Weapons & Equipment
Each weapon’s Damage rating is how many d10 it rolls on a hit, resolved per-die against the defender’s Soak, as described in rules.md.
Wealth is the Wealth Level an item sits at - how expensive it is, and nothing else. It applies the same way to every table on this page, not just weapons. What that Level gets you for free, what it costs you to reach past it, and how the whole purchase works is in Wealth at Character Creation.
Money is not always the hard part. Plenty of what follows is perfectly legal to own and still not simple to buy. A handgun means a background check and a dealer who writes your name down. Body armor is restricted in some states and off the table entirely for anyone with a record. A prescription is a conversation with a doctor who keeps records, and a pilot’s licence is two years and a medical. None of that is a roll - it is a detail for you and your GM about what it cost you in time, in paperwork, and in who knows your name now. The things with no lawful route at all are gathered under The Black Market, which has its own rating and its own rules.
What You Can Carry
Owning it is not carrying it. A character walks out of creation with more than fits in a coat, and keeps accumulating after. Most of it stays where they left it.
Say what you have on you when a scene starts, and that is what you have - a weapon or two, a bag, whatever is in your pockets. Everything else is at home, in the car, in a locker, in the safehouse: genuinely yours, and genuinely an hour away. Nothing here is tracked by weight and nothing is counted in slots. The only question is whether a person could be walking around with all of it at once, and Potence (Sub-Stat Division) settles the rare case where the answer turns on how strong you are.
Some of it is never carried at all. Everything under Property has an address, and most of Transport is parked somewhere. A workshop, a safe, a server rack, a boat - those are places you go, not things you bring, and reaching one in a hurry is a scene of its own rather than a line on a sheet.
It cuts both ways. A character who said they were travelling light doesn’t get to produce the breaching charge. A character who said they brought the duffel is carrying a duffel, and everybody can see it.
Basic Weapons
Range is given as Normal / Long, in meters - the same unit as Movement Rate and the Range Bands. A weapon’s Normal range tells you the band it is built for: a shotgun’s 5m is Close, a handgun’s 15m is Near, a hunting rifle’s 100m is Far.
Attacking a target within a weapon’s Normal range carries no penalty. Attacking at Long range imposes Disadvantage on the attack roll, stacking with any other Advantage/Disadvantage source per the usual binary rule. Beyond Long range, the target can’t be attacked with that weapon at all.
Reload is the action cost to refill a weapon’s Ammo back to full once it runs dry - see Reload for what each tier means.
| Weapon | Category | Damage | Range (Normal / Long) | Ammo | Reload | Wealth |
|---|---|---|---|---|---|---|
| Baseball bat | Improvised | 3 | Melee | - | - | 1 |
| Battle spear | Polearm / two-handed | 5 | Melee | - | - | 1 |
| Bayonet | Knife | 3 | Melee | - | - | 1 |
| Black powder pistol | Handgun | 3 | 10m / 25m | 1 round | Slow action | 1 |
| Blowgun | Exotic (ranged) | 1 | 8m / 15m | 1 per shot | - | 1 |
| Boomerang | Returning | 2 | 10m / 20m | 1 per throw (returns) | - | 1 |
| Brass knuckles | Improvised | 2 | Melee | - | - | 1 |
| Chain whip | Exotic (melee) | 3 | Melee | - | - | 1 |
| Chainsaw | Two-handed | 5 | Melee | - | - | 1 |
| Combat knife | Knife | 3 | Melee | - | - | 1 |
| Compact pistol | Handgun | 3 | 15m / 40m | 15 rounds | 1 action | 2 |
| Compound bow | Compound bow | 4 | 25m / 60m | 12 (quiver) | Free | 2 |
| Crossbow | Crossbow | 4 | 20m / 50m | 12 (quiver) | 1 action | 2 |
| Dart pistol | Exotic (ranged) | 1 | 10m / 20m | 5 darts | 1 action | 2 |
| Derringer | Handgun | 2 | 5m / 10m | 2 rounds | 1 action | 1 |
| English longbow | Warbow | 5 | 30m / 70m | 12 (quiver) | Free | 2 |
| Fists, feet | Unarmed | 1 | Melee | - | - | - |
| Flail | One-handed blunt | 4 | Melee | - | - | 1 |
| Flare gun | Exotic (ranged) | 2 | 15m / 40m | 1 round | 1 action | 1 |
| Garrote | Improvised | 2 | Melee | - | - | 1 |
| Glaive | Polearm / two-handed | 5 | Melee | - | - | 1 |
| Halberd | Polearm / two-handed | 5 | Melee | - | - | 1 |
| Hand axe | Thrown axe | 1 | 5m / 15m | 1 per throw | - | 1 |
| Hand crossbow | Hand crossbow | 2 | 10m / 25m | 5 (quick-load) | 1 action | 1 |
| Harpoon gun | Heavy | 3 | 15m / 30m | 1 (line-retrievable) | Slow action | 2 |
| Hatchet | One-handed blade | 4 | Melee | - | - | 1 |
| Heavy revolver | Handgun | 3 | 15m / 40m | 6 rounds | 1 action | 2 |
| Hunting rifle | Rifle | 4 | 100m / 250m | 5 rounds | 1 action | 2 |
| Javelin | Shafted | 3 | 10m / 25m | 1 per throw | - | 1 |
| Kama | One-handed blade | 3 | Melee | - | - | 1 |
| Katana | One-handed blade | 4 | Melee | - | - | 2 |
| Kukri | Large blade | 4 | Melee | - | - | 1 |
| Mace | One-handed blunt | 4 | Melee | - | - | 1 |
| Machete | Large blade | 4 | Melee | - | - | 1 |
| Metal pipe | Improvised | 3 | Melee | - | - | 1 |
| Muzzleloader rifle | Rifle | 4 | 80m / 200m | 1 round | Slow action | 2 |
| Nail gun | Exotic (ranged) | 2 | 5m / 10m | 30 nails | 1 action | 1 |
| Net launcher | Exotic (ranged) | 1 | 10m / 20m | 1 net | 1 action | 2 |
| Nunchaku | Exotic (melee) | 3 | Melee | - | - | 1 |
| Pump shotgun | Shotgun | 4 | 5m / 15m | 6 shells | Slow action | 2 |
| Rapier | One-handed blade | 4 | Melee | - | - | 2 |
| Recurve bow | Recurve bow | 3 | 20m / 50m | 12 (quiver) | Free | 2 |
| Revolver rifle | Rifle | 4 | 60m / 150m | 9 rounds | 1 action | 2 |
| Sai | One-handed blade | 3 | Melee | - | - | 1 |
| Sap | Improvised | 3 | Melee | - | - | 1 |
| Sawed-off shotgun | Shotgun | 4 | 5m / 15m | 2 shells | Slow action | 2 |
| Service pistol | Handgun | 3 | 20m / 50m | 15 rounds | 1 action | 2 |
| Short sword | One-handed blade | 4 | Melee | - | - | 1 |
| Sledgehammer | Two-handed | 5 | Melee | - | - | 1 |
| Sling | Sling | 2 | 15m / 30m | 1 per throw | - | 1 |
| Snub-nose revolver | Handgun | 2 | 10m / 20m | 5 rounds | Slow action | 1 |
| Speargun | Exotic (ranged) | 3 | 10m / 25m | 1 spear | Slow action | 1 |
| Switchblade | Knife | 3 | Melee | - | - | 1 |
| Tactical carbine | Rifle | 4 | 100m / 250m | 20 rounds | 1 action | 2 |
| Throwing knife | Balanced blade | 1 | 5m / 15m | 1 per throw | - | 1 |
| Tonfa | One-handed blunt | 3 | Melee | - | - | 1 |
| Tranquilizer rifle | Exotic (ranged) | 1 | 40m / 80m | 1 dart | Slow action | 2 |
| Trench knife | Knife | 3 | Melee | - | - | 1 |
| Two-handed sword | Polearm / two-handed | 5 | Melee | - | - | 2 |
| War axe | One-handed blade | 4 | Melee | - | - | 1 |
| War fan | Exotic (melee) | 2 | Melee | - | - | 1 |
| Warhammer | Two-handed blunt | 5 | Melee | - | - | 1 |
| Whip | Exotic (melee) | 2 | 3m / 6m | - | - | 1 |
Ammo Recovery: Bow-category arrows/bolts and Thrown weapons, unlike spent firearm cartridges, can be physically picked back up. If you control the battlefield once a fight ends, recover half the ammo spent, rounded down - GM’s call if the terrain makes that impractical (a river, a burning building, a fight that moved on before it could be searched).
