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1 | Item List Table | |||
2 | Name | Description | Effect | Cost |
3 | Remember that a player can have up to 4 Tools, unless other equipment states the contrary. A character has, at base: 4 regular Tool Slots, 4 Narrative inventory slots, & 4 Stock inventory slots. Terms: Consumable - The item disappears upon use. Reusable - The item can be used three times a day. Unique - The user can only carry one of said items. If an item has multiple tiers, it can be upgraded to a higher Tier by paying the difference between the original cost and the higher tier cost. Exclusive - A term used specifically for Weapon Attachments, meaning that it can only be equipped to a certain weapon or weapon type. Compact - The item doesn't occupy a Tool Slot. Narrative - This item can be placed in the Narrative inventory or in a regular Tool Slot. Stock - This item can be placed in the Stock inventory or in a regular Tool Slot. | |||
4 | Transportation | |||
5 | Bicycle T1 / T2 | T1 Seats: 1 T2 Seats: 2 | -- | T1: 750k ahn T2: 1000k ahn |
6 | Motorcycle | Seats:1 | -- | 4,000k ahn |
7 | Car | Seats:4 | -- | 20,000k ahn |
8 | Van | Seats:6 | -- | 40,000k ahn |
9 | Truck | Seats:2 | -- | 50,000k ahn |
10 | Boat | Seats:4 | -- | 20,000k ahn |
11 | ||||
12 | Accessories | |||
13 | Backpack | A bag with twin shoulder straps meant to be carried on the back. | Increase the regular Tool Slots of the character by X. This item is considered Compact. | 250k ahn per tool slot (max 4) |
14 | Bandoliers T1 / T2 | A belt with loops and pockets for cartridges and canisters. | T1 : Allows the user to carry 2 Grenades in the same Tool slot as this item. T2 : Allows the user to carry 3 Grenades in the same Tool slot as this item. Grenades can be thrown in your turn with a Universal Reaction instead of an Action. This item is considered Stock. | T1 : 600k ahn T2 : 2500k ahn |
15 | Commlink™ | A small device that enables long distance audio and video communication. | Allows for a character to communicate with another that also has a Commlink™. This item is considered Compact. | 500k ahn |
16 | Networked Device | An encyclopedic device that assists with fast lookup and recall of open-access information. | Allows the user to automatically succeed on Prudence rolls related to recalling knowledge. This is limited to information that is readily available, and cannot be used for recollection of anything that is kept totally secret from the wider public. This item is considered Narrative. | 1000k ahn |
17 | Rebreather | A breathing apparatus that cycles unused oxygen for longer periods of sustained underwater activity. | Allows the user to breathe while in water and other non-corrosive liquids for an indefinite amount of time. The user does not have to make any Challenge Rolls for sustained periods of time without breathing while using a Rebreather. This item is considered Narrative. | 1000k ahn |
18 | Heavy Duty Boots T1/T2 | T1: Tough leather utility boots, flexible for all terrains T2: Military grade combat boots with thick soles. | T1: Reduces all instances of Hazard Bleed to 1 per infliction. While equipped, gives -2 SQR to movement. T2: Nullifies all instances of Hazard Bleed. While equipped, gives -1 SQR to movement. | T1 : 500k ahn T2 : 1500k ahn |
19 | Mag Carrier | Designed to hold your bullets better than your pockets. | T1 : Allows the user to carry 15 Bullets in the same Tool slot as this item. T2 : Allows the user to carry 25 Bullets in the same Tool slot as this item. This item is considered Stock. | T1 : 500k ahn T2 : 1500k ahn |
20 | Dimensional Bag | -- | You can store X amount of weapons/tools in the bag. Once on your turn, you may sheathe a weapon/tool and change it for another in the bag for free. | 2000k ahn per slot |
21 | Brutalist’s Expense | A set of needles and tubes attached to a small box that leads to another tube & needle. | As an Action, roll a d8+2. Apply that result of Bleed to yourself and heal one ally 1 SQR away from you that same amount. Can only be used in combat. Reusable. | 400k ahn |
22 | Night-Vision Goggles | A robust piece of equipment that is placed on the head, over the eyes. | Grants the user enhanced vision in dark spaces. This item is considered Narrative. | 500k ahn |
23 | Eagle-Eye Contacts | Contact lenses that sharpen image definition. | Allows the user to see at further distances at clearer definition, effectively double that of normal vision range. This item is considered Narrative. | 500k ahn |
24 | Lifesense Detector | A device that tracks heat signals. Somewhat inaccurate on location. | Allows the user to, as a free action, faintly feel any lifeform within 8 SQR of them. They will only know the number, not where they are or what they are. This item is considered Narrative. | 1000k ahn |
25 | Pitch-Perfect Voice Modulator | A small device finely tuned for processing audio/vocals. | Allows the user to mimic the voice of anyone they have heard speak, provided they know the language already. This item is considered Narrative. | 1000k ahn |
26 | Pheromonal Sensor | A sensor that detects slight chemical changes in the air. | Allows the user to get an estimated impression of what the target is experiencing emotionally. This item is considered Narrative. | 500k ahn |
