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 needed to get an item for free at character creation - see that section for the full purchasing procedure. It applies the same way to every table on this page, not just weapons.
Basic Weapons
Range is given as Normal / Long, in meters - the same unit as Movement Rate. This is a separate, more precise system from Range Bands (Melee/Close/Near/Far), which stay in use for movement, positioning, and spotting - the two aren’t meant to line up.
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 |
|---|---|---|---|---|---|---|
| Anti-materiel rifle | Heavy | 10 | 300m / 800m | 5 rounds | 1 action | 5 |
| Baseball bat | Improvised | 5 | Melee | - | - | 1 |
| Battle spear | Polearm / two-handed | 10 | Melee | - | - | 2 |
| Bayonet | Knife | 5 | Melee | - | - | 1 |
| Black powder pistol | Handgun | 5 | 10m / 25m | 1 round | Slow action | 1 |
| Blowgun | Exotic | 1 | 8m / 15m | 1 per shot | - | 1 |
| Boomerang | Thrown | 3 | 10m / 20m | 1 per throw (returns) | - | 1 |
| Chain whip | Exotic | 5 | Melee | - | - | 2 |
| Combat knife | Knife | 5 | Melee | - | - | 1 |
| Compact pistol | Handgun | 5 | 15m / 40m | 15 rounds | 1 action | 2 |
| Compact SMG | Submachine gun | 6 | 25m / 60m | 30 rounds | 1 action | 3 |
| Compound bow | Bow | 7 | 25m / 60m | 12 (quiver) | Free | 3 |
| Crossbow | Bow | 7 | 20m / 50m | 12 (quiver) | 1 action | 2 |
| Derringer | Handgun | 4 | 5m / 10m | 2 rounds | 1 action | 1 |
| English longbow | Bow | 10 | 30m / 70m | 12 (quiver) | Free | 4 |
| Fists, feet | Unarmed | 1 | Melee | - | - | - |
| Flail | One-handed blunt | 7 | Melee | - | - | 2 |
| Flare gun | Exotic | 3 | 15m / 40m | 1 round | 1 action | 1 |
| Garrote | Improvised | 4 | Melee | - | - | 1 |
| Glaive | Polearm / two-handed | 10 | Melee | - | - | 2 |
| Grenade launcher | Heavy | 10 | 30m / 80m | 1 round | 1 action | 4 |
| Halberd | Polearm / two-handed | 10 | Melee | - | - | 2 |
| Hand axe | Thrown | 2 | 5m / 15m | 1 per throw | - | 1 |
| Hand crossbow | Bow | 4 | 10m / 25m | 5 (quick-load) | 1 action | 2 |
| Harpoon gun | Heavy | 6 | 15m / 30m | 1 (line-retrievable) | Slow action | 3 |
| Hatchet | One-handed blade | 7 | Melee | - | - | 1 |
| Heavy revolver | Handgun | 5 | 15m / 40m | 6 rounds | 1 action | 2 |
| Hunting rifle | Rifle | 7 | 100m / 250m | 5 rounds | 1 action | 2 |
| Javelin | Thrown | 5 | 10m / 25m | 1 per throw | - | 1 |
| Kama | One-handed blade | 5 | Melee | - | - | 1 |
| Katana | One-handed blade | 7 | Melee | - | - | 2 |
| Kukri | Large blade | 7 | Melee | - | - | 1 |
| Mace | One-handed blunt | 7 | Melee | - | - | 2 |
| Machete | Large blade | 7 | Melee | - | - | 1 |
| Metal pipe | Improvised | 5 | Melee | - | - | 1 |
| Muzzleloader rifle | Rifle | 8 | 80m / 200m | 1 round | Slow action | 2 |
| Net launcher | Exotic | 2 | 10m / 20m | 1 net | 1 action | 2 |
| Nunchaku | Exotic | 5 | Melee | - | - | 1 |
| Pump shotgun | Shotgun | 8 | 5m / 15m | 6 shells | Slow action | 2 |
| Rapier | One-handed blade | 7 | Melee | - | - | 2 |
| Recurve bow | Bow | 5 | 20m / 50m | 12 (quiver) | Free | 2 |
| Revolver rifle | Rifle | 7 | 60m / 150m | 9 rounds | 1 action | 3 |
| Sai | One-handed blade | 5 | Melee | - | - | 1 |
| Sap | Improvised | 5 | Melee | - | - | 1 |
| Sawed-off shotgun | Shotgun | 8 | 5m / 15m | 2 shells | Slow action | 2 |
| Short sword | One-handed blade | 7 | Melee | - | - | 2 |
| Sledgehammer | Two-handed | 10 | Melee | - | - | 1 |
| Sling | Thrown | 3 | 15m / 30m | 1 per throw | - | 1 |
| Squad automatic weapon | Heavy | 10 | 300m / 800m | 100 rounds | 1 action | 4 |
| Switchblade | Knife | 5 | Melee | - | - | 1 |
| Tactical carbine | Rifle | 7 | 100m / 250m | 20 rounds | 1 action | 3 |
| Throwing knife | Thrown | 2 | 5m / 15m | 1 per throw | - | 1 |
| Tonfa | One-handed blunt | 5 | Melee | - | - | 1 |
| Trench knife | Knife | 5 | Melee | - | - | 1 |
| Two-handed sword | Polearm / two-handed | 10 | Melee | - | - | 2 |
| War axe | One-handed blade | 7 | Melee | - | - | 1 |
| War fan | Exotic | 4 | Melee | - | - | 1 |