Armor
Purpose-built protective gear only - ordinary clothing, even sturdy clothing, doesn’t qualify. Every item covers one or more of four Zones - Center of Mass, Head, Arms and Legs - and carries its own Hardness and Health Levels - see Armor & Called Shots for the full two-stage per-die mechanic, why armor doesn’t stack within a Zone, and how a called shot targets Head-Zone armor specifically.
| Item | Zone | Hardness | Health Levels | Notes | Wealth |
|---|---|---|---|---|---|
| Armored coat | Center of Mass | 3 | 2 | Reads as clothing; no penalty | 2 |
| Armored suit lining | Center of Mass | 2 | 2 | Tailored into a suit; survives a glance, not a pat-down | 2 |
| Ballistic briefcase | Center of Mass | 4 | 2 | Front arc only, one hand; a Fast action to unfold, and folded it’s a briefcase | 2 |
| Ballistic cap insert | Head | 2 | 1 | Hidden in a baseball cap; no penalty | 1 |
| Ballistic helmet | Head | 4 | 2 | 2 | |
| Ballistic shield | Center of Mass | 6 | 4 | Front arc only, requires both hands | 3 |
| Brigandine | Center of Mass | 4 | 3 | 2 | |
| Chainmail | Center of Mass + Arms | 4 | 3 | Disadvantage on Stealth rolls while worn | 2 |
| Chainmail dive suit | All four | 4 | 3 | Blades, claws and teeth only, no bonus vs. firearms; worn in water without penalty | 2 |
| Concealable vest | Center of Mass | 3 | 2 | Worn under clothing, no penalty | 2 |
| Full tactical rig | Center of Mass + Head | 6 | 5 | Single item, sets both Zones; Disadvantage on Stealth rolls; Movement Rate -2 while worn | 2 |
| Gambeson | Center of Mass | 2 | 2 | Worn under other armor without penalty | 1 |
| Gauntlets | Arms | 2 | 1 | Advantage resisting disarm attempts | 1 |
| Greaves | Legs | 2 | 1 | 1 | |
| Hazmat suit | All four | 3 | 2 | Negates Disadvantage from toxic/biological hazards; Movement Rate -2 | 2 |
| Knee and elbow pads | Arms + Legs | 2 | 1 | Worn over or under clothing; no penalty | 1 |
| Leather cuirass | Center of Mass | 2 | 2 | No Stealth penalty | 1 |
| Motorcycle armor jacket | Center of Mass + Arms | 3 | 2 | Worn openly, no Stealth penalty, doesn’t look like armor | 2 |
| Motorcycle leathers | Center of Mass + Arms + Legs | 3 | 2 | One-piece; worn openly, no Stealth penalty, doesn’t look like armor | 2 |
| Plate armor | Center of Mass + Arms + Legs | 6 | 4 | Movement Rate -2 while worn | 2 |
| Riot exoskeleton | Center of Mass + Arms + Legs | 5 | 4 | Powered frame; Advantage on any roll of raw physical force; Disadvantage on Stealth rolls | 4 |
| Riot helmet | Head | 4 | 2 | Full-face visor, Advantage resisting Blinded | 1 |
| Riot shield | Center of Mass | 6 | 4 | Front arc only, requires both hands | 2 |
| Sealed environment armor | All four | 5 | 4 | Single item, sets all four Zones; own air supply, immune to gas, smoke and contaminated water; Movement Rate -1 | 4 |
| Stab vest | Center of Mass | 3 | 2 | Blade-only protection, no bonus vs. firearms | 2 |
| Tactical vest | Center of Mass | 5 | 3 | Disadvantage on Stealth rolls while worn | 2 |
| Turnout gear | All four | 3 | 2 | Movement Rate -2; Disadvantage on Stealth rolls; its Hardness also stands against Burning room and On fire dice, and it negates Exhausted from heat the way cold-weather gear negates cold (not from going without water) | 2 |
Tech & Electronics
| Item | Effect | Wealth |
|---|---|---|
| Action / body camera | Records hands-free footage; can serve as evidence or an Investigation aid later | 1 |
| AI assistant earpiece | Real-time research/lookups hands-free, no roll for obvious queries | 2 |
| AR contact lenses | The same display layer, invisible to anyone else. Nobody can tell you are reading. | 3 |
| Biometric scanner lock | Required tool to bypass fingerprint/retina-locked systems; without one, at Disadvantage | 2 |
| Comms relay beacon | Once placed, extends an Encrypted comms set’s range from Near-Far to Far-and-beyond | 2 |
| Covert GPS tracker | Real-time location on a person/vehicle until found and removed | 1 |
| Drone control rig | A worn harness for flying several drones at once. Not an implant - it comes off. | 3 |
| Encrypted comms set | Silent team communication at Near-Far range, no roll | 2 |
| Faraday sleeve | Nothing inside it transmits, receives, or can be tracked | 1 |
| Hacking multitool | Required tool for a field Hacking roll away from a full rig; without one, at Disadvantage | 2 |
| Handheld thermal camera | Advantage on Perception rolls to find living things through smoke, darkness, or a wall | 2 |
| Laptop / hacking rig | Required tool for Hacking Skill checks; without one, Hacking rolls are at Disadvantage | 2 |
| Laser rangefinder | Advantage on the first ranged attack roll against a stationary target | 2 |
| Motion sensor | Alerts when triggered within its zone; Advantage on Perception to notice an intrusion it caught | 1 |
| Night vision goggles | Negate Disadvantage from darkness on Perception rolls | 3 |
| Night-vision drone | Remote Far-range low-light scouting, directed as a Fast action | 3 |
| Police scanner | Advantage on rolls made to anticipate or track police response | 1 |
| Portable charger / power bank | Keeps electronics running indefinitely in the field, no roll | 1 |
| Recon drone | Remote Far-range visual/audio scouting, directed as a Fast action | 2 |
| Satellite phone | Comms with no signal dependency, works anywhere | 2 |
| Security drone (tracked) | Waist-high and armoured. Patrols a perimeter, reports, and escalates without being told to. | 3 |
| Smart glasses | Overlays directions, faces and notes on what you are looking at. Everyone can see you are wearing them. | 2 |
| Smartgun link kit | Fitted to one firearm. Puts the reticle where the muzzle actually points - ignore the Disadvantage from firing at Long range. | 2 |