27 | Tremor Sensor | A set of small pressure feedback sensors. | Allows the user to, as a free action, faintly feel movement within 8 SQR of them. They will know the number of sources and from where this movement is originating. This item is considered Narrative. | 1000k ahn |
28 | Hidden Compartment | A compartment that keeps its contents well hidden. | Allows the user to hide X items in a secret compartment somewhere on their gear/body. The items within cannot be discovered unless they are actively being searched for, and any actions to find these items suffer a -5 difficulty. This item is considered Narrative. | 250k ahn per item slot |
29 | Memory Recorder | An interface that captures and preserves the bearer’s memories. | Allows the character to remember everything they experience, limits subject only to their own interpretation of the item. Any action which predominantly concerns memory is an automatic success. | 500k ahn |
30 | [X] Enhancement | A suite of enhancements that give the user an edge in the fields of their choice. | You may only have one of these Enhancements equipped at the same time, but may purchase multiple variations. At GM's discretion, the user may change their equipped Enhancement. [X] and [Y] are Stats chosen upon acquisition/creation. When equipped, all [Y] checks are rolled with a -2. On Use, [X] checks are rolled with Advantage. Reusable. This item is considered Compact. | 1500k ahn |
31 | Equipment License | A license to carry or utilize equipment in situations where it would otherwise be impermissible. | Being licensed with a piece of equipment ensures that the bearer will be allowed to (at minimum) carry it in any place which respects the Head's laws. The type of equipment is designated on purchase. This item is considered Compact. | 250k per license |
32 | Perception Blocking Mask | An unorthodox implement that confers greater anonymity. | Remembering anything about the wearer requires a Prudence check, even when normally one would not be required. Initially, these checks are made at Disadvantage. After an amount of time elapsed determined by the GM, such checks are no longer possible. This item is considered Narrative. | 2000k ahn |
33 | ||||
34 | Utilities | |||
35 | Lockpicking Kit | A collection of oddly shaped pins. | Gives advantage to a Prudence check when trying to pick a mechanical lock. On a Partial Success, you fail to open the door but may attempt again. On a Failure, you jam the lock. You cannot make more attempts, and the door cannot be unlocked normally. This item is considered Narrative. | 250k ahn |
36 | Rope | A durable cord made of twisted synthetic fiber. | 50 feet worth of rope. A staggered character can be restrained. If a character is restrained using this, they are considered Grappled versus a Fortitude penalty of -2. This item is considered Narrative. | 100k ahn |
37 | Grenade Launcher | It’s a grenade launcher. | When held, this allows for the use of Grenades with a range of 15 squares, without additional requirements for holding the Grenade. This item requires two hands to use. | 1000k ahn |
38 | Portable Ram | A big, bulky device. It’s basic in design, practically a pillar with a grip. | Gives a +3 to Fortitude checks when trying to take down a barricade, wall or door. This item requires two hands to use. | 350k ahn |
39 | Flashlight | A handheld device that shines a bright ray of light. | Grants the user vision in dark spaces. This item is considered Narrative. | 50k ahn |
40 | Caltrops | An area denial weapon made up of two or more sharp spines arranged such that one of them always points upward from a stable base. | On use, you can mark 9 squares with a Broken Glass Hazard that stays until someone uses an Action to remove the Caltrops from the squares adjacent to them. The Hazard can’t be deployed further than 3 squares from you. If this item is removed by an enemy, it is considered unrecoverable unless later salvaged. This item is considered Stock. | 150k ahn |
41 | Grappling Hook | A sturdy hook, with enough rope to toss it freely. | This hook can be thrown with an Action to a spot within a range of 10 SQRs, presuming the spot is reasonable to throw the hook to. If retracted in the same Action, you can move along a straight path towards the point designated. This procs Opportunity Attacks as normal if passing through applicable range. If the rope is not immediately retracted, it can be retracted with a free action during the user’s turns, either bringing the user to the designated point, or bringing the hook back to the user. | 1000k ahn |
42 | False Documents | Simple fake stationery. Whether it's some permission, a license, or a completely new identity. | You can obtain a false identity with the necessary papers to pretend to be someone else. Once this documentation is done, it cannot be altered. Upon buying False documents, create a Copy of your BioSheet and fill it in with the False Document information. This item is considered Compact. | 1000k ahn |
