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Chapter 11

Weapons & Equipment

Gear is the part of your character you can lose in a river.

Everything else on the sheet travels with you. Equipment doesn’t, and that’s most of what makes it interesting. A rifle is a handful of dice you’re carrying. Body armor is Soak you didn’t have to be born with. Both can be taken, broken, left in the other car, or handed over at a door, and you underneath are still you.

Weapons set how many dice an attack rolls, independent of the Element behind it - a pistol does what a pistol does whether a soldier or an accountant is holding it. What changes is whether they hit, and what they can afford to spend making it count.

Buying gear at creation runs on creation-Wealth rather than the ordinary Push procedure. That lives in the Resources chapter, and it’s worth reading before you go shopping.

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 How to Play.

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 Normal range carries no penalty. Attacking at Long range imposes Disadvantage on the attack roll, stacking with any other 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.

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

Baseball batWR 1

Ash or aluminium, thirty-odd inches. The aluminium ones ring when they connect.

Improvised. Damage 3, Melee.

Battle spearWR 1

A steel head on an ash shaft, taller than the person carrying it.

Polearm / two-handed. Damage 5, Melee.

BayonetWR 1

A blade built to clamp onto a rifle, used off it more often than on.

Knife. Damage 3, Melee.

Black powder pistolWR 1

A single shot, loaded down the muzzle. Takes a minute and a steady hand.

Handgun. Damage 3, 10m / 25m. 1 round. Reload slow action.

BlowgunWR 1

A metre of hollow tube and a tin of darts.

Exotic (ranged). Damage 1, 8m / 15m. 1 per shot.

BoomerangWR 1

Shaped hardwood, flat on one face. The kind that comes back is not the kind built for hunting.

Returning. Damage 2, 10m / 20m. 1 per throw (returns).

Brass knucklesWR 1

Four finger holes cast in one piece. Illegal in more places than people assume.

Improvised. Damage 2, Melee.

Chain whipWR 1

Linked steel sections with a weight at the end, folded down to nothing in a pocket.

Exotic (melee). Damage 3, Melee.

ChainsawWR 1

Petrol, two-stroke, and loud enough that nothing in the building is unaware of you.

Two-handed. Damage 5, Melee.

Combat knifeWR 1

Seven inches, full tang, a blood groove nobody needs.

Knife. Damage 3, Melee.

Compact pistolWR 2

Polymer frame, short barrel, built to sit under a jacket and be forgotten about.

Handgun. Damage 3, 15m / 40m. 15 rounds. Reload 1 action.

Compound bowWR 2

Cams and cables. Holds most of the draw weight for you once it is back.

Compound bow. Damage 4, 25m / 60m. 12 (quiver). Reload free.

CrossbowWR 2

A bow lying on its side with a trigger. Slow to load and no harder to aim than a rifle.

Crossbow. Damage 4, 20m / 50m. 12 (quiver). Reload 1 action.

Dart pistolWR 2

Compressed gas and a magazine of darts. Quiet, and obviously not a firearm up close.

Exotic (ranged). Damage 1, 10m / 20m. 5 darts. Reload 1 action.

DerringerWR 1

Two barrels, palm-sized. Meant for a range where missing is not the problem.

Handgun. Damage 2, 5m / 10m. 2 rounds. Reload 1 action.

English longbowWR 2

Six feet of yew. Pulling it properly deforms the bones of anyone who does it for years.

Warbow. Damage 5, 30m / 70m. 12 (quiver). Reload free.

Fists, feet

What everybody brings.

Unarmed. Damage 1, Melee.

FlailWR 1

A head on a chain on a handle. Goes around a guard rather than through it.

One-handed blunt. Damage 4, Melee.

Flare gunWR 1

Fat-barrelled, bright orange, loaded with something meant to be seen for miles.

Exotic (ranged). Damage 2, 15m / 40m. 1 round. Reload 1 action.

GarroteWR 1

Wire between two handles, carried coiled in a pocket.

Improvised. Damage 2, Melee.

GlaiveWR 1

A long single-edged blade on a shaft. Cuts at a distance most people misjudge.

Polearm / two-handed. Damage 5, Melee.

HalberdWR 1

An axe, a spike and a hook on one pole, for three different problems.

Polearm / two-handed. Damage 5, Melee.

Hand axeWR 1

A hatchet balanced to be thrown as well as swung.

Thrown axe. Damage 1, 5m / 15m. 1 per throw.

Hand crossbowWR 1

A crossbow cut down to one hand. The draw weight comes down with it.

Hand crossbow. Damage 2, 10m / 25m. 5 (quick-load). Reload 1 action.

Harpoon gunWR 2

A barbed head on a line, fired from a stock. Built for things in water.

Heavy. Damage 3, 15m / 30m. 1 (line-retrievable). Reload slow action.