| Smartphone | Comms, maps, research at a glance - no roll for obvious lookups | 2 |
| Solar charger | Keeps electronics running indefinitely with no power grid access | 1 |
| Tablet / e-reader | Portable research and storage; no roll for obvious lookups, same as a Smartphone | 2 |
| Technical scanner | Identifies an unfamiliar device, what it is doing, and where it is weakest. | 3 |
| Thermal drone | Remote Far-range thermal scouting, directed as a Fast action | 3 |
| Thermal imaging scope | Advantage on Perception through darkness, smoke, or light cover | 3 |
| Two-way radio | Short-range team comms (Close-Near), no roll - cheaper unencrypted alternative to an Encrypted comms set | 1 |
Survival & Tools
| Item | Effect | Wealth |
|---|---|---|
| Animal traps | Passive capture of small game over time, no roll to set | 1 |
| Ascender / rappel kit | Required tool for safely rappelling down or ascending a fixed rope; without one, at Disadvantage | 2 |
| Avalanche beacon | Real-time location if buried in snow, drastically speeds rescue | 2 |
| Bear trap | Passive trap; Restrains and deals 3 damage to whoever triggers it | 1 |
| Bolt cutters | Required tool for cutting chains/padlocks; without one, at Disadvantage | 1 |
| Compass | Never lost navigating with a map, no roll | 1 |
| Crowbar | Advantage on forced-entry rolls against doors/windows specifically (not a full Breaching kit) | 1 |
| Duct tape | No roll for trivial improvised repairs, restraint, or holding a dressing on | 1 |
| Field rations & water purifier | Keeps you fed and watered in the field, no roll, for an extended stretch | 1 |
| Fire axe | Advantage on forced-entry rolls against doors specifically - a low-tech cousin of the Breaching kit | 1 |
| Fire starter kit | Reliable fire in any weather, no roll | 1 |
| First aid kit | Consumed on use: Advantage on a roll to treat Health Levels | 1 |
| Gas mask / respirator | Negates Disadvantage from smoke, gas, or airborne toxins | 1 |
| Glow sticks | Twelve hours of light that needs no battery and cannot be switched off | 1 |
| Go-bag | Packed and by the door. Leaving in under a minute costs no roll and nothing is forgotten | 1 |
| Grappling hook | Advantage on Climbing rolls to scale a ledge or wall within range | 1 |
| Hand saw | No roll for trivial wood-cutting tasks | 1 |
| Ice axe | Required tool for climbing on ice or snow; Advantage on Climbing rolls in those conditions | 1 |
| Lockpick set | Required tool for lockpicking; without one, bypass rolls are at Disadvantage | 1 |
| Multitool | No roll for trivial improvised repairs | 1 |
| Nice backpack | +20kg Carrying Capacity while worn | 1 |
| Oxygen tank | Sustains breathing in a low-oxygen or toxic environment for an extended stretch | 2 |
| Paracord (100ft) | Advantage on improvised rigging or binding rolls | 1 |
| Pickaxe | Advantage on rolls to break through rock or hard earth | 1 |
| Portable camp stove | Hot food and water in the field without an open fire | 1 |
| Road flares | Burn in rain and wind. Advantage on rolls to signal, warn off, or start something | 1 |
| Rope & climbing kit | Advantage on Climbing-related rolls | 1 |
| Sewing / repair kit | No roll for trivial gear or clothing repairs | 1 |
| Snake bite kit | Consumed on use: Advantage resisting a venom effect | 1 |
| Snowshoes | Negates Movement Rate penalties from deep snow | 1 |
| Straw water filter | Makes any water source safe to drink, no roll | 1 |
| Tactical flashlight | Negates darkness Disadvantage within Close range | 1 |
| Tent | Field shelter for one to two; lighter and cheaper than the full Tent & sleeping gear kit | 1 |
| Tent & sleeping gear | Field shelter; avoids Exhausted accrual from a rough night outdoors | 2 |
| Thermite charge | Consumed on use: burns through a locked or reinforced barrier, no roll needed - GM’s call on collateral | 2 |
| Water desalinator | Makes seawater safe to drink, no roll | 2 |
| Welding torch | Required tool for metal-cutting or joining tasks; without one, at Disadvantage | 2 |
Medical & Chemical
| Item | Effect | Wealth |
|---|---|---|
| Adrenaline shot (epi-pen) | Consumed on use: clears one Exhausted level instantly and negates a severe allergic reaction, no roll | 1 |
| Advanced trauma kit | Consumed on use: Advantage on treating Health Levels, usable even to stabilize someone at or below 0 | 2 |
| Antitoxin | Consumed on use: ends Envenomed from the venom it’s made for | 2 |
| Burn gel / dressing | Consumed on use: Advantage on treating a burn injury specifically | 1 |
| Chemical analysis kit | Required tool for identifying unknown substances; Advantage on related Research/Science rolls | 2 |
| Defibrillator (AED) | Consumed on use: can revive a target from Unconscious at 0 Health Levels, no roll, if used within the same Scene they went down | 2 |
| Field autodoc | A case that performs surgery. Better than a paramedic, worse than a surgeon, and it never panics. | 4 |
| Field stimulant | Consumed on use: clear your current Exhausted levels, or grant Advantage on one Physical roll - GM’s call on any crash afterward | 1 |
| IV kit & fluids | Consumed on use: Advantage on treating Exhausted levels or blood loss | 1 |
| Medical scanner | Handheld. Sees the break, the bleed and the poison without opening anything. | 3 |
| Naloxone kit | Consumed on use: reverses an opioid overdose outright, no roll | 1 |
| SAM splint | Required tool for field-splinting a broken limb; without one, at Disadvantage | 1 |
| Sedative dart | Ranged; a target Overwhelmed by its Stamina-based dice falls Unconscious instead of just losing Health Levels (GM’s call on framing) | 2 |
