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List of Items (Genesys)

A list of items available, although not an exhaustive list like before

First time on this page? Click here
Due to worldanvil's table formatting (or maybe my own lack of skill with bbcode?), the tables here are best viewed on a phone or tablet in landscape mode.

Better yet, use a computer.
 

Weaponry

Pistols, Rifles and Cannons

Beam

Beam 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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Compact Beam PistolR:L44S1$30041Accurate 1; Pierce 1
Beam PistolR:L44M1$40041Accurate 1; Pierce 1
Heavy Beam PistolR:L44M2$50061Accurate 1; Pierce 2
Beam RifleR:H64L4$85072Accurate 1; Linked 1; Pierce 1; Two-handed
Beam SpreadgunR:H64S3$80082Blast 4; Pierce 1; Two-handed
Beam Marksman RifleR:H64X5$1,25073Accurate 1; Pierce 3; Two-handed
Slug

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Compact PistolR:L43S1$25031
PistolR:L63M1$50041
Heavy PistolR:L73M2$55051
AutopistolR:L54S1$22561Autofire; Inaccurate 1, Versatile
RevolverR:L63S1$37540Accurate 1; Click-click; Reliable
Heavy RevolverR:L83S1$62541Accurate 1; Click-click; Reliable
Hand CannonR:L63M2$1,22581Accurate 1; Click-click; Reliable
Carbine RifleR:H83L3$95062Two-handed
AutorifleR:H93L5$1,17573Autofire; Two-handed
Light Machine GunR:H103L7$1,55083Autofire; Slow Reload 1; Two-handed
Heavy Machine GunG153X12$4,525104Autofire; Cumbersome 4; Pierce 1; Slow Reload 1; Two-handed
Pump Action ShotgunR:H83S3$1,15062Accurate 1; Blast 4; Knockdown; Vicious 2; Two-handed
ShotgunR:H82S4$1,50072Blast 4; Knockdown; Vicious 4; Two-handed
Auto ShotgunR:H83S3$1,35082Autofire; Blast 4; Knockdown; Vicious 2; Two-handed
SMGR:H63M2$70061Autofire; Two-handed; Versatile
Marksman RifleR:H103L4$1,55072Accurate 1; Two-handed
Revolver RifleR:H123L4$1,45072Accurate 1; Click-click; Reliable; Two-handed
Sniper RifleR:H152X5$4,50083Accurate 2; Pierce 2; Slow Firing 1; Two-handed
Anti Material RifleR:H152X10$5,200104Accurate 2; Breach 1; Cumbersome 2; Prepare 2; Limited Ammo 4; Two-handed
Plasma

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Plasma PistolR:L64L3$70060
Plasma Array PistolR:L44M3$77580Linked 3; Inaccurate 1
Plasma Burst PistolR:L44M3$50080Blast 3
Plasma Charge PistolR:L64M3$70090Pierce 3; Prepare 2
Plasma RifleR:H104X6$1,65072Knockdown; Two-handed
Plasma BurnerR:H84S6$95081Burn 2; Two-handed
Plasma LanceR:H104M7$1,22581Pierce 3; Inaccurate 2; Two-handed
Plasma SuppressorR:H104M6$1,15071Autofire; Two-handed
Stunner

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Compact StunnerR:L35E1$7530Pierce 2; Stun Damage
StunnerR:L35S1$15030Pierce 2; Stun Damage
Crowd StunnerG105M6$1,50070Blast 5; Pierce 4; Stun Damage
Shockwave

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Shockwave RifleR:H52M5$1,72570Concussive 1; Prepare 1; Vicious 3; Two-handed
Shockwave CannonG82L7$2,725100Blast 4; Concussive 1; Prepare 1; Vicious 3; Two-handed
Terror