HatchetWR 1

A camp axe. Splits kindling and is always to hand.

One-handed blade. Damage 4, Melee.

Heavy revolverWR 2

Six chambers, a barrel long enough to be a nuisance, and no jams.

Handgun. Damage 3, 15m / 40m. 6 rounds. Reload 1 action.

Hunting rifleWR 2

Bolt action, wooden stock, a scope somebody sighted in years ago.

Rifle. Damage 4, 100m / 250m. 5 rounds. Reload 1 action.

JavelinWR 1

A throwing spear, light, with the weight forward.

Shafted. Damage 3, 10m / 25m. 1 per throw.

KamaWR 1

A short blade set at a right angle to the handle. It started as a rice knife.

One-handed blade. Damage 3, Melee.

KatanaWR 2

A curved single edge, folded steel, a grip for one hand or two.

One-handed blade. Damage 4, Melee.

KukriWR 1

A heavy forward-angled blade. Chops out of proportion to its size.

Large blade. Damage 4, Melee.

MaceWR 1

A flanged steel head on a short haft. Does not care what the armour is made of.

One-handed blunt. Damage 4, Melee.

MacheteWR 1

Eighteen inches of soft steel. Cheap, everywhere, and sharpened on a stone.

Large blade. Damage 4, Melee.

Metal pipeWR 1

A length of scaffold or plumbing, picked up on the way past.

Improvised. Damage 3, Melee.

Muzzleloader rifleWR 2

Powder, ball and ramrod. One shot and then a long wait.

Rifle. Damage 4, 80m / 200m. 1 round. Reload slow action.

Nail gunWR 1

Pneumatic, framing weight, with the safety nose removed by somebody.

Exotic (ranged). Damage 2, 5m / 10m. 30 nails. Reload 1 action.

Net launcherWR 2

A weighted net in a compressed-gas launcher. Opens in the air.

Exotic (ranged). Damage 1, 10m / 20m. 1 net. Reload 1 action.

NunchakuWR 1

Two hardwood batons on a short chain.

Exotic (melee). Damage 3, Melee.

Pump shotgunWR 2

Twelve gauge, tube magazine, the sound of the action doing half the work.

Shotgun. Damage 4, 5m / 15m. 6 shells. Reload slow action.

RapierWR 2

A long narrow blade with a cage over the hand. Built entirely around the point.

One-handed blade. Damage 4, Melee.

Recurve bowWR 2

Limbs curving away at the tips. Takedown, so it travels in a bag.

Recurve bow. Damage 3, 20m / 50m. 12 (quiver). Reload free.

Revolver rifleWR 2

A cylinder in a rifle stock. Rare, and it spits at the wrist that holds it.

Rifle. Damage 4, 60m / 150m. 9 rounds. Reload 1 action.

SaiWR 1

A blunt spike with two side prongs, carried in pairs. Built to trap a blade.

One-handed blade. Damage 3, Melee.

SapWR 1

Lead shot in a leather pouch, flat enough for a back pocket.

Improvised. Damage 3, Melee.

Sawed-off shotgunWR 2

Both barrels cut back to nothing. Fits under a coat and spreads immediately.

Shotgun. Damage 4, 5m / 15m. 2 shells. Reload slow action.

Service pistolWR 2

Full-size automatic, fifteen rounds, what a duty holster is shaped for.

Handgun. Damage 3, 20m / 50m. 15 rounds. Reload 1 action.

Short swordWR 1

Two feet of straight double edge. Indoors it beats anything longer.

One-handed blade. Damage 4, Melee.

SledgehammerWR 1

Ten pounds on a hickory handle. Meant for masonry.

Two-handed. Damage 5, Melee.

SlingWR 1

A leather cradle and two cords. Older than everything else on this page.

Sling. Damage 2, 15m / 30m. 1 per throw.

Snub-nose revolverWR 1

Five rounds, two-inch barrel, no hammer spur to catch on a pocket.

Handgun. Damage 2, 10m / 20m. 5 rounds. Reload slow action.

SpeargunWR 1

Rubber bands and a steel shaft. Works properly only underwater.

Exotic (ranged). Damage 3, 10m / 25m. 1 spear. Reload slow action.

SwitchbladeWR 1

Four inches, spring-loaded, opens with a thumb.

Knife. Damage 3, Melee.

Tactical carbineWR 2

Short-barrelled semi-auto, adjustable stock, rails for whatever you bolt to it.

Rifle. Damage 4, 100m / 250m. 20 rounds. Reload 1 action.

Throwing knifeWR 1

No edge worth speaking of. All of it is balance.

Balanced blade. Damage 1, 5m / 15m. 1 per throw.

TonfaWR 1

A baton with a side handle. Guards the forearm as well as it strikes.

One-handed blunt. Damage 3, Melee.

Tranquilizer rifleWR 2

A single dart on compressed gas. The dose is a guess and the wait is worse.