| Stimulant patch | Buys you a night. You pay for it over the following week. | 2 |
| Surgical kit | Required tool for treatment beyond field first aid; without one, at Disadvantage on major Health Level treatment | 2 |
| Tourniquet | Consumed on use: Advantage on the next roll to treat Health Levels lost to a bleeding injury | 1 |
| Trauma patch | Adhesive. Stops the bleeding and the panic for about an hour; buys time, not recovery. | 2 |
| Trauma shears | No roll to quickly cut through clothing or restraints to treat an injury | 1 |
| Water purification tablets | Makes questionable water safe to drink, no roll - lighter than a full purifier | 1 |
Disguise & Infiltration
| Item | Effect | Wealth |
|---|---|---|
| Bump key set | Advantage on Lockpicking rolls against standard pin-tumbler locks | 1 |
| Burn bag | Destroys everything inside it in under a minute, unrecoverably | 1 |
| Collapsible rifle case | A rifle that comes apart into something that reads as an instrument case. | 2 |
| Colored contact lenses | Defeats a description or ID check based on eye color, no roll | 1 |
| Dead drop cache | A prepared spot nobody watches. Hand something over without meeting anybody | 1 |
| Disguise kit | Advantage on Deception rolls involving a physical disguise | 1 |
| Encrypted burner phone | Untraceable, disposable comms; discard after use to leave no trail | 1 |
| Environment-matched camo | Advantage on Stealth rolls in matching terrain | 1 |
| Fingerprint gloves | Leaves no fingerprints; negates related forensic Investigation against the wearer | 1 |
| Ghillie suit | Advantage on Stealth rolls in matching natural terrain (doesn’t stack with Environment-matched camo) | 1 |
| Grapple gloves | Advantage on Climbing rolls on sheer or smooth surfaces | 2 |
| Prosthetic scars / tattoo kit | Advantage on Deception rolls impersonating a specific known individual | 1 |
| Uniform disguise | Advantage on Deception rolls passing as a specific role or organization while worn | 1 |
| UV flashlight | Advantage on Investigation rolls at a scene with UV-reactive evidence | 1 |
| Voice changer | Advantage on Deception rolls made over a phone or radio specifically | 1 |
| Wig & makeup kit | Advantage on Deception rolls for a full appearance change (doesn’t stack with a Face-changing prosthetics kit) | 1 |
Surveillance
| Item | Effect | Wealth |
|---|---|---|
| Binoculars | Advantage on Perception rolls at Far range | 1 |
| Concealable microphone | Covert audio pickup, Close-Near broadcast range | 1 |
| Directional microphone | Advantage on eavesdropping at Near-Far range | 2 |
| Hidden camera | Covert visual feed, live or for later retrieval | 1 |
| Hidden tracker dart | Ranged; attaches a Covert GPS tracker to a target or vehicle without them noticing (Stealth vs. Perception) | 2 |
| Parabolic microphone | Advantage on eavesdropping at Far range specifically (line of sight required) | 2 |
| RF / bug detector | Advantage on Perception rolls made specifically to find a hidden microphone or tracker | 2 |
| Satellite uplink | Comms and data access with no signal dependency, works anywhere - a team-wide version of a Satellite phone | 3 |
| Spy pen camera | Covert visual recording, easily overlooked as an everyday object | 1 |
| Surveillance microdrone | Insect-sized. Flies in through the gap a window was left open and sends back what it sees. | 3 |
| Trail camera | Unattended, motion-triggered; monitors a fixed location indefinitely | 1 |
Transport
Driving/Piloting Skill required to operate; combat or pursuit use falls under Combat Driving/Piloting instead.
| Item | Notes | Wealth |
|---|---|---|
| Amphibious conversion vehicle | Road to water without stopping. Neither half is best in class. | 5 |
| ATV / dirt bike | Advantage on Chase rolls off-road; not street-legal | 3 |
| Bicycle | Quiet, no fuel, no roll to operate | 2 |
| Cargo van | Hauling capacity, inconspicuous | 4 |
| Economy sedan | Ordinary car, 4-5 seats | 3 |
| Gyro-stabilized superbike | Will not fall over. Will still throw you off. | 4 |
| Hang glider / wingsuit | Unpowered gliding flight from height, requires Piloting | 3 |
| Horse & tack | Ordinary mount, no fuel required | 3 |
| Hot air balloon | Slow vertical/wind-drift flight, requires Piloting | 3 |
| Kayak / canoe | Water only, human-powered | 2 |
| Light helicopter | Full 3D movement, requires Piloting | 5 |
| Mini-submarine | Full underwater movement, requires Piloting | 5 |
| Motor yacht | A house that leaves, and a jurisdiction you choose. | 6 |
| Motorcycle | Advantage on Chase rolls in dense urban/congested terrain | 3 |
| Off-road SUV | Advantage on Chase rolls off-road or rough terrain | 4 |
| Parachute | Safe descent from height or an aircraft; single-use per jump unless repacked | 2 |
| Personal watercraft | Water only, Advantage on Chase rolls on open water | 3 |
| Pickup truck | Real cargo/towing capacity | 4 |
| Private jet | Range, privacy, and a crew who know your name. | 6 |
| Skateboard / scooter | Quiet, no fuel, folds for easy carry | 1 |
| Sled / dog sled | Snow or ice only, requires a team of sled dogs | 2 |
| Small fixed-wing aircraft | Requires Piloting (Fixed-Wing) | 5 |
| Speedboat | Water only | 4 |
| Supercar | Fast, loud, and remembered by everyone who saw it. | 5 |
| Utility trailer | Real cargo capacity, requires a towing vehicle | 2 |
Less-Lethal & Self-Defense
Same Damage/per-die-vs-Soak resolution as Basic Weapons above, just built around lower Damage ratings and a secondary Effect rather than raw lethality - a called shot, Trait, or GM ruling can still make one of these genuinely dangerous, same as any other weapon.