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Shard RifleR:H42M4$1k82Limited Ammo 6; Vicious 5; Two-handed
Flechette RifleR:H42M6$1.4k83Blast 4; Limited Ammo 6; Vicious 5; Two-handed
FlamethrowerG85M10$1.8k80Blast 4; Burn 4; Limited Ammo 4; Two-handed
Arc RifleR:H15M4$1.2k90Blast 1; Breach 1; Versatile; Two-handed
Rail

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Rail PistolR:L82L2$1.4k81Pierce 3
RailgunR:H102X6$2.292Cumbersome 2; Pierce 3; Two-handed
Rail CannonG201X10$7,825103Breach 1; Cumbersome 4; Limited Ammo 4; Prepare 1; Two-handed
Thermal

Thermal Weapons

Shamelessly poached from GM Huzz's Sci-fi Armoury


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
Thermal PistolR:L83S2$1,750100Breach 1; Vicious 2; Prepare 1; Limited Ammo 1
Thermal RifleR:H103M6$2,350100Breach 1; Vicious 2; Prepare 1; Limited Ammo 2; Two-handed
Thermal GrenadeR:L202S1$1.2k100Blast 15; Breach 2; Burn 2; Limited Ammo 1
Thermal Cartridge-202-1$1.5k100Blast 15; Breach 2; Burn 2
Thermal AxeM+43E3$6000101Vicious 1; Breach 1
Thermal PunchgripsB+13E1$800100Breach 1; Fast
Thermal KnifeM+13E1$800101Breach 1
Thermal GreataxeM+43E5$14k103Cumbersome 3; Pierce 2; Breach 1; Vicious 3; Two-handed
Thermal GreathammerM+44E6$14k103Cumbersome 4; Disorient 2; Knockdown; Breach 1; Vicious 3; Two-handed
Thermal GreatswordM+42E4$14k103Unwieldy 3; Pierce 1; Breach 1; Precise; Defensive 1; Two-handed
Thermal Mace/HammerM+34E5$14k102Cumbersome 3; Pierce 2; Breach 1; Vicious 2
Thermal RapierM+02E3$10k101Accurate 2; Precise; Defensive 2; Breach 1
Thermal SpearM+24E3$3.6k101Accurate 1; Defensive 1; Breach 1; Two-handed; Versatile
Thermal SwordM+22E3$10k101Defensive 1; Pierce 1; Breach 1
 

Explosives

Grenade

Grenades (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.


NameDAMCRTPriceRaritySpecial
EMP--$508Limited Ammo 1; Overload 2; Robot Killer
Frag104$1407Blast 8; Limited Ammo 1
Gas--$1008Choke 3 (covers up to Short RNG from its location) ; Limited Ammo 1
Incendiary85$708Blast 3; Burn 2; Limited Ammo 1
Locust--$8010Decay 1; Limited Ammo 1
Screech--$408Screech 3; Limited Ammo 1
Stun105$506Blast 8; Limited Ammo 1; Stun Damage
Launcher

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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
RPG launcherG202X7$12k80Blast 15; Pierce 5; Cumbersome 3; Prepare 1; Limited Ammo 1
Missile LauncherG302X8$22k100Breach 2; Cumbersome 4; Prepare 1; Limited Ammo 1
Salvo LauncherG104L8$3k80Autofire; Blast 10; Prepare 1; Cumbersome 4; Limited Ammo 1
Pump Action Grenade LauncherG--L4$25061Grenade Cartridge 1
Grenade Launcher RevolverG--L6$60081Grenade Cartridge 6
Grenade Launcher Cartridges

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.


NameDAMCRTPriceRaritySpecial
Armour Piercing102$1758Blast 4; Pierce 2
Bore53$13010Breach 1; Guided 3
EMP--$658Overload 2; Robot Killer
Flechette42$1158Blast 4; Vicious 5
Frag104$1757Blast 8
Gas--$1008Choke 3
Incendiary85$908Blast 3; Burn 2
Locust--$10010Decay 1
Screech--$508Screech 3
Shockwave62$2009Blast 4; Concussive 1; Knockdown; Vicious 3
Singularity84$10010Pull 3
Slug153$2507Knockdown; Inaccurate 1
Stun105$606Blast 8; Stun Damage
 

Special

Melee and Brawl

Brawl & 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.


