List of Items (Genesys)
A list of items available, although not an exhaustive list like before
Better yet, use a computer.
Weaponry
Pistols, Rifles and Cannons
BeamBeam Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
These weapons fire focused laser beams that punch through body armour and flesh with ease. Their accuracy and penetrating power comes at the cost of less than average raw damage output.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Compact Beam Pistol | R:L | 4 | 4 | S | 1 | $300 | 4 | 1 | Accurate 1; Pierce 1 |
Beam Pistol | R:L | 4 | 4 | M | 1 | $400 | 4 | 1 | Accurate 1; Pierce 1 |
Heavy Beam Pistol | R:L | 4 | 4 | M | 2 | $500 | 6 | 1 | Accurate 1; Pierce 2 |
Beam Rifle | R:H | 6 | 4 | L | 4 | $850 | 7 | 2 | Accurate 1; Linked 1; Pierce 1; Two-handed |
Beam Spreadgun | R:H | 6 | 4 | S | 3 | $800 | 8 | 2 | Blast 4; Pierce 1; Two-handed |
Beam Marksman Rifle | R:H | 6 | 4 | X | 5 | $1,250 | 7 | 3 | Accurate 1; Pierce 3; Two-handed |
Slug Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury. Modified a few things.
Many people still make use of slug weapons not too dissimilar of 21st century society. Their reliability goes hand-in-hand with their easy to manufacture ammunition.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Compact Pistol | R:L | 4 | 3 | S | 1 | $250 | 3 | 1 | |
Pistol | R:L | 6 | 3 | M | 1 | $500 | 4 | 1 | |
Heavy Pistol | R:L | 7 | 3 | M | 2 | $550 | 5 | 1 | |
Autopistol | R:L | 5 | 4 | S | 1 | $225 | 6 | 1 | Autofire; Inaccurate 1, Versatile |
Revolver | R:L | 6 | 3 | S | 1 | $375 | 4 | 0 | Accurate 1; Click-click; Reliable |
Heavy Revolver | R:L | 8 | 3 | S | 1 | $625 | 4 | 1 | Accurate 1; Click-click; Reliable |
Hand Cannon | R:L | 6 | 3 | M | 2 | $1,225 | 8 | 1 | Accurate 1; Click-click; Reliable |
Carbine Rifle | R:H | 8 | 3 | L | 3 | $950 | 6 | 2 | Two-handed |
Autorifle | R:H | 9 | 3 | L | 5 | $1,175 | 7 | 3 | Autofire; Two-handed |
Light Machine Gun | R:H | 10 | 3 | L | 7 | $1,550 | 8 | 3 | Autofire; Slow Reload 1; Two-handed |
Heavy Machine Gun | G | 15 | 3 | X | 12 | $4,525 | 10 | 4 | Autofire; Cumbersome 4; Pierce 1; Slow Reload 1; Two-handed |
Pump Action Shotgun | R:H | 8 | 3 | S | 3 | $1,150 | 6 | 2 | Accurate 1; Blast 4; Knockdown; Vicious 2; Two-handed |
Shotgun | R:H | 8 | 2 | S | 4 | $1,500 | 7 | 2 | Blast 4; Knockdown; Vicious 4; Two-handed |
Auto Shotgun | R:H | 8 | 3 | S | 3 | $1,350 | 8 | 2 | Autofire; Blast 4; Knockdown; Vicious 2; Two-handed |
SMG | R:H | 6 | 3 | M | 2 | $700 | 6 | 1 | Autofire; Two-handed; Versatile |
Marksman Rifle | R:H | 10 | 3 | L | 4 | $1,550 | 7 | 2 | Accurate 1; Two-handed |
Revolver Rifle | R:H | 12 | 3 | L | 4 | $1,450 | 7 | 2 | Accurate 1; Click-click; Reliable; Two-handed |
Sniper Rifle | R:H | 15 | 2 | X | 5 | $4,500 | 8 | 3 | Accurate 2; Pierce 2; Slow Firing 1; Two-handed |
Anti Material Rifle | R:H | 15 | 2 | X | 10 | $5,200 | 10 | 4 | Accurate 2; Breach 1; Cumbersome 2; Prepare 2; Limited Ammo 4; Two-handed |
Plasma Weapons
Shamelessly poached from GM Huzz's Sci-Fi Armoury
These weapons discharge a bolt of energy of either searing plasma or burning gas. Despite solid stopping power, pulse weapons are bulky and leave little room for attachments and modifications.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Plasma Pistol | R:L | 6 | 4 | L | 3 | $700 | 6 | 0 | |