Exotic (ranged). Damage 1, 40m / 80m. 1 dart. Reload slow action.

Trench knifeWR 1

A blade with knuckles built into the grip. Exactly as old as the name suggests.

Knife. Damage 3, Melee.

Two-handed swordWR 2

Five feet of it, and a grip long enough to need both hands honestly.

Polearm / two-handed. Damage 5, Melee.

War axeWR 1

A bearded head on a two-foot haft. The beard is for pulling shields down.

One-handed blade. Damage 4, Melee.

War fanWR 1

Steel ribs in a folding fan. Closed it is a baton, open it is a guard.

Exotic (melee). Damage 2, Melee.

WarhammerWR 1

A hammer face one side, a spike the other, on a long haft.

Two-handed blunt. Damage 5, Melee.

WhipWR 1

Twelve feet of plaited leather. Everything it does is at the tip.

Exotic (melee). Damage 2, 3m / 6m.

Armor

Armored coatWR 2

A long wool coat with panels sewn between the lining and the shell. Heavier than it looks on the hanger.

Center of Mass. Hardness 3, 2 Health Levels. Reads as clothing; no penalty.

Armored suit liningWR 2

Soft panels tailored into a two-piece. Somebody was paid well to make it hang right.

Center of Mass. Hardness 2, 2 Health Levels. Tailored into a suit; survives a glance, not a pat-down.

Ballistic briefcaseWR 2

Leather over rated panels. One tug on the handle and it drops open into a shield as long as your torso.

Center of Mass. Hardness 4, 2 Health Levels. Front arc only, one hand; a Fast action to unfold, and folded it’s a briefcase.

Ballistic cap insertWR 1

A curved plate of hard fiber cut to sit inside an ordinary baseball cap.

Head. Hardness 2, 1 Health Level. Hidden in a baseball cap; no penalty.

Ballistic helmetWR 2

A high-cut composite shell with a four-point harness and rails nobody has used.

Head. Hardness 4, 2 Health Levels.

Ballistic shieldWR 3

A slab of laminate with a viewport and two handles, about the size of a door panel.

Center of Mass. Hardness 6, 4 Health Levels. Front arc only, requires both hands.

BrigandineWR 2

Steel plates riveted between canvas and leather. The rivet heads show in rows.

Center of Mass. Hardness 4, 3 Health Levels.

ChainmailWR 2

Riveted rings, twenty pounds of them, worn over padding because the alternative is bruising.

Center of Mass + Arms. Hardness 4, 3 Health Levels. Disadvantage on Stealth rolls while worn.

Chainmail dive suitWR 2

Stainless steel mesh from scalp to ankle, made for divers who work among sharks.

All four. Hardness 4, 3 Health Levels. Blades, claws and teeth only, no bonus vs. firearms; worn in water without penalty.

Concealable vestWR 2

Soft panels in a carrier that goes under a shirt. Hot, and everybody who wears one says so.

Center of Mass. Hardness 3, 2 Health Levels. Worn under clothing, no penalty.

Full tactical rigWR 2

Plate carrier, helmet, throat and groin protection. Everything, and it weighs everything.

Center of Mass + Head. Hardness 6, 5 Health Levels. Single item, sets both Zones; Disadvantage on Stealth rolls; Movement Rate -2 while worn.

GambesonWR 1

Quilted linen stuffed with tow. Worn alone it is a coat; worn under steel it is the reason the steel works.

Center of Mass. Hardness 2, 2 Health Levels. Worn under other armor without penalty.

GauntletsWR 1

Articulated plates over leather gloves, fingers and all.

Arms. Hardness 2, 1 Health Levels. Advantage resisting disarm attempts.

GreavesWR 1

Shaped plates strapped over the shins.

Legs. Hardness 2, 1 Health Levels.

Hazmat suitWR 2

Sealed coveralls, taped cuffs, a hood and a filter. Single use if it is ever actually needed.

All four. Hardness 3, 2 Health Levels. Negates Disadvantage from toxic/biological hazards; Movement Rate -2.

Knee and elbow padsWR 1

Hard caps on neoprene sleeves, the kind a skater or a SWAT team buys in bulk.

Arms + Legs. Hardness 2, 1 Health Level. Worn over or under clothing; no penalty.

Leather cuirassWR 1

Hardened leather, front and back, laced at the sides.

Center of Mass. Hardness 2, 2 Health Levels. No Stealth penalty.

Motorcycle armor jacketWR 2

Textile with CE armour in the shoulders, elbows and back. Reads as a jacket because it is one.

Center of Mass + Arms. Hardness 3, 2 Health Levels. Worn openly, no Stealth penalty, doesn’t look like armor.

Motorcycle leathersWR 2

A one-piece race suit, armor sewn in at the spine, shoulders, elbows and knees, scuffed from the last time it met the road.