| Warhammer | Two-handed blunt | 10 | Melee | - | - | 2 |
| Whip | Exotic | 3 | 3m / 6m | - | - | 1 |
Ammo Recovery: Bow-category arrows/bolts and Thrown weapons, unlike spent firearm cartridges, can be physically picked back up. If the character controls 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 of two Zones, Body or Head, 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 |
|---|---|---|---|---|---|
| Ballistic helmet | Head | 4 | 2 | 3 | |
| Ballistic shield | Body | 6 | 4 | Front arc only, requires both hands | 4 |
| Bomb disposal suit | Body + Head | 8 | 6 | Movement Rate -4; Disadvantage on all Physical rolls except resisting damage | 5 |
| Brigandine | Body | 4 | 3 | 2 | |
| Chainmail | Body | 4 | 3 | Disadvantage on Stealth rolls while worn | 2 |
| Concealable vest | Body | 3 | 2 | Worn under clothing, no penalty | 3 |
| Full tactical rig | Body + Head | 6 | 5 | Single item, sets both Zones; Disadvantage on Stealth rolls; Movement Rate -2 while worn | 5 |
| Gambeson | Body | 2 | 2 | Worn under other armor without penalty | 1 |
| Gauntlets | Body (arms) | 2 | 1 | Advantage resisting disarm attempts | 1 |
| Greaves | Body (legs) | 2 | 1 | 1 | |
| Hazmat suit | Body + Head | 3 | 2 | Negates Disadvantage from toxic/biological hazards; Movement Rate -2 | 3 |
| Leather cuirass | Body | 2 | 2 | No Stealth penalty | 1 |
| Motorcycle armor jacket | Body | 3 | 2 | Worn openly, no Stealth penalty, doesn’t look like armor | 2 |
| Plate armor | Body | 6 | 4 | Movement Rate -2 while worn | 3 |
| Riot helmet | Head | 4 | 2 | Full-face visor, Advantage resisting Blinded | 3 |
| Riot shield | Body | 6 | 4 | Front arc only, requires both hands | 3 |
| Stab vest | Body | 3 | 2 | Blade-only protection, no bonus vs. firearms | 2 |
| Tactical vest | Body | 5 | 3 | Disadvantage on Stealth rolls while worn | 4 |
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 |
| Biometric scanner lock | Required tool to bypass fingerprint/retina-locked systems; without one, at Disadvantage | 3 |
| Camera jammer | Disables nearby camera feeds within Close range | 3 |
| 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 |
| Data cloner | Required tool for certain rapid digital-copy Hacking tasks | 2 |
| EMP device | One-time consumable; disables nearby unshielded electronics within Close range | 4 |
| Encrypted comms set | Silent team communication at Near-Far range, no roll | 2 |
| GPS jammer | Disables GPS tracking on anyone/anything within Close range | 2 |
| Hacking multitool | Required tool for a field Hacking roll away from a full rig; without one, at Disadvantage | 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 | 2 |
| 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 | 4 |
| Police scanner | Advantage on rolls made to anticipate or track police response | 2 |
| Portable charger / power bank | Keeps electronics running indefinitely in the field, no roll | 1 |
| Portable jammer array | Disables nearby wireless comms/cameras within Near range - wider coverage than a Signal jammer | 4 |
| Recon drone | Remote Far-range visual/audio scouting, directed as a Fast action | 3 |
| RFID skimmer | Advantage cloning or bypassing RFID-secured credentials | 2 |
| Satellite phone | Comms with no signal dependency, works anywhere | 2 |
| Signal jammer | Disables nearby wireless comms/cameras within Close range | 3 |
| Signal triangulator | Advantage locating the source of a specific radio or wireless signal | 3 |
| Smartphone | Comms, maps, research at a glance - no roll for obvious lookups | 1 |
| 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 | 1 |
| Thermal drone | Remote Far-range thermal scouting, directed as a Fast action | 4 |
| 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 |
| Breaching kit | Advantage on forced-entry rolls; treat your Potence as +2 for that Break Threshold check | 2 |
| 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 |
| Field rations & water purifier | Sustains a character in the field without a 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 | 2 |