Plasma Array Pistol | R:L | 4 | 4 | M | 3 | $775 | 8 | 0 | Linked 3; Inaccurate 1 |
Plasma Burst Pistol | R:L | 4 | 4 | M | 3 | $500 | 8 | 0 | Blast 3 |
Plasma Charge Pistol | R:L | 6 | 4 | M | 3 | $700 | 9 | 0 | Pierce 3; Prepare 2 |
Plasma Rifle | R:H | 10 | 4 | X | 6 | $1,650 | 7 | 2 | Knockdown; Two-handed |
Plasma Burner | R:H | 8 | 4 | S | 6 | $950 | 8 | 1 | Burn 2; Two-handed |
Plasma Lance | R:H | 10 | 4 | M | 7 | $1,225 | 8 | 1 | Pierce 3; Inaccurate 2; Two-handed |
Plasma Suppressor | R:H | 10 | 4 | M | 6 | $1,150 | 7 | 1 | Autofire; Two-handed |
Stun Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Used for personal defence, stunners are as cheap as they are common.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Compact Stunner | R:L | 3 | 5 | E | 1 | $75 | 3 | 0 | Pierce 2; Stun Damage |
Stunner | R:L | 3 | 5 | S | 1 | $150 | 3 | 0 | Pierce 2; Stun Damage |
Crowd Stunner | G | 10 | 5 | M | 6 | $1,500 | 7 | 0 | Blast 5; Pierce 4; Stun Damage |
Shockwave Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
These weapons unleash a devastating short ranged sonic blast that can break bones and rupture organs.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Shockwave Rifle | R:H | 5 | 2 | M | 5 | $1,725 | 7 | 0 | Concussive 1; Prepare 1; Vicious 3; Two-handed |
Shockwave Cannon | G | 8 | 2 | L | 7 | $2,725 | 10 | 0 | Blast 4; Concussive 1; Prepare 1; Vicious 3; Two-handed |
Terror Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Terror weapons is a catch-all term for any weapon that has a ghastly effect on its targets whilst never guaranteeing a quick death. Using these weapons is often regarded as inhuman, and can cast a negative light on their user in some settings.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Shard Rifle | R:H | 4 | 2 | M | 4 | $1k | 8 | 2 | Limited Ammo 6; Vicious 5; Two-handed |
Flechette Rifle | R:H | 4 | 2 | M | 6 | $1.4k | 8 | 3 | Blast 4; Limited Ammo 6; Vicious 5; Two-handed |
Flamethrower | G | 8 | 5 | M | 10 | $1.8k | 8 | 0 | Blast 4; Burn 4; Limited Ammo 4; Two-handed |
Arc Rifle | R:H | 1 | 5 | M | 4 | $1.2k | 9 | 0 | Blast 1; Breach 1; Versatile; Two-handed |
Rail Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Implementing magnetic technology, railguns fling rounds at hypervelocities, and punch through even the most durable of targets with ease.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Rail Pistol | R:L | 8 | 2 | L | 2 | $1.4k | 8 | 1 | Pierce 3 |
Railgun | R:H | 10 | 2 | X | 6 | $2.2 | 9 | 2 | Cumbersome 2; Pierce 3; Two-handed |
Rail Cannon | G | 20 | 1 | X | 10 | $7,825 | 10 | 3 | Breach 1; Cumbersome 4; Limited Ammo 4; Prepare 1; Two-handed |
Thermal Weapons
Shamelessly poached from GM Huzz's Sci-fi Armoury
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Thermal Pistol | R:L | 8 | 3 | S | 2 | $1,750 | 10 | 0 | Breach 1; Vicious 2; Prepare 1; Limited Ammo 1 |
Thermal Rifle | R:H | 10 | 3 | M | 6 | $2,350 | 10 | 0 | Breach 1; Vicious 2; Prepare 1; Limited Ammo 2; Two-handed |
Thermal Grenade | R:L | 20 | 2 | S | 1 | $1.2k | 10 | 0 | Blast 15; Breach 2; Burn 2; Limited Ammo 1 |