Center of Mass + Arms + Legs. Hardness 3, 2 Health Levels. One-piece; worn openly, no Stealth penalty, doesn’t look like armor.

Plate armorWR 2

Articulated steel over the whole body. Distributes its weight properly and is still exhausting.

Center of Mass + Arms + Legs. Hardness 6, 4 Health Levels. Movement Rate -2 while worn.

Riot exoskeletonWR 4

A powered frame worn outside the armour, motors at the joints, a battery on the back.

Center of Mass + Arms + Legs. Hardness 5, 4 Health Levels. Powered frame; Advantage on any roll of raw physical force; Disadvantage on Stealth rolls.

Riot helmetWR 1

Full face, polycarbonate visor, neck guard hanging off the back.

Head. Hardness 4, 2 Health Levels. Full-face visor, Advantage resisting Blinded.

Riot shieldWR 2

Clear polycarbonate, body length, with a horizontal grip and a forearm cuff.

Center of Mass. Hardness 6, 4 Health Levels. Front arc only, requires both hands.

Sealed environment armorWR 4

Hard shell, sealed seams, its own air on the back and a faceplate that fogs at the edges.

All four. Hardness 5, 4 Health Levels. Single item, sets all four Zones; own air supply, immune to gas, smoke and contaminated water; Movement Rate -1.

Stab vestWR 2

Layered mail and laminate. Built for blades, and honest about it.

Center of Mass. Hardness 3, 2 Health Levels. Blade-only protection, no bonus vs. firearms.

Tactical vestWR 2

A plate carrier with hard plates front and back and pouches across the front.

Center of Mass. Hardness 5, 3 Health Levels. Disadvantage on Stealth rolls while worn.

Turnout gearWR 2

Firefighter’s bunker gear: coat, trousers, hood and helmet, heavy, reflective, and rated to walk into a fire.

All four. Hardness 3, 2 Health Levels. 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).

Tech & Electronics

Action / body cameraWR 1

A matchbox with a lens, clipped to a chest strap or a lapel.

Records hands-free footage; can serve as evidence or an Investigation aid later.

AI assistant earpieceWR 2

A bud that sits deep enough not to show, always listening for its name.

Real-time research/lookups hands-free, no roll for obvious queries.

AR contact lensesWR 3

Soft lenses with the display printed into them. They need charging overnight in a case.

The same display layer, invisible to anyone else. Nobody can tell you are reading.

Biometric scanner lockWR 2

A handheld reader with a gel pad, and a cable that goes somewhere it should not.

Required tool to bypass fingerprint/retina-locked systems; without one, at Disadvantage.

Comms relay beaconWR 2

A weatherproof box the size of a brick, with a magnet on one face and a stub aerial.

Once placed, extends an Encrypted comms set’s range from Near-Far to Far-and-beyond.

Covert GPS trackerWR 1

A puck with a magnet, a battery good for a fortnight, and no lights on it.

Real-time location on a person/vehicle until found and removed.

Drone control rigWR 3

A harness with a folding screen and two thumbsticks, worn across the chest.

A worn harness for flying several drones at once. Not an implant - it comes off.

Encrypted comms setWR 2

Earpiece, throat mic and a belt unit. Everything on the set is paired to everything else.

Silent team communication at Near-Far range, no roll.

Faraday sleeveWR 1

A padded pouch lined with silver mesh, with a roll-top closure.

Nothing inside it transmits, receives, or can be tracked.

Hacking multitoolWR 2

A slab of ports and adaptors with a screen on it, small enough for a jacket pocket.

Required tool for a field Hacking roll away from a full rig; without one, at Disadvantage.

Handheld thermal cameraWR 2

A pistol-grip camera with a small screen showing everything warm in white.

Advantage on Perception rolls to find living things through smoke, darkness, or a wall.

Laptop / hacking rigWR 2

A heavy laptop with too many ports and a battery that has been replaced twice.

Required tool for Hacking Skill checks; without one, Hacking rolls are at Disadvantage.

Laser rangefinderWR 2

Monocular, rubber-armoured, reads out distance in the eyepiece.

Advantage on the first ranged attack roll against a stationary target.

Motion sensorWR 1

A palm-sized sensor on a peel-and-stick pad, paired to a phone.

Alerts when triggered within its zone; Advantage on Perception to notice an intrusion it caught.

Night vision gogglesWR 3

A head harness and two tubes. Everything through them is green and flat.

Negate Disadvantage from darkness on Perception rolls.

Night-vision droneWR 3

A quadcopter with a low-light camera under it, quiet enough to lose track of.

Remote Far-range low-light scouting, directed as a Fast action.

Police scannerWR 1

A handheld receiver with a rubber aerial, scanning preset ranges.

Advantage on rolls made to anticipate or track police response.