43 | Interfacing Kit | A set of tools and devices necessary for manipulating the inner workings of machines. | Allows the users to interface with technology, send it commands, or control it. For trivially secured devices, this requires no check. For more carefully secured devices or complicated operations, a Prudence check must be made. On a Success, interfacing is successful. On a Partial Success, progress has been made, reducing the difficulty of the subsequent attempt by 1. The time it takes to make each interfacing check, the difficulty based on security and complexity of the alterations, and the consequences of check Failure are determined by the GM. This item is considered Narrative. | 1000k ahn |
44 | Deployable Wall T1 / T2 | -- | As an Action, choose an unoccupied space in a SQR up to your Throwing range and place a Wall Token there. Wall Tokens can't be moved through by anyone, count for the purposes of gaining half cover against ranged attacks, count as walls for the purposes of Force Damage. These Wall Tokens have fixed HP/ST, with normal resistances to all damage types. If either HP or ST is depleted, the Deployable Wall is destroyed. This item can be recovered at the end of combat if undestroyed. T1: 20 HP/ST T2: 40 HP/ST | T1: 500k ahn T2: 1000k ahn |
45 | Blood Sampler | A device that can collect and store samples of blood. | Allows the user to take blood from a willing or incapacitated person. The user can also take blood from a non-willing, conscious person, but only at discretion. After a period of time, the Blood Sampler will return any public records of the person the blood is linked to. This item is considered Narrative. | 250k ahn |
46 | Code Cracker | A device that can record and store a limited number of biological code patterns. | Allows the user to record biometric information that can be used for locks, such as retinal scans or fingerprints. When using information stored in a Code Cracker to unlock a biometric lock, no Challenge Roll needs to be made to interface with it. This item is considered Narrative. | 500k ahn |
47 | Repair Kit | A kit of everything one could need to repair simple and mechanical components, along with a limited amount of spare parts. | Allows the user to forgo any Challenge Rolls needed to repair simple devices and other objects. Gives Advantage on any Challenge Rolls the user makes to repair more complicated devices and objects. In cases where it would be fitting, the user can forgo the need for spare parts to repair objects. This item is considered Narrative. | 1000k ahn |
48 | Spy Camera | A small camera that can be set up in hidden areas to record. | The user can deploy a Spy Camera in any place a handheld object would fit. It records anything that it can see from the place it is deployed, and the recording can be viewed back after it is retrieved. Spy Cameras require a full success on an Insight Challenge Roll to be found, and this roll can only be made under reasonable circumstances, such as if a character being recorded suspects as much. Spy Cameras are destroyed by any damage. If destroyed, all recordings made by the Spy Camera are irreversibly lost, but the Spy Camera itself can be salvaged. This item is considered Narrative. | 750k ahn |
49 | ||||
50 | Consumables | |||
51 | Medkits | |||
52 | This item can be purchased as either 3-use Consumable or Reusable. This item is Unique. | |||
53 | Tier 1 | An assortment of medical supplies. | On Use, heal HP mid-combat by rolling: 4d6+[Prudence Modifier 3] On Use during a Short Rest, you can instead choose to heal a fixed amount: 24+[Prudence Modifier 3] | Consumable: T1 : 500k ahn Reusable: T1 : 1500k ahn |
54 | Tier 2 | On Use, heal HP mid-combat by rolling: 8d6+[Prudence Modifier 3] On Use during a Short Rest, you can instead choose to heal 48+[Prudence Modifier 3] | Consumable: T2 : 1250k ahn Reusable: T2 : 3750k ahn | |
55 | Tier 3 | On Use, heal HP mid-combat by rolling: 12d6+[Prudence Modifier 3] On Use during a Short Rest, you can instead choose to heal: 72+[Prudence Modifier 3] | Consumable: T3 : 2000k ahn Reusable: T3 : 6000k ahn | |
56 | Tier 4 | On Use, heal HP mid-combat by rolling: 16d6+[Prudence Modifier 3] On Use during a Short Rest, you can instead choose to heal 96+[Prudence Modifier 3] | Consumable: T4: 4000k ahn Reusable: T4: 12000k ahn | |
57 | Tier 5 | On Use, heal HP mid-combat by rolling: 20d6+[Prudence Modifier 3] On Use during a Short Rest, you instead can choose to heal 120+[Prudence Modifier 3] | Consumable: T5: 7000k ahn Reusable: T5: 21000k ahn | |
58 | Enkephalin | |||
59 | This item can be purchased as either 3-use Consumable or Reusable. This item is Unique. | |||
60 | Tier 1 | A syringe laced with opiates, intended to dull the pain. | On Use, heal ST: 2d6+[Charm Modifier] | Consumable:T1 : 350k ahn Reusable:T1 : 1050k ahn |
61 | Tier 2 | On Use, heal ST: 4d6+[Charm Modifier] | Consumable:T2 : 875k ahn Reusable:T2 : 2625k ahn | |
62 | Tier 3 | On Use, heal ST: 6d6+[Charm Modifier] | Consumable:T3 : 1400k ahn Reusable:T3 : 4200k ahn | |
63 | Tier 4 | On Use, heal ST: 8d6+[Charm Modifier] | Consumable:T4: 3000k ahn Reusable:T4: 9000k ahn | |
64 | Tier 5 | On Use, heal ST: 10d6+[Charm Modifier] | Consumable:T5: 5000k ahn Reusable:T5: 15000k ahn | |
65 | Battery | |||
66 | This item is Reusable & Unique. | |||
67 | Tier 1 | Small batteries that can be connected to weapons, augments and outfits for a quick upstart. | On Use: Gain 4 Charge. | 250k ahn |
68 | Tier 2 | On Use: Gain 8 Charge. | 500k ahn | |
69 | Tier 3 | On Use: Gain 12 Charge. | 1000k ahn | |