Thermal Cartridge | - | 20 | 2 | - | 1 | $1.5k | 10 | 0 | Blast 15; Breach 2; Burn 2 |
Thermal Axe | M | +4 | 3 | E | 3 | $6000 | 10 | 1 | Vicious 1; Breach 1 |
Thermal Punchgrips | B | +1 | 3 | E | 1 | $800 | 10 | 0 | Breach 1; Fast |
Thermal Knife | M | +1 | 3 | E | 1 | $800 | 10 | 1 | Breach 1 |
Thermal Greataxe | M | +4 | 3 | E | 5 | $14k | 10 | 3 | Cumbersome 3; Pierce 2; Breach 1; Vicious 3; Two-handed |
Thermal Greathammer | M | +4 | 4 | E | 6 | $14k | 10 | 3 | Cumbersome 4; Disorient 2; Knockdown; Breach 1; Vicious 3; Two-handed |
Thermal Greatsword | M | +4 | 2 | E | 4 | $14k | 10 | 3 | Unwieldy 3; Pierce 1; Breach 1; Precise; Defensive 1; Two-handed |
Thermal Mace/Hammer | M | +3 | 4 | E | 5 | $14k | 10 | 2 | Cumbersome 3; Pierce 2; Breach 1; Vicious 2 |
Thermal Rapier | M | +0 | 2 | E | 3 | $10k | 10 | 1 | Accurate 2; Precise; Defensive 2; Breach 1 |
Thermal Spear | M | +2 | 4 | E | 3 | $3.6k | 10 | 1 | Accurate 1; Defensive 1; Breach 1; Two-handed; Versatile |
Thermal Sword | M | +2 | 2 | E | 3 | $10k | 10 | 1 | Defensive 1; Pierce 1; Breach 1 |
Explosives
GrenadeGrenades (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
These pocket-sized devices are easy to use and pack some serious punch. All that anyone needs to use one is a functioning throwing arm.
All grenades use Ranged: Light to throw, have a Range of Short, an Encumbrance of 1 and 0 Hard Points.
Name | DAM | CRT | Price | Rarity | Special |
---|---|---|---|---|---|
EMP | - | - | $50 | 8 | Limited Ammo 1; Overload 2; Robot Killer |
Frag | 10 | 4 | $140 | 7 | Blast 8; Limited Ammo 1 |
Gas | - | - | $100 | 8 | Choke 3 (covers up to Short RNG from its location) ; Limited Ammo 1 |
Incendiary | 8 | 5 | $70 | 8 | Blast 3; Burn 2; Limited Ammo 1 |
Locust | - | - | $80 | 10 | Decay 1; Limited Ammo 1 |
Screech | - | - | $40 | 8 | Screech 3; Limited Ammo 1 |
Stun | 10 | 5 | $50 | 6 | Blast 8; Limited Ammo 1; Stun Damage |
Launcher Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
These deadly weapons are used for either knocking out large groups of soft targets or punching through the hulls of armoured combat vehicles.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
RPG launcher | G | 20 | 2 | X | 7 | $12k | 8 | 0 | Blast 15; Pierce 5; Cumbersome 3; Prepare 1; Limited Ammo 1 |
Missile Launcher | G | 30 | 2 | X | 8 | $22k | 10 | 0 | Breach 2; Cumbersome 4; Prepare 1; Limited Ammo 1 |
Salvo Launcher | G | 10 | 4 | L | 8 | $3k | 8 | 0 | Autofire; Blast 10; Prepare 1; Cumbersome 4; Limited Ammo 1 |
Pump Action Grenade Launcher | G | - | - | L | 4 | $250 | 6 | 1 | Grenade Cartridge 1 |
Grenade Launcher Revolver | G | - | - | L | 6 | $600 | 8 | 1 | Grenade Cartridge 6 |
Grenade Cartridges (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Grenade launchers don't possess an innate Damage or Critical Rating - instead, these are derived from the grenade cartridge they’re loaded with. Different grenade cartridges will bring different weapon qualities, so apply these to the launcher when used - they cannot be thrown by themself. Each grenade cartridge is, of course, single use, and so once used it will be consumed. By default, a grenade launcher doesn’t come with grenade cartridges.