Portable charger / power bankWR 1

A brick of cells that will charge a phone six times over.

Keeps electronics running indefinitely in the field, no roll.

Recon droneWR 2

A folding quadcopter in a hard case, with a camera on a gimbal.

Remote Far-range visual/audio scouting, directed as a Fast action.

Satellite phoneWR 2

A handset with a thick hinged aerial, and it needs open sky to be any use at all.

Comms with no signal dependency, works anywhere.

Security drone (tracked)WR 3

Waist-high, tracked, armoured, with a sensor mast and a speaker.

Waist-high and armoured. Patrols a perimeter, reports, and escalates without being told to.

Smart glassesWR 2

Ordinary frames with a projector in one arm and a camera in the other.

Overlays directions, faces and notes on what you are looking at. Everyone can see you are wearing them.

Smartgun link kitWR 2

A rail sensor, a wire, and a reticle that goes wherever the muzzle is actually pointed.

Fitted to one firearm. Puts the reticle where the muzzle actually points - ignore the Disadvantage from firing at Long range.

SmartphoneWR 2

A phone. Everybody has one and everybody’s is slightly out of date.

Comms, maps, research at a glance - no roll for obvious lookups.

Solar chargerWR 1

A folding panel that straps to a pack, with a regulator and two ports.

Keeps electronics running indefinitely with no power grid access.

Tablet / e-readerWR 2

A tablet in a knocked-about case, loaded with more than anybody could read.

Portable research and storage; no roll for obvious lookups, same as a Smartphone.

Technical scannerWR 3

A handheld unit with a probe on a coiled lead and a screen that is mostly menus.

Identifies an unfamiliar device, what it is doing, and where it is weakest.

Thermal droneWR 3

A quadcopter carrying a thermal camera instead of an ordinary one.

Remote Far-range thermal scouting, directed as a Fast action.

Thermal imaging scopeWR 3

A scope that clips ahead of an existing optic, showing heat rather than light.

Advantage on Perception through darkness, smoke, or light cover.

Two-way radioWR 1

A pair of handhelds off a shelf. Anybody with the same set can hear you.

Short-range team comms (Close-Near), no roll - cheaper unencrypted alternative to an Encrypted comms set.

Survival & Tools

Animal trapsWR 1

Wire snares and a few small spring traps, rolled in canvas.

Passive capture of small game over time, no roll to set.

Ascender / rappel kitWR 2

Two handled cams, a descender, slings and locking carabiners.

Required tool for safely rappelling down or ascending a fixed rope; without one, at Disadvantage.

Avalanche beaconWR 2

A transceiver worn against the chest, transmitting until somebody switches it to search.

Real-time location if buried in snow, drastically speeds rescue.

Bear trapWR 1

Forty pounds of sprung steel jaws on a chain and a stake.

Passive trap; Restrains and deals 3 damage to whoever triggers it.

Bolt cuttersWR 1

Thirty-six inch handles and hardened jaws. Nothing subtle about carrying them.

Required tool for cutting chains/padlocks; without one, at Disadvantage.

CompassWR 1

Baseplate, liquid-damped needle, a lanyard. No battery to go flat.

Never lost navigating with a map, no roll.

CrowbarWR 1

A yard of forged steel, flat one end, curved the other.

Advantage on forced-entry rolls against doors/windows specifically (not a full Breaching kit).

Duct tapeWR 1

A roll of it. Everybody has an opinion about which brand.

No roll for trivial improvised repairs, restraint, or holding a dressing on.

Field rations & water purifierWR 1

Retort pouches, a pump filter and spare cartridges.

Keeps you fed and watered in the field, no roll, for an extended stretch.

Fire axeWR 1

Red, with a pick on the back, off a wall somewhere.

Advantage on forced-entry rolls against doors specifically - a low-tech cousin of the Breaching kit.

Fire starter kitWR 1

Ferro rod, striker, waxed tinder in a tin that seals.

Reliable fire in any weather, no roll.

First aid kitWR 1

A zip pouch of dressings, tape, gloves and scissors.

Consumed on use: Advantage on a roll to treat Health Levels.

Gas mask / respiratorWR 1

Full-face, twin filters, straps that take a minute to get right.

Negates Disadvantage from smoke, gas, or airborne toxins.

Glow sticksWR 1

A dozen plastic tubes. Snap one and it cannot be switched off again.

Twelve hours of light that needs no battery and cannot be switched off.

Go-bagWR 1

A packed holdall by the door. Clothes, cash, documents, a charger and a knife.

Packed and by the door. Leaving in under a minute costs no roll and nothing is forgotten.

Grappling hookWR 1

Three folding flukes on a steel eye, with fifty feet of line.

Advantage on Climbing rolls to scale a ledge or wall within range.

Hand sawWR 1

A bow saw with a spare blade taped to the frame.

No roll for trivial wood-cutting tasks.