70 | Tier 4 | On Use: Gain 16 Charge. | 2000k ahn | |
71 | Tier 5 | On Use: Gain 20 Charge. | 4000k ahn | |
72 | Truth Serum Vial | |||
73 | This item is considered Narrative. | |||
74 | Tier 1 | A little vial with a white, tasteless liquid. | Any person that drinks or ingests this through any medium must do a Prudence Check. The modifier for this check depends on the tier of the vial, equal to - [Tier * 2] On Failure, they will answer truthfully and to the fullest extent of their capacity through the remaining conversation, unaware of it. On a Partial Success, they will answer just as truthfully. On a Success, they are unaffected and realize they’ve been fed the Serum. | 3500k ahn |
75 | Tier 2 | 5000k ahn | ||
76 | Tier 3 | 6500k ahn | ||
77 | Growth Phial | |||
78 | Tier 1 | An odd container with a sharp-tasting liquid. | Any entity that consumes this item has their token size increased to 2x2 towards any direction off of their base token location. Any other character occupying this space is pushed to the closest free square. This counts as Forced Movement. If the map size around you does not allow sufficient space to do this, this will not have any effect. This effect lasts for a duration depending on the tier of the phial. T1: 2 Rounds T2: 4 Rounds T3: 8 Rounds | 1000k ahn |
79 | Tier 2 | 2000k ahn | ||
80 | Tier 3 | 4000k ahn | ||
81 | Sleeping Drug | |||
82 | Tier 1 | Medicine in different forms of your choice. Pills, syrup, powder, etc. | Any person that drinks or ingests this through any medium must do a Temperance Check. The modifier for this check depends on the tier of the drug, equal to - [(Tier * 2) -2] On a Failure, they become unable to move, although they can still do minimal movements such as moving their lips or blinking. On a Partial Success, they gain 3 Bind. The duration for Failure and Partial Success also depends on the tier of the drug. T1: Failure: 5 minutes; Partial: 2 Rounds T2: Failure: 15 minutes; Partial: 4 Rounds T3: Failure: 30 minutes; Partial: 10 Rounds | 1000k ahn |
83 | Tier 2 | 2000k ahn | ||
84 | Tier 3 | 4000k ahn | ||
85 | Other | |||
86 | Ration | Non-perishable food. | Can only be used outside of combat. You may hold up to 2 Rations in a single Tool Slot. Roll 2d4+2. Heal that much HP When used during a short rest instead restore a flat 10 HP | 50k ahn |
87 | Strength-Pop! | A snap and drink soda can with a red color and cherry taste. | Upon consumption, your next Fortitude Challenge Roll will be done with a +2. You may hold up to 3 soda cans in a single Tool Slot. This item is considered Narrative. | 350k ahn |
88 | Smarts-Pop! | A snap and drink soda can with a yellow color and banana taste. | Upon consumption, your next Prudence Challenge Roll will be done with a +2. You may hold up to 3 soda cans in a single Tool Slot. This item is considered Narrative. | 350k ahn |
89 | Quick-Pop! | A snap and drink soda can with a cyan color and blueberry taste. | Upon consumption, your next Justice Challenge Roll will be done with a +2. You may hold up to 3 soda cans in a single Tool Slot. This item is considered Narrative. | 350k ahn |
90 | Love-Pop! | A snap and drink soda can with a pink color and pomegranate taste. | Upon consumption, your next Charm Challenge Roll will be done with a +2. You may hold up to 3 soda cans in a single Tool Slot. This item is considered Narrative. | 350k ahn |
91 | Sight-Pop! | A snap and drink soda can with an orange color and orange taste. | Upon consumption, your next Insight Challenge Roll will be done with a +2. You may hold up to 3 soda cans in a single Tool Slot. This item is considered Narrative. | 350k ahn |
92 | Restraint-Pop! | A snap and drink soda can with a purple color and avocado taste. | Upon consumption, your next Temperance Challenge Roll will be done with a +2. You may hold up to 3 soda cans in a single Tool Slot. This item is considered Narrative. | 350k ahn |
93 | Pack of Cigarettes | A generic brand of cigarettes. | On use, gain 1 Smoke and regain 1 SP. A lighter is required for use. 12 Uses. You may only gain the effect of Cigarettes out of combat to a maximum of 5 Smoke and 5 SP. | 200k ahn |
94 | ||||
95 | Miscellaneous | |||
96 | Firecrackers | A bundle of fun. Very loud and very distracting. | Consumable, requires a Lighter to use. 10 Uses. | 25k ahn |
97 | Rubber Duck | It squeaks when squished or pressed. | Nothing ...Why would you buy this? | 15k ahn |
98 | Lighter | A small handheld flame. | You can set small fires with this, as well as light up firecrackers or cigarettes. | 5k ahn |
99 | Ever-Clean | A small, simple Pin that you can attach to your clothing. The style and look of the pin is up to the player’s choice. | You can put this pin on any Outfit or set of clothes of your choice. Whenever that piece of clothing or Outfit gets dirtied, it will automatically cleanse itself; any spot or speck of dirt dissolving as if it never was there initially. This pin can be freely removed and put onto another piece of clothing as a free action, but it will only start applying its effect 1 hour after placement. | 200k ahn |
100 | Secret Ink Marker | A normal looking thick marker of the buyer’s color preference. | Upon using this Marker, it will seemingly appear to not be doing anything. The ink in the color chosen when buying the Marker will only show up momentarily, when heated up, be it by putting it near fire or otherwise. | 150k ahn |