Name | DAM | CRT | Price | Rarity | Special |
---|---|---|---|---|---|
Armour Piercing | 10 | 2 | $175 | 8 | Blast 4; Pierce 2 |
Bore | 5 | 3 | $130 | 10 | Breach 1; Guided 3 |
EMP | - | - | $65 | 8 | Overload 2; Robot Killer |
Flechette | 4 | 2 | $115 | 8 | Blast 4; Vicious 5 |
Frag | 10 | 4 | $175 | 7 | Blast 8 |
Gas | - | - | $100 | 8 | Choke 3 |
Incendiary | 8 | 5 | $90 | 8 | Blast 3; Burn 2 |
Locust | - | - | $100 | 10 | Decay 1 |
Screech | - | - | $50 | 8 | Screech 3 |
Shockwave | 6 | 2 | $200 | 9 | Blast 4; Concussive 1; Knockdown; Vicious 3 |
Singularity | 8 | 4 | $100 | 10 | Pull 3 |
Slug | 15 | 3 | $250 | 7 | Knockdown; Inaccurate 1 |
Stun | 10 | 5 | $60 | 6 | Blast 8; Stun Damage |
Special
Melee and BrawlBrawl & Melee Weapons (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Despite their 'antiquity', sharp blades and blunt objects remain a steadfast competitor in the weaponry market. Utilised by pirates and special forces alike, there is nothing quite like the feeling of hitting someone with your own body.
All Brawn and Melee weapons with a '+' add the users Brawn Characteristic to their Damage.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Axe | M | +3 | 3 | E | 2 | $150 | 3 | 1 | Vicious 1, Quiet |
Baton | B/M | +2 | 5 | E | 2 | $50 | 3 | 1 | Disorient 2, Quiet, Stun Setting |
Brass Knuckles | B | +1 | 4 | E | 0 | $20 | 1 | 0 | Quiet, Fast 1 |
Knife | M | +1 | 3 | E | 0 | $20 | 1 | 0 | Quiet, Fast 1 |
Greataxe | M | +4 | 3 | E | 4 | $350 | 5 | 3 | Cumbersome 3; Pierce 2; Vicious 2, Quiet, Two-handed |
Greathammer | M | +4 | 4 | E | 5 | $350 | 5 | 3 | Cumbersome 4; Disorient 2; Knockdown; Vicious 2, Quiet, Two-handed |
Greatsword | M | +4 | 2 | E | 3 | $350 | 5 | 3 | Defensive 1; Pierce 1; Precise; Quiet; Unwieldy 3; Two-handed |
Mace or Hammer | M | +3 | 4 | E | 4 | $150 | 3 | 2 | Disorient 1; Knockdown; Quiet |
Rapier | M | +0 | 2 | E | 2 | $250 | 5 | 1 | Accurate 2; Precise; Defensive 2; Quiet |
Riot Shield | M | +1 | 5 | E | 8 | $250 | 5 | 2 | Defensive 2; Deflect 1; Quiet |
Spear | M | +2 | 4 | E | 2 | $90 | 2 | 1 | Accurate 1; Defensive 1; Quiet; Reach; Two-handed; Versatile |
Stunstick | M | 4 | 5 | E | 2 | $50 | 4 | 0 | Stun Damage |
Sword | M | +2 | 2 | E | 3 | $250 | 3 | 1 | Defensive 1; Pierce 1; Quiet |
Whip | M | 4 | 4 | S | 3 | $150 | 2 | 0 | Ensnare; Unwieldy 2 |
Replicators (Genesys)
Replicators are advanced, portable 3D printers that are often carried by Mechanics to print out temporary fixes for small problems. In the hands of a skilled programmer, their ability to fabricate can be wielded to devastating effect.
Name | Dam | SS | MT | En | Price | Rarity | Special |
---|---|---|---|---|---|---|---|
Basic Glove | +0 | 6 | 5 | 1 | $350 | 4 | Cannot be disarmed; grants Replicate |
Basic Brick | +1 | 8 | 6 | 2 | $400 | 4 | Two-handed; grants Replicate |
Basic Case | +3 | 10 | 8 | 3 | $500 | 4 | Two-handed; Prepare 1; grants Replicate |
Artefact Glove | +1 | 10 | 10 | 2 | $3.5k | 10 | Cannot be disarmed; cannot be destroyed by dd. May add either Range, Blast or Powerful once per check for free. |
Artefact Brick | +2 | 14 | 12 | 3 | $4k | 10 | Two-handed; Cannot be disarmed; cannot be destroyed by dd. May add either Range, Blast or Powerful once per check for free. |
Artefact Case | +4 | 20 | 15 | 4 | $5k | 10 | Two-handed; Prepare 2; Cannot be disarmed; cannot be destroyed by dd. May add either Range, Blast or Powerful once per check for free. |
| Dam | SS | MT | En | Price | Rarity | Special*/ |
Replicator PSD (Genesys)
- Maneuver to upload a PSD to a device.