| Item | Damage | Range (Normal / Long) | Ammo | Reload | Effect | Wealth |
|---|---|---|---|---|---|---|
| Bear spray | 1 | 4m / 6m | 1 (canister) | - | Same as pepper spray, but a Close-range cone hitting everyone in it | 1 |
| Blinding strobe | 0 | Close radius | - | - | Blinded for 1 round, no roll needed to trigger | 1 |
| Bola | 1 | 8m / 15m | 1 per throw | - | Target’s Movement Rate is halved until they break free | 1 |
| Collapsible baton | 2 | Melee | - | - | 1 | |
| Flashbang | 1 | 10m throw | 1 (thrown) | - | Everyone in a Close radius is Blinded and at Disadvantage for 1 round | 1 |
| Flex cuffs | 0 | Melee | - | - | Restrains a compliant or already-subdued target; cut, not unlocked | 1 |
| Grappling snare | 1 | Melee (trap) | - | - | Restrains whoever triggers it | 1 |
| Handcuffs | 0 | Melee | - | - | Restrains a compliant or already-subdued target until unlocked | 1 |
| Less-lethal shotgun (beanbag) | 3 | 5m / 15m | 6 shells | Slow action | No Health Level loss from this weapon alone; Prone and Disadvantage next turn | 2 |
| Net gun | 1 | 8m / 15m | 1 net | 1 action | Target is Restrained until they break free (Potence check) | 2 |
| Pepper spray | 1 | 3m / 5m | 1 (canister) | - | Blinded and Disadvantage on all rolls for 1 round | 1 |
| Pepper spray gel | 1 | 6m / 9m | 1 (canister) | - | Same Blinded effect as pepper spray, less blowback risk | 1 |
| Rubber bullet launcher | 2 | 15m / 40m | 6 rounds | 1 action | Same as the beanbag shotgun above | 2 |
| Shock baton | 2 | Melee | - | - | Target is Stunned until the start of their next turn | 2 |
| Shock dart gun | 2 | 5m / 8m | 1 cartridge | 1 action | Prone, can’t act until the start of their next turn | 2 |
| Smoke grenade | 0 | 10m throw | 1 (thrown) | - | Fills a Close radius with concealment; Advantage on Stealth to break contact | 1 |
| Sonic deterrent device | 1 | Close-Near cone | - | - | Disadvantage on all rolls while in the cone | 2 |
| Stun gun | 1 | Melee | - | - | Disadvantage on the target’s next roll | 1 |
| Tear gas grenade | 1 | 10m throw | 1 (thrown) | - | Everyone in a Close radius is Blinded and at Disadvantage until they leave the area | 1 |
Occult
Money is not the hard part here either. Everything on these tables is cheap. Salt is salt, rosemary is rosemary, a horseshoe is eight dollars at a flea market, and a stone with a hole in it is free if you know which beach to walk. The Wealth rating buys the material. Material on its own does nothing whatsoever.
Every item in this section has to be prepared before it works. Preparation is an Occult roll against Moira + Difficulty, and it takes about an hour per item, or per batch of a consumable. The GM sets the Difficulty: a salt line is Easy, something that has to hold against one specific named thing is not.
On a failure the materials are spent and you have a jar of dirt. On a success it stays prepared until it is used, broken, or the ward it was holding gives way.
An unprepared ward is exactly what it looks like. Salt on a floor. A stone with a hole in it. Somebody’s grandmother’s horseshoe over a door.
You can buy them ready-made. Somebody prepares these for a living, and finding that somebody is a Contacts question rather than a money one. A prepared item costs one Wealth rating higher than the raw material below.
Check with your GM before any of this goes on a sheet. Whether a salt line holds, whether iron means anything, whether the thing in the house can be warded out at all - none of that is settled by the price of the salt. It is a question about the game you are playing, and it gets answered the same way Beyond the Ordinary does.
Electronics are exempt. Nothing in the Detection table needs preparing. A thermometer is a thermometer.
Occult - Consumables
| Item | Effect | Wealth |
|---|---|---|
| Blessed water | A vial. Burns what should not be touching a person, and marks a line nothing crosses unnoticed | 1 |
| Cleansing bundle | Rosemary, lavender, juniper or mugwort, dried and bound. The smoke clears a room of what has been lingering in it | 1 |
| Consecrated oil | Anoints a person, a door or a blade. Lasts the night | 1 |
| Graveyard dirt | A jar. Taken with permission, which is the difficult part | 1 |
| Incense and censer | Brass on a chain, and a box of cones. Reusable | 1 |
| Iron filings | A pound. Mixed into paint, scattered on a sill, or thrown | 1 |
| Ritual candles | A dozen. Burn for six hours and go out together whatever is left of them | 1 |
| Ritual chalk | Draws on anything, and does not come off until you take it off | 1 |
| Salt circle kit | Pre-measured salt, a cord and chalk in a tin. One complete circle | 1 |
| Salt, canister | Enough for a circle around one room, or a line across four doorways | 1 |
| Silver dust | A vial. Puts silver where silver would not otherwise reach | 2 |
| Warding paint | Spray or brush. One room’s worth of sigils | 1 |
Occult - Charms & Wards
| Item | Effect | Wealth |
|---|---|---|
| Blank amulet | Silver, unmarked, waiting for a ritual to put something in it | 1 |
| Charm bag | Cloth and a drawstring, filled to purpose. Carried, not hung | 1 |
| Cold iron nail | Hand-forged rather than drawn. Driven into a threshold, or carried | 1 |
| Consecrated iron fragment | A piece of a church bell. Rare, and nobody who has one sells it cheaply | 2 |
| Evil eye charm | Blue glass or enamel. Worn where it can be seen, which is the point | 1 |
| Hag stone | A pebble with a hole worn through it. Hung over a bed on red ribbon, nothing sits on the sleeper’s chest | 1 |
| Iron handcuffs | Cold iron, hand-forged. What they hold cannot simply stop being solid | 2 |
| Iron horseshoe | Over a door, open end up. Everybody’s grandmother had one | 1 |
| Knotted cord | Nine knots tied in order. Untie them one at a time and one at a time only | 1 |
| Rowan and red thread | A rowan cross bound in red. Over a door, or on a person | 1 |
| Rue sachet | Dried rue in linen. Worn against the evil eye | 1 |
| Threshold ward kit | Chalk, salt, iron and cord in a roll. One doorway, complete | 1 |
| Witch bottle | Glass, sealed, full of pins and worse. Buried at a threshold, it takes what was meant for you | 1 |
Occult - Warded Ammunition
| Item | Effect | Wealth |
|---|---|---|
| Blessed rounds | A box of twenty | 2 |
| Cold iron rounds | A box of twenty | 2 |
| Salt-loaded shells | Ten shells. Hurts enormously, kills nothing | 1 |
| Silver buckshot | Ten shells | 2 |
| Silver rounds | A box of twenty, cast rather than plated | 2 |
Occult - Detection
| Item | Effect | Wealth |
|---|---|---|
| Audio sweep radio | Scans the band without stopping. People hear words in it | 1 |
| Digital voice recorder | Records the room, and sometimes more of it than was there | 1 |
| Dowsing rods | Two brass L-rods. They move. Nobody agrees why | 1 |
| EMF meter | Reads electromagnetic fields. What that means is between you and your GM | 1 |
| Full-spectrum camera | Stills and video, into ultraviolet and infrared | 2 |
| Infrared thermometer | Surface temperature at a distance, to a tenth of a degree | 1 |
| Residue sample kit | Swabs, vials, a UV lamp and evidence bags | 1 |
Property
Somewhere to be, and somewhere to keep things. A property is bought like any other item - it is the one purchase a character makes that has an address.