101 | Deployable Jukebox | A small jukebox, able to record, store, and play any music or audio you have access to or have previously recorded. | You may place this jukebox down as a free action. You can use an Action to record audio or play audio from the jukebox. It is a free action to end the Jukebox's action. | 350k ahn |
102 | ||||
103 | Bullets | |||
104 | Standard | -- | This is a standard bullet without additional effects. Compact. | 20k (100k for 5) |
105 | Tracer | -- | On Clash Win: Mark the Target (Mark type declared On Use) This can apply Marks without the applicable Augment effects, and counts as a single separate source of Mark (per user, not per bullet). | 200k ahn |
106 | Quake | -- | On Clash Win: Inflict 5 Tremor next Round | 250k ahn |
107 | Precision | -- | On Clash Win: [Instant] Gain 2 Critical | 250k ahn |
108 | Corrosive | -- | On Clash Win: [Instant] Inflict 1 Devastation Inflict 4 Rupture next Round | 250k ahn |
109 | Tranquilizer | -- | On Clash Win: Inflict 4 Bind next Round | 250k ahn |
110 | Glass | -- | On Clash Win: Inflict 5 Bleed | 300k ahn |
111 | Flame | -- | On Clash Win: Inflict 5 Burn | 300k ahn |
112 | AP | -- | On Use: Ignore Cover bonuses of the target On Clash Win: Inflict 4 Fragile next Round | 350k ahn |
113 | Impact | -- | On Clash Win: Push target back 3 SQR, dealing 1d8 of Force DMG per unspent SQR. | 350k ahn |
114 | Shock | -- | On Clash Win: Inflict 2 Paralysis next Round Inflict 1 Disarm next Round | 350k ahn |
115 | Destabilizing | -- | On Clash Win: Inflict 3 Frostbite Inflict 1 Feeble next Round | 350k ahn |
116 | Terror | -- | On Clash Win: [Instant] Inflict 2 Sinking Inflict 3 Sinking next round | 350k ahn |
117 | High Velocity | -- | On Use: Increase the Dice Power by 2. The weapon that used this ammo becomes unusable until the Character's next turn. This effect may stack with the "Overheat" skill effect, but the weapon becomes unusable for two of the Character's next turns. | 350k ahn |
118 | ||||
119 | Explosives | |||
120 | All Explosives have, unless stated otherwise: Consumable trait. Take up 1 Tool Slot or Stock inventory slot each. A range of 3 SQRs + Fortitude OR Justice. A 3x3 area with the center in the throwing range. (If the area is larger and there isn’t a specific center, such as a 4x4 area, one square close to the center must be in your throwing range.) Count as a Throwable Ranged Weapon of Rank equal to the Rank of the explosive. (This allows for Rank Bonus to the roll as normal) Can only be Reacted to with Defensive Dice. Do not do DMG or Stagger DMG based on their Attack Roll unless otherwise stated. Due to being classified as weapons, Attack skills can be used with Explosives. However, they are considered incompatible with all Attack Replacement effects. Claymores are an alternate type of explosives. Claymores, unless stated otherwise: Follow all rules of Explosives as normal, save for rules on throwing range/reaction. You can spend 1 Action to set up a claymore explosive on the ground. The claymore must be planted in an unoccupied square adjacent to you. The claymore cannot be detected passively and requires an active Insight roll to detect it with a penalty of the claymore’s Rank. When someone passes over the claymore, it functions as the respective Grenade, centered on the location it was planted on. On Failure, the claymore is not detected. On Partial Success, the character knows there's an explosive within a 2 SQR radius. On Success, they detect the exact location of the explosive. If whoever activated the claymore loses the clash against it, their movement ends instantly. | |||
121 | Flashbang | |||
122 | Rank 1 | -- | Attack Roll: 1d12+1 On Hit: Inflict 2 Paralysis to the target immediately and at the start of the next round. | 250k ahn |
123 | Rank 2 | -- | Attack Roll: 1d14+2 On Hit: Inflict 2 Paralysis to the target immediately and at the start of the next two rounds. | 500k ahn |
124 | Rank 3 | -- | Attack Roll: 1d14+4 On Hit: Inflict 3 Paralysis to the target immediately and at the start of the next two rounds. | 1000k ahn |
125 | Rank 4 | -- | Attack Roll: 1d16+4 On Hit: Inflict 4 Paralysis to the target immediately and at the start of the next two rounds. | 2000k ahn |
126 | ||||
127 | Fragmentation Grenade | |||
128 | Rank 1 | -- | Attack Roll: 1d12+1 On Hit: Inflict 2 Fragile to the target next Round and deal damage based on the Attack Roll. This grenade may be purchased as a Claymore. | 250k ahn Claymore: 375k ahn |
129 | Rank 2 | -- | Attack Roll: 1d14+2 On Hit: Inflict 3 Fragile to the target next Round and deal damage based on the Attack Roll. This grenade may be purchased as a Claymore. | 500k ahn Claymore: 750k ahn |
130 | Rank 3 | -- | Attack Roll: 1d14+4 On Hit: Inflict 4 Fragile to the target next Round and deal damage based on the Attack Roll. This grenade may be purchased as a Claymore. | 1000k ahn Claymore: 1500k ahn |
131 | Rank 4 | -- | Attack Roll: 1d16+4 On Hit: Inflict 6 Fragile to the target next Round and deal damage based on the Attack Roll. This grenade may be purchased as a Claymore. | 2000k ahn Claymore: 3000k ahn |
132 | ||||
133 | Concussion Grenade | |||