- Maneuver use a PSD that has been uploaded to a wielded device.
PSDs are the layman's terms for small programs, usually transported on a PSD - hence the name. As their format is partly magical, their container must be large enough to contain both the magical charge and the program itself. Once uploaded to their device (in this case, a Replicator) the magic is released and allowed to settle into the item, preparing to synergise when the code is activated.
Name | En | MT | Price | Rarity | Special |
---|---|---|---|---|---|
Vent PSD | 1 | 1 | $170 | 4 | -5 SS |
Adaption PSD | 1 | 1 | $100 | 8 | +a to the next Macro or Program. Immediately after activating this PSD, the wielder may choose to activate any number of other Adaption PSDs uploaded to this device as an Incidental. |
Staves & Wands
For use with the Magic skill.
Name | Dam | En | Price | Rarity | Special |
---|---|---|---|---|---|
Wand | +2 | 1 | $400 | 5 | - |
Staff | +3 | 2 | $500 | 5 | Two-handed |
Wand of Manipulation | +2 | 1 | $1.5k | 6 | -d when casting Telekinesis; -d to use mods to manipulate object. |
Wand of Death | +3 | 1 | $2k | 6 | -d when casting Guided Weaponry. Does not increase DAM done by Guided Weaponry. |
Staff of Snipers | +4 | 2 | $1.7k | 7 | When casting Guided Weaponry, add the Range effect for free, Two-Handed. |
Staff of Surety | +3 | 2 | $2k | 7 | For the purpose of Powers, count your Willpower as being 1 higher (to a maximum of 5), Two-Handed |
Artefact Wand | +3 | 1 | $3k | 10 | +d to all powers. Cannot be destroyed by dd. May add Range, Blast or Powerful without raising Difficulty. |
| Dam | En | Price | Rarity | Special*/ |
Attachments
Melee AttachmentsMelee Weapon Templates (GMH; Genesys)
Melee templates are designed to allow a player to create the type of weapon they want for their character to use. When a character is acquiring a melee weapon they can either purchase a standard weapon (see above) or a specialised melee weapon by applying a melee weapon template. A PC nominates which template they’re applying to what weapon, and then factor in the Encumbrance modifier, cost multiplier, and rarity increase. A standard melee weapon can only ever have one template applied to it. Furthermore, weapon templates are permanent - Melee templates aren’t attachments or modifications as such, but rather a tool for the players to try and find that one perfect melee weapon which suits them best.
Name | En | Price | Rarity | Special |
---|---|---|---|---|
Brutal | +1 | x3 | +4 | Vicious +3 |
Guard | +0 | x2 | +4 | Defensive +1 |
Energised | +1 | x3 | +4 | Pierce +1 |
Mastercrafted | +0 | x2 | +4 | Accurate +1 |
Shock | +0 | x2 | +2 | Disorient +1 |
Quicksilver | +0 | x10 | +5 | Linked +1 |
Ranged weapon attachments (Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Name | Restrictions | HP | Price | Rarity | Special |
---|---|---|---|---|---|
Angled Grip | R:L, R:H | 1 | $600 | 2 | (Once per Turn; Incidental) Aim Maneuver |
Airburst Trigger | Grenade Launchers | 1 | $250 | 6 | -b from cover |
Double Tap | Any Ranged weapon with Linked or Limited Ammo, except for Sunfire | 2 | $3.5k | 8 | Linked +1 |
Heartbeat Sensor | Any | 2 | $500 | 8 | (Maneuver) Make a Computers 2 check to detect the exact location of biological beings. The GM may add +b if solid obstructions are between targets and the sensor, or +bb if they're very dense. |
Extended Ammo Supply | Any weapon without Limited Ammo | 1 | $150 | 6 | (Out of Turn, Incidental, 1 DP) Ignore an "out of ammo" result; +h needed to trigger Click-click |
MedGrip | Any | 1 | $150 | 5 | (Incidental to use, Action to load/swap) A stimulant (usually painkillers from an Autohealer, or combat-enhancement drugs) may be loaded into this attachment. When needed, it can be quickly applied to the holder of the item. |
High Burn | Beam | 1 | $500 | 6 | DAM +2; hh may be spent to have it run out of ammo. |