Ice axeWR 1

A steel head on a short shaft, pick one side, adze the other.

Required tool for climbing on ice or snow; Advantage on Climbing rolls in those conditions.

Lockpick setWR 1

A leather wallet of rakes, hooks and tension wrenches.

Required tool for lockpicking; without one, bypass rolls are at Disadvantage.

MultitoolWR 1

Pliers, blades, drivers and a file, folded into a handle.

No roll for trivial improvised repairs.

Nice backpackWR 1

Forty litres, a proper hip belt, and a lifetime guarantee somebody will honour.

+20kg Carrying Capacity while worn.

Oxygen tankWR 2

A small cylinder with a regulator and a mask, good for about twenty minutes.

Sustains breathing in a low-oxygen or toxic environment for an extended stretch.

Paracord (100ft)WR 1

A hank of 550 cord. Seven inner strands, and people use those separately.

Advantage on improvised rigging or binding rolls.

PickaxeWR 1

A point one side, a chisel the other, on a hickory haft.

Advantage on rolls to break through rock or hard earth.

Portable camp stoveWR 1

A burner that screws onto a gas canister, and a wind shield that never quite works.

Hot food and water in the field without an open fire.

Road flaresWR 1

Fusees in a cardboard tube. Fifteen minutes each, and they burn in rain.

Burn in rain and wind. Advantage on rolls to signal, warn off, or start something.

Rope & climbing kitWR 1

Fifty metres of dynamic rope, a harness, belay device and a rack of gear.

Advantage on Climbing-related rolls.

Sewing / repair kitWR 1

Needles, waxed thread, patches and a few buttons in a tobacco tin.

No roll for trivial gear or clothing repairs.

Snake bite kitWR 1

A suction pump, bandages and instructions most people have not read.

Consumed on use: Advantage resisting a venom effect.

SnowshoesWR 1

Aluminium frames with decking and a ratchet binding.

Negates Movement Rate penalties from deep snow.

Straw water filterWR 1

A hollow-fibre tube you drink through directly.

Makes any water source safe to drink, no roll.

Tactical flashlightWR 1

Anodised aluminium, a tail switch, and bright enough to be an argument.

Negates darkness Disadvantage within Close range.

TentWR 1

Two-person, three-season, and the poles are colour-coded for a reason.

Field shelter for one to two; lighter and cheaper than the full Tent & sleeping gear kit.

Tent & sleeping gearWR 2

The tent, a bag rated lower than you need, and a mat that will deflate by morning.

Field shelter; avoids Exhausted accrual from a rough night outdoors.

Thermite chargeWR 2

A shaped canister with an igniter. Burns through what it is sat on.

Consumed on use: burns through a locked or reinforced barrier, no roll needed - GM’s call on collateral.

Water desalinatorWR 2

A hand-pumped reverse osmosis unit. Slow, and heavier than the brochure said.

Makes seawater safe to drink, no roll.

Welding torchWR 2

Oxy-acetylene on a trolley, with a striker on a chain.

Required tool for metal-cutting or joining tasks; without one, at Disadvantage.

Medical & Chemical

Adrenaline shot (epi-pen)WR 1

An auto-injector in a plastic tube. Blue to the sky, orange to the thigh.

Consumed on use: clears one Exhausted level instantly and negates a severe allergic reaction, no roll.

Advanced trauma kitWR 2

A vacuum-packed roll of tourniquets, chest seals, airways and packing gauze.

Consumed on use: Advantage on treating Health Levels, usable even to stabilize someone at or below 0.

AntitoxinWR 2

A vial and a syringe in a cold pack, with the venom it answers written on the label.

Consumed on use: ends Envenomed from the venom it’s made for.

Burn gel / dressingWR 1

Sterile gel-soaked pads in foil, sized from a hand to a torso.

Consumed on use: Advantage on treating a burn injury specifically.

Chemical analysis kitWR 2

Reagent bottles, a spot plate and a card of colour references.

Required tool for identifying unknown substances; Advantage on related Research/Science rolls.

Defibrillator (AED)WR 2

A hard case with two pads and a voice that talks you through it.

Consumed on use: can revive a target from Unconscious at 0 Health Levels, no roll, if used within the same Scene they went down.

Field autodocWR 4

A case that opens into a frame over a patient, with arms that do the work themselves.

A case that performs surgery. Better than a paramedic, worse than a surgeon, and it never panics.

Field stimulantWR 1

Ampoules in a foam block. Whatever is in them is not sold over a counter.

Consumed on use: clear your current Exhausted levels, or grant Advantage on one Physical roll - GM’s call on any crash afterward.

IV kit & fluidsWR 1

Bags of saline, giving sets, cannulas and a length of tape.

Consumed on use: Advantage on treating Exhausted levels or blood loss.

Medical scannerWR 3

A handheld unit run over a patient, reading out more than a pulse.

