General Equipment List
Name | Cost (kDo) | Weight (kg) | Trade (B) | Build Score | Spare Parts |
|---|---|---|---|---|---|
Arbitrary Energy Shield | 100 | 1 | Electrical Engineer | 17 | 40% Electrical, 5% Metal, 10% Zelta |
Energy Core | 100 | 0.1 | Core Engineer | 13 | 5% Metal, 75% Zelta |
Injection, Enhanced Bloodthirst | 100 | 0.1 | Chemical Engineer | 15 | 25% Biologics, 25% Chemical |
Injection, Enhanced Health | 100 | 0.1 | Chemical Engineer | 15 | 25% Biologics, 25% Chemical |
Injection, Enhanced Hyper | 100 | 0.1 | Chemical Engineer | 15 | 25% Biologics, 25% Chemical |
Injection, Enhanced Rationalizer | 100 | 0.1 | Chemical Engineer | 15 | 25% Biologics, 25% Chemical |
Injection, Enhanced Sensibilizer | 5 | 0.1 | Chemical Engineer | 11 | 25% Biologics, 25% Chemical |
Injection, Enhanced Steroid | 100 | 0.1 | Chemical Engineer | 15 | 25% Biologics, 25% Chemical |
Injection, Instastim | 10 | 0.1 | Chemical Engineer | 13 | 25% Biologics, 25% Chemical |
Injection, Stabilizer | 10 | 0.1 | Chemical Engineer | 13 | 25% Biologics, 25% Chemical |
Injection, Temporal | 1,000 | 0.1 | Chemical Engineer | 18 | 25% Biologics, 25% Chemical |
Injection, Unstabilizer | 10 | 0.1 | Chemical Engineer | 15 | 25% Biologics, 25% Chemical |
Inst-E-Nade, EMP | 500 | 1 | Electrical Engineer | 18 | 60% Electrical |
Inst-E-Nade, Flame | 5 | 0.1 | Mechanical Engineer | 13 | 25% Electrical, 25% Thermal |
Inst-E-Nade, Flash | 20 | 0.1 | Electrical Engineer | 15 | 25% Electrical, 25% Chemical |
Inst-E-Nade, Foam | 10 | 0.1 | Chemical Engineer | 15 | 25% Electrical, 25% Chemical |
Inst-E-Nade, Magnet | 20 | 0.1 | Electrical Engineer | 17 | 50% Electrical |
Inst-E-Nade, Paint | 5 | 0.1 | Electrical Engineer | 11 | 50% Electrical |
Inst-E-Nade, Pulse | 5 | 0.1 | Electrical Engineer | 13 | 50% Electrical |
Inst-E-Nade, Shrapnel | 2 | 0.1 | Electrical Engineer | 11 | 50% Electrical |
Inst-E-Nade, Slip | 2 | 0.1 | Electrical Engineer | 13 | 40% Electrical, 10% Chemical |
Inst-E-Nade, Smoke | 5 | 0.1 | Electrical Engineer | 13 | 25% Electrical, 25% Chemical |
Medical Kit | 1 | 5 | Biomedical Engineer | 10 | 20% Biologics, 10% Chemical, 20% Fabrics |
Arbitrary Energy Shield
The arbitrary energy shield (AES) is a single-use spherical object that creates a defense against Light damage. By spending six (6) AP, a character can select a direction and activate the AES on the ground. The AES creates a three by three (3x3) meter mostly transparent vertical barrier. This barrier reduces all Light damage passing through the barrier in the chosen direction by one (1) for one (1) minute.
Energy Core
Energy Cores are highly efficient temporary stores of energy that are used for powering Ground Scale equipment. Each Energy Core has one hundred (100) charges that can be used to power equipment. Replacing a used energy core with a new energy core requires one (1) minute.