Last Laugh | R:L, R:H, G | 1 | $50 | 8 | (Incidental) Can switch this item to/from explosive mode. While in this mode it cannot be fired as per normal, but can be thrown just like a grenade (R:L, RNG S). Once thrown, the weapon and any equipped attachments are destroyed. |
Rapid Rail Loader | Rail | 2 | $750 | 9 | +Autofire |
Suppressor | Slug | 1 | $250 | 5 | If at Long or more RNG, shots can't be heard. If at Medium or less range, +bb to detect the sound of this weapon. |
Tagger | R:L, R:H, G | 1 | $950 | 7 | (Action, RNG Long) Once used on a visible target, until the start of the next Turn allies receive +b against the tagged target. |
Velocity | Slug | 1 | $550 | 7 | (Incidental) Choose a mode: High Velocity (DAM +1), Normal Velocity (no change), Low Velocity (Combat checks +a) |
Vertical Grip | R:L, R:H, G | 1 | $500 | 2 | (Once per combat check) Reroll any one b |
Reflex Sight | R:L, R:H, G | 1 | $500 | 3 | -h from combat checks at Short or Medium RNG. |
Telescopic Sight | R:L, R:H, G | 1 | $300 | 2 | +b to combat checks and visual Perception checks at Long+ Range |
Cornershot VidSight | Autorifles, carbines, laser rifles, marksman rifles | 2 | $950 | 8 | (Incidental) +d = Can blindfire accurately. |
| Restrictions | HP | Price | Rarity | Special*/ |
Special Ammo types (Genesys)
- Restrictions: Slug (not machine gun), Plasma (not burner, lance), Shard Rifle, Flechette Rifle, Rail
- Encumbrance of Special Ammo is 0 by default, but if 3 Ammos of any type are grouped together they become Encumbrance 1.
- All Ammo have the Click-click quality, but is triggered by hh
Name | Price | Rarity | Special |
---|---|---|---|
Armour-piercing | $150 | 4 | Pierce +2 |
Seeking | $550 | 5 | Accurate +2, Precise |
Acid | $400 | 6 | CRT +1, -1 DAM, Decay 1 |
Cryo | $400 | 6 | CRT +1, -1 DAM, Ensnare 1 |
Rubber | $400 | 6 | CRT +5, -1 DAM, Stun Damage, Range reduced to Short |
Wraithkiller | $300 | 6 | CRT -1 against Type: Undead, DAM -1 against others |
Tazeshot | $300 | 4 | CRT -1 against Type: Robotic and Type: Cybernetic, DAM -1 against others, Ion |
Clothing
ApparelApparel (Genesys)
Apparel covers all of the clothing items that are influential enough to modify your stats. For instance, although you could change from a short-sleeve shirt to a long-sleeve shirt the difference isn't really going to help you in a blizzard - not like environmental gear would, anyway.
As always, a bit of narrative flair should accompany the technical details. A 'combat vest' might also include kneepads, a helmet and armoured gloves.
Name | mD | rD | Sk | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|
Dense Clothing | 0 | 0 | 1 | 1 | $50 | 0 | 1 | |
Combat Vest | 1 | 1 | 1 | 3 | $500 | 4 | 1 | |
Padded Armour | 0 | 0 | 2 | 2 | $1k | 2 | 0 | |
Heavy Combat Armour | 1 | 1 | 2 | 6 | $2k | 7 | 4 | |
Carapace Armour | 0 | 0 | 3 | 3 | $4k | 5 | 3 | |
Power Armour | 2 | 2 | 2 | 8 | $10k | 10 | 5 | Brawn +1; +bb to Coordination & Stealth. |
Technical Vest | 0 | 0 | 1 | 3 | $350 | 5 | 3 | Counts as having a Toolbox. |
Wingsuit | 0 | 0 | 0 | 1 | $2k | 7 | 1 | Wearer takes no falling damage, assuming they’re able to open both arms to extend the gliding membrane. Wearer can also make extended gliding leaps if they’re launching from a higher enough point. |
Specialist Armour | 0 | 0 | 2 | 3 | $2.5k | 7 | 1 | When a character acquires this armour, they nominate one skill for it to be permanently specialised for. The wearer then Upgrades any skill check that matches the armour's specialisation, once. |
| mDef | rDef | Soak | Encumberance | Price | Rarity | Hard Points | Special*/ |
Wearable Gear (Genesys)
Not quite clothing or armour, this is the gear that just manages to fit onto your forearm guard, or a helmet with special abilities. Common sense should be used if you want to load up your character with gear - no wearing two backpacks at the same time.