A Base Resource is a different thing and worth having as well: the Resource is what the place is equipped and defended with, the item here is the deed.
A Safehouse Network is different again: that Resource gives you sites with the basics in them and nothing more, while a property bought here comes properly outfitted.
| Item | Notes | Wealth |
|---|---|---|
| Estate | Grounds, staff, and enough distance that nobody hears anything. Name it as your repository and anything you own but are not carrying is in it. Somebody on the staff knows where, which is either convenient or a problem. | 6 |
| Safe house (urban) | An address in nobody’s name that nobody visits, kitted out and stocked for as long as you need to be there. Name it as your repository and anything you own but are not carrying is in it, rather than somewhere nobody has decided yet. | 4 |
The Black Market
Some things have no counter to walk up to. The price is the easy half - the hard half is knowing who to ask.
Buying here is gated twice. You need the Wealth to pay for it and Black Market Access to find it, and you need both to reach the item: your Wealth must meet its Wealth rating and your Black Market Access must meet its Black Market rating. A Wealth 5 character who knows nobody buys nothing on these pages. Neither does a Wealth 1 character who knows everybody.
The free items a character starts with don’t apply here. Every purchase on these pages is a transaction, however cheap the thing is. Nobody hands you a jammer because you’re rich.
In play, you can bring a friend. If another character has the half you are missing and is willing to spend it, the purchase goes through on their rating instead. One of you knows a guy. The other one pays. Both of you are in it now, which is generally how this turns into a problem later. This is a rule for the table once the game has started - at character creation everyone builds on their own ratings.
A Black Market rating is not a price. A jammer is cheap and everywhere; an anti-materiel rifle is barely more expensive and takes a supplier with something real to lose. The two numbers move independently on purpose.
Black Market 1 - grey market: legal to own, or legal right up until you use it. The seller is taking a margin, not a risk.
Black Market 2 - street: somebody in every city moves these. Stolen, counterfeit, or surplus that walked off a base.
Black Market 3 - vouched: you need the right person, and they need to have decided about you first.
Black Market 4 - serious supply: a real organisation with real exposure. They want to know what it’s for.
Black Market 5 - the short list: a handful of people on earth can source this, and every one of them is dangerous to know.
The Black Market - Armor
| Item | Zone | Hardness | Health Levels | Notes | Wealth | Black Market |
|---|---|---|---|---|---|---|
| Bomb disposal suit | All four | 8 | 6 | Movement Rate -4; Disadvantage on all Physical rolls except resisting damage | 3 | 2 |
| Covert plate vest | Center of Mass | 5 | 2 | Worn under a jacket, no penalty; survives a glance, not a pat-down | 3 | 2 |
The Black Market - Basic Weapons
| Weapon | Category | Damage | Range (Normal / Long) | Ammo | Reload | Wealth | Black Market |
|---|---|---|---|---|---|---|---|
| Anti-materiel rifle | Heavy | 5 | 300m / 800m | 5 rounds | 1 action | 3 | 4 |
| Compact SMG | Submachine gun | 3 | 25m / 60m | 30 rounds | 1 action | 3 | 3 |
| Concealed wrist blades | Exotic (melee) | 3 | Melee | - | - | 3 | 3 |
| Grenade launcher | Heavy | 5 | 30m / 80m | 1 round | 1 action | 3 | 4 |
| Gyrojet pistol | Exotic (ranged) | 4 | 25m / 60m | 6 rounds | 1 action | 3 | 4 |
| Monofilament blade | Exotic (melee) | 5 | Melee | - | - | 4 | 4 |
| Monofilament garrote | Exotic (melee) | 5 | Melee | - | - | 3 | 5 |
| Squad automatic weapon | Heavy | 5 | 300m / 800m | 100 rounds | 1 action | 3 | 4 |
The Black Market - Disguise & Infiltration
| Item | Effect | Wealth | Black Market |
|---|---|---|---|
| RFID cloner | Advantage on bypassing keycard/RFID-secured locks specifically | 2 | 1 |
| DNA-scrubbing wipes | Consumed on use: removes DNA evidence from a scene, no roll | 1 | 2 |
| Safecracking kit | Required tool for cracking a combination safe; without one, at Disadvantage | 3 | 2 |
| Face-changing prosthetics kit | Advantage on Deception rolls sustained over a longer con (doesn’t stack with a Wig & makeup kit) | 2 | 3 |
| Forged badge / credentials | Passes routine authority checks with no roll; GM’s call under real scrutiny | 2 | 3 |
| Forged documents | Passes routine identity checks with no roll; GM’s call under real scrutiny | 3 | 4 |
The Black Market - Surveillance
| Item | Effect | Wealth | Black Market |
|---|---|---|---|
| Long-range parabolic dish | Advantage on eavesdropping at Far range, wider coverage than a handheld Parabolic microphone | 3 | 2 |
| Laser listening device | Reads conversation through a window via glass vibration, no physical entry needed | 3 | 3 |
| Wiretap kit | Required tool for tapping a landline or network line; without one, at Disadvantage | 3 | 3 |
| Facial recognition tablet | Advantage on Investigation rolls to identify a known individual from a photo or footage | 3 | 4 |
The Black Market - Survival & Tools
| Item | Effect | Wealth | Black Market |
|---|---|---|---|
| Breaching kit | Advantage on forced-entry rolls; treat your Potence as +2 for that Break Threshold check | 2 | 3 |
| Wire ascent rig | Anchored lines and powered reels. Turns a city into handholds. | 4 | 5 |
The Black Market - Tech & Electronics
| Item | Effect | Wealth | Black Market |
|---|---|---|---|
| Camera jammer | Disables nearby camera feeds within Close range | 2 | 2 |
| Combat drone (rotor) | Armed and airborne. Illegal in every jurisdiction that has noticed it exists. | 4 | 4 |
| Data cloner | Required tool for certain rapid digital-copy Hacking tasks | 2 | 1 |
| EMP device | One-time consumable; disables nearby unshielded electronics within Close range | 3 | 4 |
| GPS jammer | Disables GPS tracking on anyone/anything within Close range | 2 | 2 |
| Intrusion deck | A purpose-built machine for being somewhere you have no account. Advantage on Systems Operation against a defended system. | 3 | 3 |
| Portable jammer array | Disables nearby wireless comms/cameras within Near range - wider coverage than a Signal jammer | 4 | 4 |
| RFID skimmer | Advantage cloning or bypassing RFID-secured credentials | 1 | 1 |
| Signal jammer | Disables nearby wireless comms/cameras within Close range | 2 | 2 |
| Signal triangulator | Advantage locating the source of a specific radio or wireless signal | 3 | 3 |
The Black Market - Transport
| Item | Notes | Wealth | Black Market |
|---|---|---|---|
| Armored sedan | Hardness 4, 3 Health Levels (executive-protection grade) | 4 | 2 |
| Armored transport van | Hardness 6, 4 Health Levels (per the materials table), several passengers ride behind that Hardness | 4 | 2 |
| Armored personnel carrier | Hardness 7, 5 Health Levels (per the materials table), several passengers ride behind that Hardness | 5 | 4 |
Beyond the Ordinary
Check with your GM before taking anything on this page. Everything else in this chapter exists, or is a plausible custom job. What follows is not assumed to exist in every 20 Below game, and a table running a modern story about people with Gifts may reasonably decide none of it is real.