134 | Rank 1 | -- | Attack Roll: 1d12+1 On Hit: Move the target 1 SQR away from the center SQR targeted. If the target was located at the center SQR, move 2 SQR instead in any appropriate direction. This Forced Movement applies Force Damage. This grenade may be purchased as a Claymore. | 250k ahn Claymore: 375k ahn |
135 | Rank 2 | -- | Attack Roll: 1d14+2 On Hit: Move the target 1 SQR away from the center SQR targeted. If the target was located at the center SQR, move 2 SQR instead in any appropriate direction. This Forced Movement applies Force Damage. This grenade may be purchased as a Claymore. | 500k ahn Claymore: 750k ahn |
136 | Rank 3 | -- | Attack Roll: 1d14+4 On Hit: Move the target 2 SQR away from the center SQR targeted. If the target was located at the center SQR, move 3 SQR instead in any appropriate direction. This Forced Movement applies Force Damage. This grenade may be purchased as a Claymore. | 1000k ahn Claymore: 1500k ahn |
137 | Rank 4 | -- | Attack Roll: 1d16+4 On Hit: Move the target 2 SQR away from the center SQR targeted. If the target was located at the center SQR, move 3 SQR instead in any appropriate direction. This Forced Movement applies Force Damage. This grenade may be purchased as a Claymore. | 2000k ahn Claymore: 3000k ahn |
138 | ||||
139 | Incendiary Grenade | |||
140 | Rank 1 | -- | Attack Roll: 1d10+1 On Hit: Inflict 3 Burn to the target. On Use: The 3x3 area is afflicted by an Exposed Fire hazard that lingers for 3 Rounds. This Hazard inflicts 1d6 Burn per SQR walked in it. | 250k ahn |
141 | Rank 2 | -- | Attack Roll: 1d12+2 On Hit: Inflict 5 Burn to the target On Use: The 3x3 area is afflicted by an Exposed Fire hazard that lingers for 4 Rounds. This Hazard inflicts 1d6 Burn per SQR walked in it. | 500k ahn |
142 | Rank 3 | -- | Attack Roll: 1d14+2 On Hit: Inflict 7 Burn to the target On Use: The 4x4 area is afflicted by an Exposed Fire hazard that lingers for 4 Rounds. This Hazard inflicts 1d6 Burn per SQR walked in it. | 1000k ahn |
143 | Rank 4 | -- | Attack Roll: 1d14+3 On Hit: Inflict 9 Burn to the target On Use: The 4x4 area is afflicted by an Exposed Fire hazard that lingers for 5 Rounds. This Hazard inflicts 1d6 Burn per SQR walked in it. | 2000k ahn |
144 | ||||
145 | Frost Grenade | |||
146 | Rank 1 | -- | Attack Roll: 1d10+1 On Hit: Inflict 3 Frostbite to the target. On Use: The 3x3 area is afflicted by a Chilling Frost hazard that lingers for 3 Rounds. This Hazard inflicts 1d4 Frostbite per SQR walked in it. | 250k ahn |
147 | Rank 2 | -- | Attack Roll: 1d12+2 On Hit: Inflict 5 Frostbite to the target On Use: The 3x3 area is afflicted by a Chilling Frost hazard that lingers for 4 Rounds. This Hazard inflicts 1d4 Frostbite per SQR walked in it. | 500k ahn |
148 | Rank 3 | -- | Attack Roll: 1d14+2 On Hit: Inflict 7 Frostbite to the target On Use: The 4x4 area is afflicted by a Chilling Frost hazard that lingers for 4 Rounds. This Hazard inflicts 1d4 Frostbite per SQR walked in it. | 1000k ahn |
149 | Rank 4 | -- | Attack Roll: 1d14+3 On Hit: Inflict 9 Frostbite to the target On Use: The 4x4 area is afflicted by a Chilling Frost hazard that lingers for 5 Rounds. This Hazard inflicts 1d4 Frostbite per SQR walked in it. | 2000k ahn |
150 | ||||
151 | Tear Gas Grenade | |||
152 | Rank 1 | -- | Attack Roll: 1d10+1 On Hit: Inflict 4 Smoke to the target. On Use: The 3x3 area is afflicted by a Tear Gas hazard that lingers for 3 Rounds. Characters suffer a -1 to all Reactions while inside the hazard. This grenade may be purchased as a Claymore. | 250k ahn Claymore: 375k ahn |
153 | Rank 2 | -- | Attack Roll: 1d12+2 On Hit: Inflict 5 Smoke to the target On Use: the 4x4 area is afflicted by a Tear Gas hazard that lingers for 4 Rounds. Characters suffer a -2 to all Reactions while inside the hazard. If a character has any reduction/immunity to Exhaust Fumes hazards, this is reduced to -1. This grenade may be purchased as a Claymore. | 500k ahn Claymore: 750k ahn |
154 | Rank 3 | -- | Attack Roll: 1d14+2 On Hit: Inflict 6 Smoke to the target On Use: the 5x5 area is afflicted by a Tear Gas hazard that lingers for 4 Rounds. Characters suffer a -3 to all Reactions while inside the hazard. If a character has any reduction/immunity to Exhaust Fumes hazards, this is reduced to -2. This grenade may be purchased as a Claymore. | 1000k ahn Claymore: 1500k ahn |
155 | Rank 4 | -- | Attack Roll: 1d14+3 On Hit: Inflict 8 Smoke to the target On Use: the 5x5 area is afflicted by a Tear Gas hazard that lingers for 4 Rounds. Characters suffer a -4 to all Reactions while inside the hazard. If a character has any reduction/immunity to Exhaust Fumes hazards, this is reduced to -2. This grenade may be purchased as a Claymore. | 2000k ahn Claymore: 3000k ahn |
156 | ||||
157 | Smoke Grenade | |||
158 | Rank 1 | -- | Attack Roll: 1d10+1 On Hit: Inflict 4 Smoke to the target On Use: The 3x3 area is afflicted by an Exhaust Fumes hazard that lingers for 3 Rounds. This Hazard inflicts 1d6 Smoke per SQR walked in it. This grenade may be purchased as a Claymore. | 250k ahn Claymore: 375k ahn |
159 | Rank 2 | -- | Attack Roll: 1d12+2 On Hit: Inflict 5 Smoke to the target On Use: The 3x3 area is afflicted by an Exhaust Fumes hazard that lingers for 4 Rounds. This Hazard inflicts 1d6 Smoke per SQR walked in it. This grenade may be purchased as a Claymore. | 500k ahn Claymore: 750k ahn |