Name | HP | En | Price | Rarity | Special |
---|---|---|---|---|---|
Utility Belt | 0 | 1 | $500 | 2 | Factory; Increase the use of DP to withdraw an item of 3 En or less, with a Rarity of less than 5. The other rules still apply. |
Easy Access Pouch | 0 | 0 | $250 | 2 | Holds 2 items of 0 En, can withdraw them as an Incidental. |
Anti-grav parachute | 0 | 2 | $400 | 5 | Factory; Limited Ammo 4; spend a Limited Ammo to decrease the range band fallen by 1. |
Sensor Goggles | 1 | 1 | $1.1k | 5 | Factory; +b to Perception checks; -bb due to concealment, darkness, fog, et al. to all Ranged (Light/Heavy) |
Repulsor Boots | 1 | 2 | $3.6k | 5 | Factory; Allows the wearer to hover (vertical lift, no movement) within Short Range of the ground for up to 5 Turns; +b to jumping checks. |
Breath Mask | 1 | 0 | $250 | 1 | Can breathe in all types of atmosphere. |
Jetpack | 2 | 3 | $2k | 5 | Factory; Fly (use Piloting for movement checks) ; runs out of fuel on d or hhhhh |
Backpack | 0 | 0 | $50 | 0 | +5 En Threshold |
Medical Pack | 1 | 2 | $350 | 3 | Factory; Provides +b to all Medicine checks. |
Deathslinger Holster | 0 | 1 | $430 | 6 | Store an item that uses a 'combat skill' here with no more than 3 En. May equip this weapon as an Incidental, but it remains a Maneuver to store a weapon here. |
Covert Holster | 0 | 1 | $580 | 7 | Store an item that uses a 'combat skill' here with no more than 1 En. Weapons stored here as a Maneuver receive +bb to be detected, but if they are stored with an Action they also Upgrade the Difficulty to be detected. |
Comfortable Holster | 0 | 0 | $180 | 2 | Store an item that uses a 'combat skill' here with no more than 5 En. While stored here, the weapon counts as -1 En. Inherent Modification options: x2 -1 En. |
| Hard Points | Encumberance | Price | Rarity | Special*/ |
Apparel Attachments (GMH; Genesys)
Shamelessly poached from GM Huzz's Sci-Fi Armoury
Name | Restrictions | HP | Price | Rarity | Special |
---|---|---|---|---|---|
Articulated Limbs | Any | 2 | $2.5k | 7 | The user is treated as having four extra arms. During their turn, they may spend 1 less Strain for an additional Maneuver. Furthermore, they receive -bb from any task where having the additional arms may be beneficial. |
Antigrav Shunters | Sk 2+ OR Def 1+ | 2 | $1750 | 8 | (Once per Encounter, Incidental) Ignore the effects of gravity for one Maneuver. |
Energy Absorbtion Weave | Any without Kinetic Absorption Weave | 1 | $1.5k | 8 | Treat Soak as +1 against Laser, Pulse, Stun, Sunfire and any similar energy based damage. |
Forcefield Generator | Sk 2+ OR Def 1+ | 1 | $1.5k | 9 | rDef +2. GM may spend hhh or d to overload the shield and have it power down. An energy shield requires 12 hours of recharging before it can be reactivated. |
Grenade Storage | Sk 2+ OR Def 1+ | 2 | $250 | 4 | Up to 5 grenades can be carried while ignoring their Encumbrance. |
Kinetic Absorbtion Weave | Any without Energy Absorption Weave | 1 | $1.5k | 8 | Treat Soak as +1 against Rail, Slug, Shockwave and any similar kinetic based damage, except for Melee and Brawl attacks. |
Saviour Dome | Carapace or Power Armour | 1 | $3k | 10 | (Once per Session, Out of Turn Incidental) Soak +5 for the wielder and all characters in Engaged Range against attacks originating from Short (or longer) Ranges. |
Shock Plating | Sk 2+ OR Def 1+ | 1 | $750 | 6 | Soak +1 against Melee and Brawl attacks; +2 Encumbrance |
Emergency Forcefield Blast | Sk 2+ OR Def 1+ | 2 | $1.5k | 8 | (Once per Encounter, Maneuver) Upon activating this attachment, all characters within Engaged Range must make an Athletics 3 check; those that fail are knocked prone. Targets with a Silhouette of 2+ automatically succeed. |
Combat Stim Injector System | Sk 2+ OR Def 1+ | 1 | $450 | 5 | (Incidental to use, Action to load) Apply a dose of any injectable stimulant. Capacity of 6. |
Optical Camoflague | Sk 2 or less | 2 | $6.5k | 10 | Upgrade Stealth checks twice. |
(X) HUD Software | Any, as long as that specific bonus has not yet been applied | 1 | $500 | 5 | When acquired, choose one of the following skills for this attachment to be permanently specialised for: Computers, Cool, Piloting, Mechanics, Leadership, Perception, Ranged, Skulduggery or Vigilance. Replace (X) with the name of the chosen specialised skill. When making a check for the chosen skill, may reroll any one positive dice. |
(X) Specialisation Utility Upgrade | Any, can only be applied once | 2 | $3k | 7 | When acquired choose one of the following skills for this attachment to be permanently specialised for: Astrogation, Computers, Mechanics, Medicine, Piloting, Skulduggery or Survival. Replace (X) with the name of the chosen specialised skill. (Once per Session) The user may spend 2 DP to add t to their check that this attachment is specialised for. |
| Restrictions | HP | Price | Rarity | Special*/ |
Items
RecreationRecreation items (Genesys)
For having fun.