Where a GM does allow it, it is bought like anything else - and where a Black Market rating is given, it is bought the hard way, by both gates.
Beyond the Ordinary - Armor
| Item | Zone | Hardness | Health Levels | Notes | Wealth | Black Market |
|---|---|---|---|---|---|---|
| Ablative shield harness | Center of Mass | 7 | 4 | A projected barrier on a worn rig; spent for the Scene once its Health Levels are gone | 5 | 5 |
| Deployable armor case | All four | 6 | 4 | Single item, sets all four Zones; carried as a hard case, a Slow action to climb into, a Normal action to shed; Movement Rate -1 | 5 | 5 |
| Reactive plate vest | Center of Mass | 8 | 2 | Each time it loses a Health Level it blows outward: everyone else in Melee range takes 1 die against Soak; Disadvantage on Stealth rolls | 4 | 5 |
| Shear-thickening suit | Center of Mass + Arms + Legs | 5 | 3 | Soft as cloth until it’s struck; reads as clothing, no penalty | 4 | 4 |
Beyond the Ordinary - Weapons
| Weapon | Category | Damage | Range (Normal / Long) | Ammo | Reload | Wealth | Black Market |
|---|---|---|---|---|---|---|---|
| Energy rifle | Heavy | 6 | 150m / 400m | 20 shots | 1 action | 4 | 5 |
Beyond the Ordinary - Gear
| Item | Notes | Wealth | Black Market |
|---|---|---|---|
| Aerodyne (flying car) | Vertical takeoff, four seats, and a landing fee everywhere worth landing. | 6 | |
| Bio-regeneration tank | You go in ruined and come out months of healing later, in days. | 6 | |
| Braindance recorder | Records an experience whole - sight, sound, and what it felt like to be there. | 3 | |
| Jet pack | Minutes of flight, deafening, and it lands harder than it takes off. | 5 | |
| Nanite repair kit | Injected machines that close what surgery would have to open you for. | 5 | |
| Optical camouflage cloak | Bends light around the wearer. Works until you move quickly. | 5 | 5 |
| Surgical pod | A room-sized autodoc. Handles what the field case cannot. | 5 | |
| Underground facility | Excavated, powered, and on no plan ever filed with the city. | 6 | 5 |
Starting Packages
Every character starts with these. At character creation you take one package from every Level up to and including your creation-Wealth, free and with no roll - one from each Level, not several from the top. A creation-Wealth 3 character takes a Level 1 package, a Level 2 package and a Level 3 package. A creation-Wealth 1 character takes a single Level 1 package. Level 0 is reachable only at creation-Wealth 0, which today means the Destitute Flaw, and a Destitute character takes one of those whatever else they bought. Everything in Wealth at Character Creation happens after this.
Level 0 (creation-Wealth 0 - Destitute)
- Whatever’s Left - the clothes on your back, a bedroll, a pocketknife (Switchblade), less than a day’s food.
- One Bag, Ready to Move - a packed duffel bag, a Multitool, a hand-me-down phone (Smartphone) barely holding a charge.
- Borrowed Roof - a key to somewhere that isn’t really yours, a Tactical flashlight, one good coat.
- Shelter Queue - a sleeping bag, a Switchblade, a Straw water filter, and the schedule of which places still take you after nine.
- Car That Runs, Mostly - a car you sleep in more than you drive, a Multitool, a Portable charger, and a blanket that smells like the car.
- Day Labor - steel-toed boots, a Hand saw, work gloves, and a phone number that sometimes calls back.
- Off the Grid - a Tent, a Fire starter kit, Water purification tablets, and a Compass older than you are.
- Busker - an instrument worth more than everything else you own, a Skateboard, a hat to put down, and a corner that’s yours by nine a.m.
- Just Out - a paper bag of your own returned belongings, a Sewing / repair kit, a Two-way radio, and a list of people you’re not supposed to call.
- Kitchen Back Door - an apron nobody asked for back, a Combat knife you call a kitchen knife, Field rations & water purifier, and a manager who looks the other way.
- The Squat - Bolt cutters, a Tactical flashlight, Paracord (100ft), and a building the city has forgotten about.
- Scrapper - a Pickaxe, a Utility trailer with one good wheel, work gloves, and a route through every alley worth walking.
- Everything in the Backpack - a backpack that goes where you go, a Snake bite kit, a Fire starter kit, and no fixed address.
Level 1 (Financially comfortable)
- Steady Job Kit - Smartphone, Multitool, Field rations & water purifier (a well-stocked kitchen), a wardrobe good enough for interviews and dates.
- Weekend Warrior - Bicycle, Tent & sleeping gear, Rope & climbing kit, Binoculars.
- City Renter’s Setup - Smartphone, Lockpick set (the front door sticks), Field rations & water purifier, Tactical flashlight (the power’s spotty).
- Night Class - Tablet / e-reader, Portable charger / power bank, Compass, and a bus pass with your name worn off it.
- Line Cook - Combat knife (a real knife roll), Trauma shears, Burn gel / dressing, and shoes that never come clean.
- The Handy One - Multitool, Hand saw, Crowbar, and a garage full of other people’s unfinished projects.