160 | Rank 3 | -- | Attack Roll: 1d14+2 On Hit: Inflict 6 Smoke to the target On Use: The 4x4 area is afflicted by an Exhaust Fumes hazard that lingers for 4 Rounds. This Hazard inflicts 1d6 Smoke per SQR walked in it. This grenade may be purchased as a Claymore. | 1000k ahn Claymore: 1500k ahn |
161 | Rank 4 | -- | Attack Roll: 1d14+3 On Hit: Inflict 8 Smoke to the target On Use: The 5x5 area is afflicted by an Exhaust Fumes hazard that lingers for 4 Rounds. This Hazard inflicts 1d6 Smoke per SQR walked in it. This grenade may be purchased as a Claymore. | 2000k ahn Claymore: 3000k ahn |
162 | ||||
163 | Tangler Grenade | |||
164 | Rank 1 | -- | Attack Roll: 1d10+1 On Hit: Inflict 3 Bind to the target On Use: The 3x3 area is afflicted by a Sticky Floor hazard that lingers for 2 Rounds. This Hazard is considered Difficult Terrain. | 250k ahn |
165 | Rank 2 | -- | Attack Roll: 1d12+2 On Hit: Inflict 3 Bind to the target On Use: The 5x5 area is afflicted by a Sticky Floor hazard that lingers for 2 Rounds. This Hazard is considered Difficult Terrain. | 500k ahn |
166 | Rank 3 | -- | Attack Roll: 1d14+2 On Hit: Inflict 4 Bind to the target On Use: The 5x5 area is afflicted by a Sticky Floor hazard that lingers for 3 Rounds. This Hazard is considered Difficult Terrain. | 1000k ahn |
167 | Rank 4 | -- | Attack Roll: 1d14+3 On Hit: Inflict 4 Bind to the target On Use: The 6x6 area is afflicted by a Sticky Floor hazard that lingers for 4 Rounds. This Hazard is considered Difficult Terrain. | 2000k ahn |
168 | ||||
169 | Other | |||
170 | Molotov Cocktail (rank 0) | -- | Attack Roll: 1d8+0 On Hit: Inflict 1 Burn to the target On Use: The 3x3 area is afflicted by an Exposed Fire hazard that lingers for 2 Rounds. This Hazard inflicts 1d6 Burn per SQR walked in it. | 100k ahn |
171 | Decoy Grenade (rank 0) | A grenade meant to look like a grenade, but not behave like one, does not blow up. | When a character uses this item, all Targets who can notice the decoy grenade must do an Insight check with a -1 penalty on a failure, the Target believes the decoy is real. on a partial success, the Target will be suspicious of the decoy on a success the Target will recognize the decoy. The target's behavior after the Insight check is decided by the GM in the case of NPCs. | 50k ahn |
172 | Cleanser | "Cleans everything.” “Everything." | Attack Roll: 1d12+1 On Hit: The target is immediately subjected to the effects of the lingering Hazard as if they had Failed the Hazard difficulty. On Use: A 4x4 square around the point of impact is afflicted by a Cleansing Gas hazard. This Hazard does not go through solid walls, but travels through crevices, hallway turns, and onward, up to its radius. If anyone starts their turn on this hazard, or moves into it, they must do a Fortitude save with a modifier of -2. - On a Fail, the objective takes 4d6 Stagger Damage. - On a Partial, 2d6 Stagger Damage. - On a Success, no damage. Any character that is staggered within the Hazard is staggered for one extra Round. | 2000k Ahn |
173 | ||||
174 | Fishin’ Rules & Fishin’ Gear | |||
175 | You need a fishing pole to begin fishing. Casting To dredge up a fish, roll a 1d100 to determine what quality your fish is. Fish of higher Quality modify the Ration they can create and have a Modifier to all rolls related to them. Catching Once you have attracted the fish, catching it is an Insight or Temperance Challenge with a modifier determined by the fish. Failure: The fish gets away with your bait. Partial Success: The fish gets away, but you keep the bait. Complete Success: The fish bites and you can reel it in. Reeling Once you obtain a Complete Success on Catching, reeling the fish is a Fortitude or Justice Challenge, modified by the fish as normal. Failure: The fish pulls away with your bait. Partial Success: The fish is reeled in, but its Quality is reduced by 1 category. Complete Success: The fish is reeled in perfect condition. Cooking After being caught, prey can be cooked and turned into Rations. These cooked Rations can have an increased healing modifier added to the base 2d4+2, depending on the Quality of the fish and the Cooking roll. In order to cook your catch, roll a Prudence check and add difficulty based on the Quality. Failure: You lose the ingredient and the Ration. Partial Success: You make a regular Ration. Complete Success: You make a Ration and add the additional effect from the catch. | |||
176 | Casting Table | |||
177 | Quality | Modifier | Description | Ration Value Increase |
178 | Trash | +2 | Practically rubbish | 0 |
179 | Poor | +1 | Poorly Kept material | +1 |
180 | Normal | 0 | A normal material | 1d4 |
181 | Mint | -1 | Better than normal material | 1d6 |
182 | Quality | -2 | Pristine Condition Material | 1d6+2 |
183 | High Quality | -3 | High Quality Material | 1d8+1 |
184 | Exotic | -4 | A unique material | 1d10+3 |
185 | Legendary | -5 | One of a kind | 1d12+6 |
186 | Fishing Pole | |||
187 | Tier 1 | A classic fishing pole. | Reusable Two-Handed Tool (Rank 1-5) Only Fishing related Effects can be applied. Allows you to fish when used. Allows you to use Bait. Can only use Bait of equal or lower tier. | 200k ahn |
188 | Tier 2 | 800k ahn | ||