Handheld. Sees the break, the bleed and the poison without opening anything.

Naloxone kitWR 1

Two doses of nasal spray in a hard case, with the instructions printed on the lid.

Consumed on use: reverses an opioid overdose outright, no roll.

SAM splintWR 1

A rolled aluminium and foam strip, bent to shape around a limb.

Required tool for field-splinting a broken limb; without one, at Disadvantage.

Sedative dartWR 2

A single dart with a pressurised chamber behind the needle.

Ranged; a target Overwhelmed by its Stamina-based dice falls Unconscious instead of just losing Health Levels (GM’s call on framing).

Stimulant patchWR 2

An adhesive patch that goes on the neck and works through the skin.

Buys you a night. You pay for it over the following week.

Surgical kitWR 2

A sterile roll of scalpels, forceps, clamps, needles and suture.

Required tool for treatment beyond field first aid; without one, at Disadvantage on major Health Level treatment.

TourniquetWR 1

A windlass on a webbing strap, one-handed by design.

Consumed on use: Advantage on the next roll to treat Health Levels lost to a bleeding injury.

Trauma patchWR 2

A sealed dressing with a clotting agent already in the gauze.

Adhesive. Stops the bleeding and the panic for about an hour; buys time, not recovery.

Trauma shearsWR 1

Angled shears that cut a boot off without touching what is inside it.

No roll to quickly cut through clothing or restraints to treat an injury.

Water purification tabletsWR 1

A strip of foil-wrapped tablets. Thirty minutes and it tastes of a swimming pool.

Makes questionable water safe to drink, no roll - lighter than a full purifier.

Disguise & Infiltration

Bump key setWR 1

Filed-down blanks in the common profiles, and a plastic mallet to tap them.

Advantage on Lockpicking rolls against standard pin-tumbler locks.

Burn bagWR 1

A lined sack with a pull igniter in the seam. Everything in it goes to ash.

Destroys everything inside it in under a minute, unrecoverably.

Collapsible rifle caseWR 2

A padded case that breaks down into something a tennis racket would fit in.

A rifle that comes apart into something that reads as an instrument case.

Colored contact lensesWR 1

Tinted soft lenses in a case, in three shades nobody would remark on.

Defeats a description or ID check based on eye color, no roll.

Dead drop cacheWR 1

A weatherproof tube and a spot nobody watches. The spot is the expensive part.

A prepared spot nobody watches. Hand something over without meeting anybody.

Disguise kitWR 1

Spirit gum, pigments, brushes, appliances and a mirror that folds flat.

Advantage on Deception rolls involving a physical disguise.

Encrypted burner phoneWR 1

A cheap handset with an encrypted messenger on it, bought for cash.

Untraceable, disposable comms; discard after use to leave no trail.

Environment-matched camoWR 1

A pattern chosen for one specific place, not a general-purpose one.

Advantage on Stealth rolls in matching terrain.

Fingerprint glovesWR 1

Thin nitrile with textured pads. Leaves marks that are nobody’s.

Leaves no fingerprints; negates related forensic Investigation against the wearer.

Ghillie suitWR 1

A net oversuit hung with jute garnish, tied on in handfuls over weeks.

Advantage on Stealth rolls in matching natural terrain (doesn’t stack with Environment-matched camo).

Grapple glovesWR 2

Gloves with a launcher on the back of each wrist and a spool in the cuff.

Advantage on Climbing rolls on sheer or smooth surfaces.

Prosthetic scars / tattoo kitWR 1

Silicone appliances, transfer inks and remover, in a flat tin.

Advantage on Deception rolls impersonating a specific known individual.

Uniform disguiseWR 1

Somebody’s actual work clothes, with the right boots and a laminated card.

Advantage on Deception rolls passing as a specific role or organization while worn.

UV flashlightWR 1

A torch throwing almost nothing visible. Things on a floor light up under it.

Advantage on Investigation rolls at a scene with UV-reactive evidence.

Voice changerWR 1

An inline unit between a handset and an earpiece, with a dial.

Advantage on Deception rolls made over a phone or radio specifically.

Wig & makeup kitWR 1

Two wigs on blocks, pins, and a case of everything to go with them.

Advantage on Deception rolls for a full appearance change (doesn’t stack with a Face-changing prosthetics kit).

Surveillance

BinocularsWR 1

Roof prism, ten by forty-two, rubber armoured.

Advantage on Perception rolls at Far range.

Concealable microphoneWR 1

A microphone the size of a shirt button on a hair-thin lead.

Covert audio pickup, Close-Near broadcast range.

Directional microphoneWR 2

A shotgun mic in a foam windshield, on a pistol grip.

Advantage on eavesdropping at Near-Far range.

Hidden cameraWR 1

A pinhole lens built into something ordinary, with a card slot in the back of it.