- Weekend Medic - Tourniquet, SAM splint, Naloxone kit, and a volunteer badge with the training behind it.
- Neighborhood Watch - Binoculars, Two-way radio, Trail camera, Tactical flashlight.
- Angler - Kayak / canoe, Field rations & water purifier, Paracord (100ft), and a spot you don’t tell people about.
- Trailhead Regular - Tent & sleeping gear, Fire starter kit, Snake bite kit, Ice axe.
- Amateur Radio - Two-way radio, Solar charger, Action / body camera, and an antenna the neighbors have complained about twice.
- Locked Out Again - Lockpick set, Bolt cutters, Switchblade, and a reputation for getting into things.
- Quiet Apartment - Smartphone, Tablet / e-reader, Sewing / repair kit, and a door with three locks on it.
Level 2 (Well-off)
- Home & Hearth - Economy sedan, First aid kit, Laptop/hacking rig, a paid-off lease.
- Home Defense - Compact pistol (licensed), First aid kit, Tactical flashlight, a home security system (flavor).
- Weekend Traveler - Motorcycle, Satellite phone, Field stimulant, Rope & climbing kit.
- Field Researcher - Laptop / hacking rig, Laser rangefinder, Nice backpack, Chemical analysis kit.
- Paramedic Off Shift - First aid kit, IV kit & fluids, Antitoxin, Cargo van.
- Contractor - Cargo van, Welding torch, Breaching kit, Gas mask / respirator.
- Courier - Motorcycle, Encrypted burner phone, Nice backpack, and a route through the city nobody else knows.
- Private Investigator - Hidden camera, Directional microphone, Economy sedan, Forged documents.
- Backcountry Guide - ATV / dirt bike, Avalanche beacon, Oxygen tank, Ascender / rappel kit.
- Hobby Shooter - Hunting rifle (licensed), Recurve bow, Laser rangefinder, and a range membership older than some of the staff.
- Home Studio - Laptop / hacking rig, AI assistant earpiece, Encrypted comms set, and a spare room with foam on the walls.
- Small Boat, Big Water - Personal watercraft, Water desalinator, Straw water filter, Paracord (100ft).
- Fixer’s Little Black Book - Encrypted burner phone, Forged documents, Uniform disguise, RFID cloner.
Level 3 (Wealthy)
- Executive Traveler - Armored sedan, Forged documents, Satellite phone, Encrypted comms set.
- Serious Collector - Tactical carbine (licensed), Night vision goggles, Concealable vest, a proper home range/vault.
- Weekend Estate - Off-road SUV, Speedboat, Advanced trauma kit, a private dock.
- Investigative Journalist - Armored sedan, Laser listening device, Facial recognition tablet, Forged badge / credentials.
- Trauma Surgeon - Advanced trauma kit, Surgical kit, Defibrillator (AED), Off-road SUV.
- Security Consultant - Concealable vest, Compact SMG, Biometric scanner lock, Signal jammer.
- Mountain Rescue - Off-road SUV, Recon drone, Thermal imaging scope, Oxygen tank.
- Cat Burglar - Safecracking kit, Grapple gloves, Night vision goggles, Camera jammer.
- Bounty Hunter - Armored sedan, Tactical carbine (licensed), Stab vest, Hidden tracker dart.
- Balloonist - Hot air balloon, Satellite phone, Binoculars, and a landowner who tolerates the early mornings.
- Demolition Crew - Thermite charge, Breaching kit, Hazmat suit, Fire axe.
- Wire Man - Wiretap kit, Signal triangulator, Long-range parabolic dish, Police scanner.
- Riverboat - Speedboat, Harpoon gun, Water desalinator, and a dock nobody inspects.
Level 4 (Very wealthy)
- Corporate Backing - Armored transport van, Encrypted comms set, Laptop/hacking rig, a small trusted staff (flavor).
- Private Security Contract - Tactical vest, Compact SMG, Signal jammer, a retained security team (flavor).
- Serious Insulation - EMP device, Ballistic shield, Forged documents, a legal team on retainer (flavor).
- Corporate Extraction - Armored transport van, Portable jammer array, Tactical vest, Forged badge / credentials.
- Air Surveillance - Thermal drone, Night-vision drone, Recon drone, Satellite uplink.
- Diplomatic Detail - Armored sedan, Ballistic helmet, Encrypted comms set, Riot shield.
- Ordnance Disposal - EMP device, Hazmat suit, Breaching kit, Thermite charge.
- Heavy Support - Squad automatic weapon, Tactical vest, Ballistic helmet, Two-way radio.
- Black Site Logistics - Armored transport van, Satellite uplink, Forged documents, and a manifest that doesn’t match the cargo.
- Signals Intelligence - Portable jammer array, Signal triangulator, Wiretap kit, Satellite uplink.
- Field Hospital - Advanced trauma kit, Surgical kit, Defibrillator (AED), Armored transport van.
- Traditionalist - English longbow, Plate armor, Warhammer, and a family that has been doing this a long time.
- Grenadier - Grenade launcher, Tactical vest, Ballistic helmet, Gas mask / respirator.
Level 5 (A fortune)
- Old Money - Concealable vest, Antitoxin, a name that opens doors, staff to handle logistics (flavor).
- Fortress - Full tactical rig, EMP device, Ballistic shield, private security on retainer (flavor).
- Untouchable - Advanced trauma kit, Forged documents, Satellite phone, the kind of wealth that solves most problems with a phone call rather than gear (flavor).
- Air Wing - Light helicopter, Satellite uplink, Encrypted comms set, and a pilot on retainer (flavor).
- Deep Water - Mini-submarine, Water desalinator, Oxygen tank, and a research charter nobody reads past the first page (flavor).
- Own Airfield - Small fixed-wing aircraft, Satellite phone, Parachute, and a strip that isn’t on the charts.
- Column - Armored personnel carrier, Full tactical rig, Squad automatic weapon, and a crew who have done this before (flavor).
- Countersniper - Anti-materiel rifle, Thermal imaging scope, Ghillie suit, Laser rangefinder.
- Hazard Team - Bomb disposal suit, Hazmat suit, EMP device, Portable jammer array.
- Clean Hands - Forged documents, DNA-scrubbing wipes, Face-changing prosthetics kit, and a firm that bills by the hour and asks nothing (flavor).
- Private Clinic - Surgical kit, Advanced trauma kit, Defibrillator (AED), and a doctor who doesn’t file paperwork (flavor).
- The Collection - Katana, Two-handed sword, Plate armor, and a climate-controlled room with the provenance to match (flavor).
- Quiet Money - Armored sedan, Encrypted comms set, Biometric scanner lock, and the kind of accountant who is never surprised (flavor).