Name | En | Price | Rarity | Special |
---|---|---|---|---|
Drugs | 1 | $250 | 3 | Make a Resilience 3 check. If you fail, +5 "Addiction" Obligation. |
Deck of playing cards | 0 | $50 | 1 | |
Loaded/regular dice | 0 | $5 | 0 | |
Musical instrument | 1 | $250 | 0 | |
| Encumberance | Price | Rarity | Special*/ |
Security items (Genesys)
For breaking and reinforcing security.
Name | En | Price | Rarity | Special |
---|---|---|---|---|
Cuffs | 0 | $200 | 3 | Athletics, Skulduggery or Coordination 4 to escape. |
Comm jammer | 5 | $5k | 5 | Base Range of Extreme. If blanketing an area, a Comms Jammer requires a Computers 3 check to cancel out or otherwise bypass the jamming when attempting to communicate over radio within range. If the jammer is focused, the difficulty of the Computers check is increased to 4 but range is decreased by 1. Transmitting in close proximity to the jammer results in +d, and being at the farthest range of the source results in -d. |
| Encumberance | Price | Rarity | Special*/ |
Drug items (Genesys)
Good and bad drugs.
Name | En | Price | Rarity | Special |
---|---|---|---|---|
Neurotoxin | 1 | $1k | 7 | Resilience ddddd check if ingested.
|
Truth Serum | 1 | $10k | 8 | If ingested or injected, make a Resilience ddddd check. Spend h multiple times to inflict +1 Strain or to extend duration for an hour/1 Round. Failure results in incoming social checks being Upgraded once per ff, minimum of once. Lasts for 1 hour. |
Morphine Cocktail | 1 | $200 | 1 | -6 Wounds from biologicals, reduce effect by 1 each use within 24h. Cumulative with Adrenal Cocktail. |
Adrenal Cocktail | 0 | $200 | 4 | -6 Strain from biologicals, reduce effect by 1 each use within 24h. Cumulative with Morphine Cocktail. |
| Encumberance | Price | Rarity | Special*/ |
Miscellaneous Items (Genesys)
Name | En | Price | Rarity | Special |
---|---|---|---|---|
Comm | 0 | $400 | 1 | Audio and visual messaging up to Long Range on the vehicle scale. |
Toolbox | 2 | $100 | 1 | Provides a wide variety of tools for assisting with checks. Provides +b as a general toolbox, or +bb to specialise in an area. E.g. Toolbox (lockpick) +bb to unlocking locks. |
Electrobinoculars | 1 | $450 | 1 | See up to Extreme Range. |
Handheld scanner | 1 | $600 | 0 | A scanner useful for viewing the details of an object. Provides +b as a general scanner, or +bb to specialise in an area. E.g. Scanner (medic) +bb to scanning lifeforms for injuries. |
Ration pack | 1 | $50 | 0 | Includes 1 day of rations for one person. |
Datapad | 1 | $100 | 1 | |
| Encumberance | Price | Rarity | Special*/ |
Modding Weapons & Armour
The default Difficulty is Mechanics 3, and $100 spent on disposable tools and materials. +d for each Hard Point already used until ddddd and then start Upgrading dice.If a check is failed, the attachment is not destroyed but the attachment may never be attached to an item of that specific type, and the item may never be attached to an attachment of that specific type.
d results in the attachment being destroyed.
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