| Gas mask / respirator | Negates Disadvantage from smoke, gas, or airborne toxins | 2 |
| Grappling hook | Advantage on Climbing rolls to scale a ledge or wall within range | 2 |
| 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 |
| Life straw / portable water filter | Makes any water source safe to drink, no roll | 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 | 2 |
| 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 |
| 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 |
| 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 | 1 |
| Thermite charge | Consumed on use: burns through a locked or reinforced barrier, no roll needed - GM’s call on collateral | 3 |
| 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 | 3 |
| Antitoxin | Consumed on use: Advantage resisting a specific known poison | 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 | 3 |
| Field stimulant | Consumed on use: clear your current Exhausted levels, or grant Advantage on one Physical roll - GM’s call on any crash afterward | 2 |
| IV kit & fluids | Consumed on use: Advantage on treating Exhausted levels or blood loss | 2 |
| Naloxone (Narcan) 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 |
| Surgical kit | Required tool for treatment beyond field first aid; without one, at Disadvantage on major Health Level treatment | 3 |
| Tourniquet | Consumed on use: Advantage on the next roll to treat Health Levels lost to a bleeding injury | 1 |
| 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 | 2 |
| Colored contact lenses | Defeats a description or ID check based on eye color, no roll | 1 |
| Disguise kit | Advantage on Deception rolls involving a physical disguise | 1 |
| DNA-scrubbing wipes | Consumed on use: removes DNA evidence from a scene, no roll | 2 |
| 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 |
| Face-changing prosthetics kit | Advantage on Deception rolls sustained over a longer con (doesn’t stack with a Wig & makeup kit) | 2 |
| Fingerprint gloves | Leaves no fingerprints; negates related forensic Investigation against the wearer | 1 |
| Forged badge / credentials | Passes routine authority checks with no roll; GM’s call under real scrutiny | 3 |
| Forged documents | Passes routine identity checks with no roll; GM’s call under real scrutiny | 2 |
| Ghillie suit | Advantage on Stealth rolls in matching natural terrain (doesn’t stack with Environment-matched camo) | 2 |
| 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 | 2 |
| RFID cloner | Advantage on bypassing keycard/RFID-secured locks specifically | 2 |
| Safecracking kit | Required tool for cracking a combination safe; without one, at Disadvantage | 3 |
| Uniform disguise | Advantage on Deception rolls passing as a specific role or organization while worn | 2 |
| 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 | 2 |
| 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 | 2 |
| Directional microphone | Advantage on eavesdropping at Near-Far range | 2 |
| Facial recognition tablet | Advantage on Investigation rolls to identify a known individual from a photo or footage | 3 |
| Hidden camera | Covert visual feed, live or for later retrieval | 2 |
| Hidden tracker dart | Ranged; attaches a Covert GPS tracker to a target or vehicle without them noticing (Stealth vs. Perception) | 2 |
| Laser listening device | Reads conversation through a window via glass vibration, no physical entry needed | 3 |
| Long-range parabolic dish | Advantage on eavesdropping at Far range, wider coverage than a handheld Parabolic microphone | 3 |
| 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 | 4 |
| Spy pen camera | Covert visual recording, easily overlooked as an everyday object | 2 |
| Trail camera | Unattended, motion-triggered; monitors a fixed location indefinitely | 1 |
| Wiretap kit | Required tool for tapping a landline or network line; without one, at Disadvantage | 3 |
Transport
Driving/Piloting Skill required to operate; combat or pursuit use falls under Combat Driving/Piloting instead.