NameSkillDAMCRTRNGEnPriceRarityHPSpecial
AxeM+33E2$15031Vicious 1, Quiet
BatonB/M+25E2$5031Disorient 2, Quiet, Stun Setting
Brass KnucklesB+14E0$2010Quiet, Fast 1
KnifeM+13E0$2010Quiet, Fast 1
GreataxeM+43E4$35053Cumbersome 3; Pierce 2; Vicious 2, Quiet, Two-handed
GreathammerM+44E5$35053Cumbersome 4; Disorient 2; Knockdown; Vicious 2, Quiet, Two-handed
GreatswordM+42E3$35053Defensive 1; Pierce 1; Precise; Quiet; Unwieldy 3; Two-handed
Mace or HammerM+34E4$15032Disorient 1; Knockdown; Quiet
RapierM+02E2$25051Accurate 2; Precise; Defensive 2; Quiet
Riot ShieldM+15E8$25052Defensive 2; Deflect 1; Quiet
SpearM+24E2$9021Accurate 1; Defensive 1; Quiet; Reach; Two-handed; Versatile
StunstickM45E2$5040Stun Damage
SwordM+22E3$25031Defensive 1; Pierce 1; Quiet
WhipM44S3$15020Ensnare; Unwieldy 2
Tech-unique

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.


NameDamSSMTEnPriceRaritySpecial
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.

/*Name

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.


NameEnMTPriceRaritySpecial
Vent PSD11$1704-5 SS
Adaption PSD11$1008+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.
Magic-unique

Staves & Wands

For use with the Magic skill.


NameDamEnPriceRaritySpecial
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.

/*Name

Dam
En
Price
Rarity
Special*/
 

Attachments

Melee Attachments

Melee 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.


NameEnPriceRaritySpecial
Brutal+1x3+4Vicious +3
Guard+0x2+4Defensive +1
Energised+1x3+4Pierce +1
Mastercrafted+0x2+4Accurate +1
Shock+0x2+2Disorient +1
Quicksilver+0x10+5Linked +1
Weapon attachments

Ranged weapon attachments (Genesys)

Shamelessly poached from GM Huzz's Sci-Fi Armoury


NameRestrictionsHPPriceRaritySpecial
Angled GripR:L, R:H1$6002(Once per Turn; Incidental) Aim Maneuver
Airburst TriggerGrenade Launchers1$2506-b from cover
Double TapAny Ranged weapon with Linked or Limited Ammo, except for Sunfire2$3.5k8Linked +1
Heartbeat SensorAny2$5008(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 SupplyAny weapon without Limited Ammo1$1506(Out of Turn, Incidental, 1 DP) Ignore an "out of ammo" result; +h needed to trigger Click-click
MedGripAny1$1505(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 BurnBeam1$5006DAM +2; hh may be spent to have it run out of ammo.
Last LaughR:L, R:H, G1$508(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 LoaderRail2$7509+Autofire
SuppressorSlug1$2505If at Long or more RNG, shots can't be heard.
If at Medium or less range, +bb to detect the sound of this weapon.
TaggerR:L, R:H, G1$9507(Action, RNG Long) Once used on a visible target, until the start of the next Turn allies receive +b against the tagged target.
VelocitySlug1$5507(Incidental) Choose a mode: High Velocity (DAM +1), Normal Velocity (no change), Low Velocity (Combat checks +a)
Vertical GripR:L, R:H, G1$5002(Once per combat check) Reroll any one b
Reflex SightR:L, R:H, G1$5003-h from combat checks at Short or Medium RNG.
Telescopic SightR:L, R:H, G1$3002+b to combat checks and visual Perception checks at Long+ Range
Cornershot VidSightAutorifles, carbines, laser rifles, marksman rifles2$9508(Incidental) +d = Can blindfire accurately.

