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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)

Level 1 (Financially comfortable)

Level 2 (Well-off)

Level 3 (Wealthy)

Level 4 (Very wealthy)

Level 5 (A fortune)