189 | Tier 3 | 1600k ahn | ||
190 | Tier 4 | 2200k ahn | ||
191 | Tier 5 | 3000k ahn | ||
192 | Bait | |||
193 | Tier 1 | Used to lure in fish. | Consumable, 5 Bait per purchase. You may hold up to 20 Bait in one Tool Slot. Allows you to fish when used. Add Tier*5 to your 1d100 Roll. | 20k ahn |
194 | Tier 2 | 30k ahn | ||
195 | Tier 3 | 40k ahn | ||
196 | Tier 4 | 50k ahn | ||
197 | Tier 5 | 60k ahn | ||
198 | Prey Lure | |||
199 | Tier 1 | A chunk of frozen lure thrown into the water to attract more lively waters. | Consumable, 1 Lure per purchase. You may hold up to 5 Lures in one Tool Slot. Add 5*(Tier) to the next 2*(Tier) 1d100s rolled in the body of water. | 50k ahn |
200 | Tier 2 | 70k ahn | ||
201 | Tier 3 | 90k ahn | ||
202 | Tier 4 | 120k ahn | ||
203 | Tier 5 | 150k ahn | ||
204 | Attachments | |||
205 | These function as examples of mechanisms or other additions that can be added onto weapons to enhance effects or allow for different advantages. GMs are encouraged to make their own or limit these examples as necessary. All Attachments unless stated otherwise: Can be installed onto a weapon or removed using an Action. Only one Attachment can be attached to a weapon at all times. When uninstalled, occupy a Tool Slot or Stock inventory slot. Any weapon that has an Attachment installed gains the effect of it. | |||
206 | Exclusive 1-Handed | |||
207 | Fencer's Implement | -- | On Clash Win on your turn, if not dual wielding, gain 2 Poise. | 300k ahn |
208 | Friction Charger | -- | On Clash Win against a target with Burn, gain 2 Charge. | 300k ahn |
209 | ||||
210 | Exclusive 2-Handed | |||
211 | Rib Breaker | -- | Inflict 4 Bleed if the target takes Force Damage as a result of a clash using this weapon. | 450k ahn |
212 | ||||
213 | Exclusive Offensive | |||
214 | Duelist Sidearm | -- | On Clash Win, If this weapon was used to make a second attack due to Dual Wielding, Gain 3 Poise. | 300k ahn |
215 | Nerve Tap | -- | On Devastating Hit, gain 1 Critical. | 300k ahn |
216 | Spasmic Loader | -- | On Clash Win, if the target is Marked, inflict 2 Rupture and 2 Tremor next Round. | 300k ahn |
217 | ||||
218 | Exclusive Defensive | |||
219 | Panic Guard | -- | On Clash Lose, you may spend a use of this attachment to gain 2 Protection and Stagger Protection for the current Round. Reusable. | 300k ahn |
220 | ||||
221 | Exclusive Defensive 1-Handed | |||
222 | Snagging Thorns | -- | On Clash Lose, if a reaction was spent to turn the weapon’s result into a Block, you may apply the “Rupture Pause” skill effect as if this was a Clash Win. Reusable. | 450k ahn |
223 | ||||
224 | Exclusive Melee | |||
225 | Explosive Silicon | -- | Upon Clash Lose with Weapon, you may choose to activate this attachment. The target is pushed 2 SQR in a line away from the user. This counts as Forced Movement. Consumable. (3 uses) | 150k ahn |
226 | Shattershield | -- | On Clash Win against a Defensive Die, inflict 1 [Type] Fragile of the Damage Type used against the target. | 150k ahn |
227 | Back Stabber | -- | On Clash Win with an unopposed attack against the target, inflict 3 Bleed. | 300k ahn |
228 | Frozen Blade | -- | On Clash Win, if the user has 4+ Frostbite, deal 4 Stagger Damage. | 300k ahn |
229 | Hooked Barbs | -- | On Clash Win with an unopposed attack against the target, inflict 4 Rupture and 2 Tremor. | 300k ahn |
230 | Weapon Chain Holder | -- | When you attack with the weapon by throwing it, once per turn you can return the weapon to your hand using a Universal Reaction. | 300k ahn |
231 | Bear Trap | -- | On Clash Win while performing an Opportunity Attack, inflict 1 Bind and 3 Bleed. | 450k ahn |
232 | Spring-Load Mechanism | -- | On Clash Win, you may shove the enemy 1 SQR towards any direction (Except up or down). If the target collides with a wall, they take 1d8 Force Damage. | 450k ahn |
233 | Ground Rumbler | -- | On Clash Win, you may apply the “Earthquake 1” skill effect to the clash effect. Reusable. | 600k ahn |
234 | Hooked Lining | -- | On Clash Win, you can choose to consume 3 Bleed on the target and one use of this attachment to inflict 1 Hemorrhage. Reusable. | 600k ahn |
235 | ||||
236 | Exclusive Melee 1-Handed | |||
237 | Pivot Point | -- | On Clash Win while adjacent to the target, you can move through the target to the opposite side without proccing Opportunity Attacks. | 150k ahn |
238 | ||||
239 | Exclusive Melee 2-Handed | |||
240 | Back Burner | -- | On Clash Win, if there is an ally standing adjacent to the enemy target, inflict 2 Burn. | 300k ahn |
241 | Superpositioner | -- | On Rupture Burst, inflict 2 Tremor next Round. On Tremor Burst, inflict 2 Rupture next Round. | 450k ahn |
242 | ||||
243 | Exclusive Ranged | |||
244 | Electrified Barrel | -- | On Rupture/Tremor Burst, inflict 1 Paralysis next Round. This effect activates once per Burst. | 450k ahn |
245 | Laser Pointer | -- | On Hit, reduce the Poise Die from a d10 to a d8 for the purposes of this attack. | 600k ahn |
246 | Bayonet | -- | When making a Melee Attack with this weapon, it is under the effects of [M] Increase Range. | 600k ahn |
247 | ||||
248 | No Restrictions | |||
249 | Training Wheels | -- | When attacking with this Weapon, all damage dealt as a result is automatically considered non-lethal. | 150k ahn |
250 | ||||