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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.

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