Injection, Enhanced Bloodthirst
This Injection provides a plus two (+2) bonus to Strength and Celerity for one (1) minute. Additionally, the injected subject loses rationality, and simply attacks whichever target is closest with any melee weapon they have. A Difficulty fifteen (15) Willpower Attribute Roll negates this effect.
Injection, Enhanced Health
This injection increases maximum HP by two (2) for one (1) minute.
Injection, Enhanced Hyper
This injection increases Celerity by one (1) for one (1) minute.
Injection, Enhanced Rationalizer
This injection increases Wisdom by one (1) for one (1) minute.
Injection, Enhanced Sensibilizer
This injection immediately removes the Dizzyness effect from a character. Additionally, the character injected with this Injection gains a plus three (+3) bonus on any Attribute Roll to resist becoming Dizzy for one (1) minute.
Injection, Enhanced Steroid
This injection increases Strength by one (1) for one (1) minute.
Injection, Instastim
This injection immediately restores four (4) HP.
Injection, Stabilizer
This injection immediately closes one (1) stack of Open Wounds.
Injection, Temporal
The next time the injected character gains AP, they gain an additional six (6) AP.
Injection, Unstabilizer
This injection grants a character one (1) stack of Open Wounds. A Difficulty fifteen (15) Constitution Attribute Roll can be made by the character to resist this effect.
Inst-E-Nade, EMP
Disables all non-shielded electronic devices within a four (4) meter radius. Includes weapons that deal laser or electric damage and hackable cybernetics. This effect lasts for one (1) cycle.
Inst-E-Nade, Flame
This Inst-E-Nade deals 1d10 thermal(hot) damage in a two (2) meter radius and 1d6 to a five (5) meter radius. All characters caught in the blast are set aflame for three (3) cycles. Characters who reduce the initial damage in any way (such as a successful Reflexive Leap) are not set aflame.
Inst-E-Nade, Flash
This Inst-E-Nade blinds characters, resulting in a minus nine (-9) penalty to all Attribute and Trade Rolls involving sight. This penalty reduces by one (1) at the end of each effected characters turn in the Cycle. Characters may spend one (1) AP to make a special Dexterity Reflexive Leap with a Difficulty of fifteen (15) if caught in the AOE to protect their eyes and prevent blindness.
Inst-E-Nade, Foam
Fills a two (2) meter radius area with foam. Moving through the foam increases the AP cost of movement by one (1). A difficulty fifteen (15) Strength Attribute Roll can be made during movement to push through without suffering the increased AP cost. Alternatively, each cube-tile of foam has three (3) hp and can be destroyed by physical damage. The foam blocks line of effect and counts as Fog.
Inst-E-Nade, Magnet
Unbound metal objects weighing less than five (5) kg within a five (5) meter radius are instantly pulled to the square this Inst-E-Nade lands on. Characters holding a metal object may make a Difficulty twelve (12) Strength Attribute Roll costing one (1) AP to keep a hold of their object.
Inst-E-Nade, Paint
This E-grenade can have any desired color of paint within it. On detonation, a four (4) meter radius around the detonation point is covered in paint.
Inst-E-Nade, Pulse
Creates a three (3) meter radius pulse that results in Dizziness for characters caught In the blast. A Difficulty thirteen (13) Wisdom Attribute roll negates this effect.
Inst-E-Nade, Shrapnel
Deals 1d4 physical damage in a five (5) meter radius. Targets within a two (2) meter radius receive Open Wounds. If the damage of this Inst-E-Nade is reduced in any way (such as through a successful Relexive Leap), the Open Wounds effect is prevented.
Inst-E-Nade, Slip
Creates a slippery area of three (3) meter radius around the detonation point. On a character’s turn, if they attempt to move within the slippery area, they must make a difficult twelve (12) Dexterity Attribute Roll or fall prone on the ground. Cleaning a square coated in the slip material requires one (1) minute.
Inst-E-Nade, Smoke
Creates a five (5) meter radius cloud which results in Fog.
Medical Kit
This kit provides a character with every common item needed to act as an Emergency Medic.
