Gear#
Compounds#
Adrenaline Booster#
Cost: 50 Coin
Consumable 1
Target recovers 2 stress.
Healing Remedy#
Cost: 20 Coin
Consumable 1
Remove a biological ailment, and lower the difficulty of resisting contraction by -1 until the end of the scene.
McQueen#
Cost: 50 Coin
Consumable 1
Get Quickened until the end of combat.
Neuro Booster#
Cost: 150 Coin
Consumable 1
Attacks against you suffer +1 difficulty, and you can defend against ranged attacks until the end of combat. In addition, reaction actions are free actions for you.
Spiritual Restoration Elixir#
Cost: 70 Coin
Consumable 1
Recover 2 Mana.
Steroids Booster#
Cost: 100 Coin
Consumable 1
Increase your natural armor by 2 until the end of combat.
Area of Effect#
Flash Grenade#
Cost: 150 Coin
Consumable 1, Range, Blast, Stun
Fog Grenade#
Cost: 50 Coin
Consumable 1, Range, Zone
Applies the Trait Fog to a zone.
Pressurization Grenade#
Cost: 100 Coin
Consumable 1, Range, Zone
This grenade, a mathematically-precise composition of expertly carved patterns, can be set to HIGH or LOW. Upon use, it applies the Matter Alteration power Under Pressure to a nearby zone.
Resin Grenade#
Cost: 100 Coin
Consumable 1, Range
Applies Bound 3 to a target upon a successful attack.
Movement Items#
Parachute#
Cost: 100 Coin
Unsafe 2
The bigger they are, the softer they fall. A parachute may be used to soften landings with an Operate test of difficulty 1.
Rollerblades#
Cost: 50 Coin
When moving between zones, you may choose to roll in a specific direction. If you do, you automatically move an additional zone in that direction at the start of every round. This effect ends when your path is obstructed. You may also end it as a free action.
Jet Boots#
Cost: 150 Coin
Move 1 extra zone at any direction when taking the Movement or Rush actions.
Weapon Upgrades#
Silencer#
Cost: 70 Coin
-1 damage, Subtle 2
Thermal Lens#
Cost: 50 Coin
Ignore Traits that hinder sight.
Miscellaneous#
Binoculars#
Cost: 50 Coin
Reduces by 2 the difficulty of Study checks on distant targets, to a minimum of 1.
Portable Camera#
Cost: 100 Coin
Silvergraph Sheets#
Cost: 50 Coin
Consumable 5
Sleep Darts#
Cost: 150 Coin
Consumable 3
Targets must Survive at difficulty 2 or receive the Trait Asleep.
Tattoo of Friability#
Cost: 150 Coin
2 times per scene, you may apply the Trait Friable to a wall or some other large construct composed of a solid material. The object crumbles easily upon touch and can be passed through. The effect remains until the end of the next round.
Tattoo of Mineralization#
Cost: 100 Coin
1 time per scene, you may gain the Trait Mineralized until the end of the next round. You ignore all effects and cannot take actions.
Tattoo of Transparency#
Cost: 200 Coin
2 times per scene, you may gain the Trait Invisible until the end of the next round.
Lockpick Kit#
Cost: 100 Coin
This array of intricate tools brings the art of lockpicking closer to the layperson. The difficulty of lockpicking skill tests is lowered by -1, to a minimum of 1.
Magnetic Safecracker#
Cost: 200 Coin
This silver, round device crackles and whirs as it produces a magnetic pulse, trying to pick the lock with bruteforce electricity. Once per scene, automatically open a lock that would require a skill check of difficulty 3 or lower.
Miniature Morse Transceiver#
Cost: 100 Coin
This small, brick-like mechanical device can capture and transmit radio frequencies over large distances. Decoding and encoding short messages is a difficulty 1 Operate test and takes 10 minutes. Transmitting a signal is a difficulty 2 Operate test.
Short-range Radio Speakers#
Cost: 200 Coin
This pair of electronic bands, made of rubber, wires and spiky short antennas, is usually worn as a rough bracelet and relays wireless comms over short distances. Pairing a speaker to a specific frequency is a difficulty 1 Operate test, and enables communication with every other speaker that is tuned to the same frequency within a radius of 5 zones.
Radio Jammer#
Cost: 300 Coin
A spiky, silver, bulky device. It emits a whirlwind of radio signals, wreaking havoc upon the wireless. Radio devices are useless within 5 zones of the radio jammer, and require a difficulty 3 Operate test when used within 10 zones.
Oxygen Mask#
Cost: 100 Coin
Protecting the eyes and airways from dangerous chemicals, this mask may be used to breath clean air for 5 consecutive rounds. It may also be used to breath underwater for the same duration.
Oxygen Tank#
Cost: 50 Coin
Together with the Oxygen Mask, this tank supplies breathable air for the duration of a scene. Re-filling is an Operate Cleverly test of difficulty 2.