands. | |
You get +10 meters to land speed, and +4 meters to jump distance. | |
You get +5 meters to swim speed. |
Hydraulic Legs Augment
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Body Part Legs | |
Coins 50 | |
Effects: You get +1 to Agility. | |
You get +5 meters to land speed, and +2 meters to jump distance. | |
You get +2 meters to swim speed. | |
As a move action that costs 2 Power, you can jump to any stable landing spot within a distance equal to your land speed. |
Artificial Lungs Augment
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Body Part Lungs | |
Coins 50 | |
Effects: You can hold your breath for four times as long. | |
You are not vulnerable to inhaled poisons or diseases. | |
You get +5 meters to your movement speeds. |
Neural Regulator Augment
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Coins 50 | |
Technologies: Advanced Neural Interfaces | |
Effects: If you are blind or deaf, you get +1 to perception. | |
You can turn your senses on or off as a lesser action once per round. | |
Your Bluff rolls, after modifiers, are always raised to a minimum of 3. | |
You may reroll each failed save against fear once. |
Hydraulic Arms Augment
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Body Part Arms | |
Coins 200 | |
Effects: Your unarmed attacks' base damage increases to 1d6 when using your hands. | |
Once per round, you can get a +2 bonus to Muscle for the round by spending 1 Power. | |
When you would fling with a Shove attack, you may spend 1 Power to increase the distance flung by 3 meters. |
Nanomorph Arms Augment
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Body Part Arms | |
Coins 200 | |
Technologies: Coordinated Nanotechnology | |
Effects: Your reach is doubled. | |
As a lesser action once per round, you may transform one or both of your arms into one of a number of shapes, or back to normal. Alternate shapes lose the ability to hold things with that arm but gain bonuses in exchange:
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Special: Nanomorph Arms only alters two of your arms. |
Deathfrenzy Spine Augment
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Coins 200 | |
Technologies: Advanced AI | |
Effects: You get +1 to Agility. | |
You can act normally while unconscious. | |
When you die, you may specify a creature or creatures: if you do, then for the next 3 rounds, your body frenzies against those creatures. If reduced to -5 HP before then, your body stops fighting. |
Malleable Exoskeleton Augment
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Coins 200 | |
Technologies: Coordinated Nanotechnology | |
Effects: You gain Physical Resist 1. | |
You cannot be squeezed. | |
You can attempt to break out of a grapple once per round as a lesser action. Make an attack roll; if you hit the GD of the creature in the grapple with the highest GD (other than yourself), you are no longer grappled. |
Recoil Compensator Augment
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Coins 200 | |
Effects: All weapons you wield function as though you had carefully placed stands for them. | |
By spending 2 Power, you may make a Heavy weapon non-Heavy for the next attack it makes this round. The Power cost increases by 2 each time you use this ability in a round. |
Integrated Optics Augment
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Coins 200 | |
Technologies: Advanced Neural Interfaces | |
Effects: You can use remote viewing with one sensing device at a time without ignoring your surroundings. | |
When you Pay Attention, you may choose to forfeit your bonus to senses other than visual in exchange for gaining the benefits of aiming. | |
Special: Integrated Optics only functions if you have a Bioport. |
Heuristics Overlay Augment
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Coins 200 | |
Technologies: Advanced Neural Interfaces | |
Effects: As an immediate action that costs 3 power, you can reroll a single die. | |
Your minimum bonus for a skill check is +1. | |
You do not suffer detection penalties for noise, overpowering stench, or interference. | |
Special: Heuristics Overlay only functions if you have a Bioport. |
Drugs
Hemo-Rage Drug
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Expends all of the body's resources in a minute. | |
Coins 10 Weight 0.1 Kilograms
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Effects: Injecting Hemo-Rage makes a +2 attack against GD against the victim. If hit, they get 1 additional Attack and +10 meters to movement speeds, but lose 1 HP at the end of each of their turns. This lasts until they die. |
Oculon Drug
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Coins 10 Weight 0.1 Kilograms
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Effects: Injecting Oculon makes a +2 attack against GD against the victim. If hit, they get +1 Perception for 1 round, and then -1 Perception for the following 9 rounds. |
Somnaste Drug
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Coins 10 Weight 0.1 Kilograms
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Effects: Injecting Somnaste makes a +2 attack against GD against the victim. If hit, they become very drowsy and tired. They fall unconscious after a minute, and do not wake up until 1d6 hours have passed. |
ZOM Drug
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Psychotropic nanobot swarms reproduce rapidly in the flesh before expending all the necessary trace metals in the body and wearing down. | |
Coins 10 Weight 0.1 Kilograms
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Effects: Injecting ZOM makes a +3 attack against GD against the victim. If hit, they are possessed with an overwhelming desire to bite as many people as possible for 1d6 hours, making no-handed unarmed attacks to wound each person. People wounded in this way are subject to the effects of a ZOM injection. Afflicted creatures also do not fall unconscious at 0 HP, only at -1 or lower. Any creature that is attacked by the injection is immune to any further attacks by ZOM injection for 24 hours. |
Metaboost Drug
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Coins 1 Weight 1 Kilogram
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Effects: Injecting Metaboost makes a +2 attack against GD against the victim. If hit, they are tired for 1 minute and experience one additional day of hunger. After the minute has passed, they are healed for 1 wound. |
Haxxon Drug
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Nanobots work in concert to generate and receive wireless signals. | |
Coins 10 Weight 0.1 Kilograms
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Technologies: Coordinated Nanotechnology | |
Effects: Injecting Haxxon makes a +2 attack against GD against the victim. If hit, all of their augments become wirelessly connected for 15 minutes. |