| Item | Notes | Wealth |
|---|---|---|
| Armored personnel carrier | Soak 7, 5 Health Levels (per the object reference chart), several passengers ride behind that Soak | 5 |
| Armored sedan | Soak 4, 3 Health Levels (executive-protection grade) | 3 |
| Armored transport van | Soak 6, 4 Health Levels (per the object reference chart), several passengers ride behind that Soak | 4 |
| ATV / dirt bike | Advantage on Chase rolls off-road; not street-legal | 2 |
| Bicycle | Quiet, no fuel, no roll to operate | 1 |
| Cargo van | Hauling capacity, inconspicuous | 2 |
| Economy sedan | Ordinary car, 4-5 seats | 2 |
| Hang glider / wingsuit | Unpowered gliding flight from height, requires Piloting | 2 |
| Horse & tack | Ordinary mount, no fuel required | 2 |
| Hot air balloon | Slow vertical/wind-drift flight, requires Piloting | 3 |
| Jetski | Water only, Advantage on Chase rolls on open water | 2 |
| Kayak / canoe | Water only, human-powered | 1 |
| Light helicopter | Full 3D movement, requires Piloting | 5 |
| Mini-submarine | Full underwater movement, requires Piloting | 5 |
| Motorcycle | Advantage on Chase rolls in dense urban/congested terrain | 2 |
| Off-road SUV | Advantage on Chase rolls off-road or rough terrain | 3 |
| Parachute | Safe descent from height or an aircraft; single-use per jump unless repacked | 1 |
| Pickup truck | Real cargo/towing capacity | 2 |
| 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 | 3 |
| Utility trailer | Real cargo capacity, requires a towing vehicle | 1 |
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 Mace, 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 | 2 | 8m / 15m | 1 per throw | - | Target’s Movement Rate is halved until they break free | 1 |
| Collapsible baton | 4 | Melee | - | - | 1 | |
| Flashbang | 2 | 10m throw | 1 (thrown) | - | Everyone in a Close radius is Blinded and at Disadvantage for 1 round | 2 |
| Grappling snare | 1 | Melee (trap) | - | - | Restrains whoever triggers it | 1 |
| Less-lethal shotgun (beanbag) | 5 | 5m / 15m | 6 shells | Slow action | No Health Level loss from this weapon alone; Prone and Disadvantage next turn | 2 |
| Mace (pepper spray) | 1 | 3m / 5m | 1 (canister) | - | Blinded and Disadvantage on all rolls for 1 round | 1 |
| Net gun | 1 | 8m / 15m | 1 net | 1 action | Target is Restrained until they break free (Potence check) | 2 |
| Pepper spray gel | 1 | 6m / 9m | 1 (canister) | - | Same Blinded effect as Mace, less blowback risk | 1 |
| Rubber bullet launcher | 4 | 15m / 40m | 6 rounds | 1 action | Same as the beanbag shotgun above | 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 | 2 | Melee | - | - | Disadvantage on the target’s next roll | 1 |
| Taser | 3 | 5m / 8m | 1 cartridge | 1 action | Prone, can’t act until the start of their next turn | 2 |
| Tear gas grenade | 1 | 10m throw | 1 (thrown) | - | Everyone in a Close radius is Blinded and at Disadvantage until they leave the area | 2 |
Everyman Gear Packages
A free alternative to Wealth Check shopping, not a replacement for it - a character can still shop normally with their creation-Wealth on top of taking a package below. At character creation, pick exactly one package from every package at or under your creation-Wealth Level, free, no roll. Access is cumulative downward: a creation-Wealth 2 character (the default, if no points were spent on Wealth) can pick any single package from the Level 1 or Level 2 lists below, not just Level 2’s. Level 0 packages are only reachable by a creation-Wealth of 0, which currently only comes from the Destitute Flaw.
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.
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).
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.
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.
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).
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).