ABCD
1
Item List Table
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NameDescriptionEffectCost
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
MotorcycleSeats:1--4,000k ahn
7
CarSeats:4--20,000k ahn
8
VanSeats:6--40,000k ahn
9
TruckSeats:2--50,000k ahn
10
BoatSeats:4--20,000k ahn
11
12
Accessories
13
BackpackA 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 DeviceAn 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
RebreatherA 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 CarrierDesigned 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 ExpenseA 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 GogglesA 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 ContactsContact 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 DetectorA 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 ModulatorA 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 SensorA 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 SensorA 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 CompartmentA 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 RecorderAn 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] EnhancementA 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 LicenseA 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 MaskAn 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 KitA 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
RopeA 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 LauncherIt’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 RamA 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
FlashlightA handheld device that shines a bright ray of light.Grants the user vision in dark spaces.
This item is considered Narrative.
50k ahn
40
CaltropsAn 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 HookA 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 DocumentsSimple 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 KitA 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 SamplerA 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 CrackerA 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 KitA 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 CameraA 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 1An 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 2On 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 3On 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 4On 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 5On 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 1A 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 2On Use, heal ST: 4d6+[Charm Modifier] Consumable:T2 : 875k ahn
Reusable:T2 : 2625k ahn
62
Tier 3On Use, heal ST: 6d6+[Charm Modifier]Consumable:T3 : 1400k ahn
Reusable:T3 : 4200k ahn
63
Tier 4On Use, heal ST: 8d6+[Charm Modifier]Consumable:T4: 3000k ahn
Reusable:T4: 9000k ahn
64
Tier 5On Use, heal ST: 10d6+[Charm Modifier]Consumable:T5: 5000k ahn
Reusable:T5: 15000k ahn
65
Battery
66
This item is Reusable & Unique.
67
Tier 1Small batteries that can be connected to weapons, augments and outfits for a quick upstart.On Use: Gain 4 Charge.250k ahn
68
Tier 2On Use: Gain 8 Charge.500k ahn
69
Tier 3On Use: Gain 12 Charge.1000k ahn
70
Tier 4On Use: Gain 16 Charge.2000k ahn
71
Tier 5On Use: Gain 20 Charge.4000k ahn
72
Truth Serum Vial
73
This item is considered Narrative.
74
Tier 1A 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 25000k ahn
76
Tier 36500k ahn
77
Growth Phial
78
Tier 1An 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 22000k ahn
80
Tier 34000k ahn
81
Sleeping Drug
82
Tier 1Medicine 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 22000k ahn
84
Tier 34000k ahn
85
Other
86
RationNon-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 CigarettesA 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
FirecrackersA bundle of fun. Very loud and very distracting.Consumable, requires a Lighter to use. 10 Uses.25k ahn
97
Rubber DuckIt squeaks when squished or pressed.Nothing ...Why would you buy this?15k ahn
98
LighterA small handheld flame.You can set small fires with this, as well as light up firecrackers or cigarettes.5k ahn
99
Ever-CleanA 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 MarkerA 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 JukeboxA 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
QualityModifierDescriptionRation Value Increase
178
Trash+2Practically rubbish0
179
Poor+1Poorly Kept material+1
180
Normal0A normal material1d4
181
Mint-1Better than normal material1d6
182
Quality-2Pristine Condition Material1d6+2
183
High Quality-3High Quality Material1d8+1
184
Exotic-4A unique material1d10+3
185
Legendary-5One of a kind 1d12+6
186
Fishing Pole
187
Tier 1A 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 2800k ahn
189
Tier 31600k ahn
190
Tier 42200k ahn
191
Tier 53000k ahn
192
Bait
193
Tier 1Used 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 230k ahn
195
Tier 340k ahn
196
Tier 450k ahn
197
Tier 560k ahn
198
Prey Lure
199
Tier 1A 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 270k ahn
201
Tier 390k ahn
202
Tier 4120k ahn
203
Tier 5150k 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