/*Name

RestrictionsHPPriceRaritySpecial*/
Special Ammo

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


NamePriceRaritySpecial
Armour-piercing$1504Pierce +2
Seeking$5505Accurate +2, Precise
Acid$4006CRT +1, -1 DAM, Decay 1
Cryo$4006CRT +1, -1 DAM, Ensnare 1
Rubber$4006CRT +5, -1 DAM, Stun Damage, Range reduced to Short
Wraithkiller$3006CRT -1 against Type: Undead, DAM -1 against others
Tazeshot$3004CRT -1 against Type: Robotic and Type: Cybernetic, DAM -1 against others, Ion
 

Clothing

Apparel

Apparel (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.


NamemDrDSkEnPriceRarityHPSpecial
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.

/*Name

mDef
rDef
Soak
Encumberance
Price
Rarity
Hard Points
Special*/
Wearable Gear

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.


NameHPEnPriceRaritySpecial
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.

/*Name

Hard Points
Encumberance
Price
Rarity
Special*/
Attachments

Apparel Attachments (GMH; Genesys)

Shamelessly poached from GM Huzz's Sci-Fi Armoury


NameRestrictionsHPPriceRaritySpecial
Articulated LimbsAny2$2.5k7The 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 ShuntersSk 2+ OR Def 1+2$17508(Once per Encounter, Incidental) Ignore the effects of gravity for one Maneuver.
Energy Absorbtion WeaveAny without Kinetic Absorption Weave1$1.5k8Treat Soak as +1 against Laser, Pulse, Stun, Sunfire and any similar energy based damage.
Forcefield GeneratorSk 2+ OR Def 1+1$1.5k9rDef +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 StorageSk 2+ OR Def 1+2$2504Up to 5 grenades can be carried while ignoring their Encumbrance.
Kinetic Absorbtion WeaveAny without Energy Absorption Weave1$1.5k8Treat Soak as +1 against Rail, Slug, Shockwave and any similar kinetic based damage, except for Melee and Brawl attacks.
Saviour DomeCarapace or Power Armour1$3k10(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 PlatingSk 2+ OR Def 1+1$7506Soak +1 against Melee and Brawl attacks; +2 Encumbrance
Emergency Forcefield BlastSk 2+ OR Def 1+2$1.5k8(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 SystemSk 2+ OR Def 1+1$4505(Incidental to use, Action to load) Apply a dose of any injectable stimulant. Capacity of 6.
Optical CamoflagueSk 2 or less2$6.5k10Upgrade Stealth checks twice.
(X) HUD SoftwareAny, as long as that specific bonus has not yet been applied1$5005When 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 UpgradeAny, can only be applied once2$3k7When 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.

/*Name

RestrictionsHPPriceRaritySpecial*/
Snorgo's Boutique
Coming soon!
 

Items

Recreation

Recreation items (Genesys)

For having fun.


NameEnPriceRaritySpecial
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

/*Name

Encumberance
Price
Rarity
Special*/
Security

Security items (Genesys)

For breaking and reinforcing security.


NameEnPriceRaritySpecial
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.

/*Name

Encumberance
Price
Rarity
Special*/
Drugs

Drug items (Genesys)

Good and bad drugs.


NameEnPriceRaritySpecial
Neurotoxin
1
$1k
7
Resilience ddddd check if ingested.
  • Spend f to inflict +2 Wounds (ignoring Soak)
  • Spend h = +2 Strain
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.

/*Name

Encumberance
Price
Rarity
Special*/
Miscellaneous

Miscellaneous Items (Genesys)


NameEnPriceRaritySpecial
Comm
0
$400
1
Audio and visual messaging up to Long Range on the vehicle scale.
Toolbox2$1001Provides 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

/*Name

Encumberance
Price
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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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