Covert visual feed, live or for later retrieval.

Hidden tracker dartWR 2

A tracker in a dart body, fired from a gas launcher and sticky on impact.

Ranged; attaches a Covert GPS tracker to a target or vehicle without them noticing (Stealth vs. Perception).

Parabolic microphoneWR 2

A clear plastic dish with a microphone at the focus and headphones on a lead.

Advantage on eavesdropping at Far range specifically (line of sight required).

RF / bug detectorWR 2

A wand with a meter on it, swept slowly along a wall.

Advantage on Perception rolls made specifically to find a hidden microphone or tracker.

Satellite uplinkWR 3

A folding dish in a hard case, with a terminal that takes ten minutes to find the sky.

Comms and data access with no signal dependency, works anywhere - a team-wide version of a Satellite phone.

Spy pen cameraWR 1

A pen that writes, with a lens above the clip.

Covert visual recording, easily overlooked as an everyday object.

Surveillance microdroneWR 3

Insect-sized. Flies in through the gap a window was left open and sends back what it sees.

Insect-sized. Flies in through the gap a window was left open and sends back what it sees.

Trail cameraWR 1

A camouflaged box strapped to a tree, motion-triggered, with infrared for night.

Unattended, motion-triggered; monitors a fixed location indefinitely.

Transport

Driving/Piloting Skill required to operate; combat or pursuit use falls under Combat Driving/Piloting instead.

Amphibious conversion vehicleWR 5

A four-wheel-drive with a sealed hull, a propeller and seams that need checking.

Road to water without stopping. Neither half is best in class.

ATV / dirt bikeWR 3

Knobbly tyres, long travel suspension, and no interest in roads.

Advantage on Chase rolls off-road; not street-legal.

BicycleWR 2

A bike. Quiet, cheap, and it goes where cars cannot.

Quiet, no fuel, no roll to operate.

Cargo vanWR 4

White, high roof, no windows in the back. Nobody looks at it twice.

Hauling capacity, inconspicuous.

Economy sedanWR 3

Four doors, grey, ten years old. The most invisible object on this page.

Ordinary car, 4-5 seats.

Gyro-stabilized superbikeWR 4

A litre bike with active stabilisation. Stays upright doing things that should not.

Will not fall over. Will still throw you off.

Hang glider / wingsuitWR 3

A wing in a bag, or a suit with webbing between the limbs. Both are one-way.

Unpowered gliding flight from height, requires Piloting.

Horse & tackWR 3

A horse, a saddle, a bridle and the knowledge of how to use all three.

Ordinary mount, no fuel required.

Hot air balloonWR 3

An envelope, a basket, burners and a truck to collect you afterwards.

Slow vertical/wind-drift flight, requires Piloting.

Kayak / canoeWR 2

A hull, a paddle and a spray deck. Portable if two people are willing.

Water only, human-powered.

Light helicopterWR 5

A four-seat turbine. Needs somewhere flat and everybody knowing you have arrived.

Full 3D movement, requires Piloting.

Mini-submarineWR 5

A two-person hull with a battery bank, viewports and eight hours of air.

Full underwater movement, requires Piloting.

Motor yachtWR 6

Forty feet, twin diesels, berths for six and a tender on the back.

A house that leaves, and a jurisdiction you choose.

MotorcycleWR 3

Six hundred cubic centimetres of it, and it fits through traffic.

Advantage on Chase rolls in dense urban/congested terrain.

Off-road SUVWR 4

Body on frame, locking differentials, and tyres that hum on tarmac.

Advantage on Chase rolls off-road or rough terrain.

ParachuteWR 2

A ram-air canopy, harness, reserve and an automatic opener nobody argues with.

Safe descent from height or an aircraft; single-use per jump unless repacked.

Personal watercraftWR 3

A jet-drive ski for two, fast in a straight line and no use in a swell.

Water only, Advantage on Chase rolls on open water.

Pickup truckWR 4

A bed, a tow hitch, and a cab that seats three at a push.

Real cargo/towing capacity.

Private jetWR 6

Light twin, six seats, and a crew who have been told not to file a passenger list.

Range, privacy, and a crew who know your name.

Skateboard / scooterWR 1

Board or kick scooter. Goes under an arm at the door.

Quiet, no fuel, folds for easy carry.

Sled / dog sledWR 2

A basket sled, a gangline and a team who know the route better than you do.

Snow or ice only, requires a team of sled dogs.

Small fixed-wing aircraftWR 5

Four seats, one engine, and a strip short enough to be unofficial.

Requires Piloting (Fixed-Wing).

SpeedboatWR 4

An open hull with far too much outboard on the back of it.

Water only.

SupercarWR 5

Mid-engined, carbon, and every camera on the route will remember it.

Fast, loud, and remembered by everyone who saw it.

Utility trailerWR 2

A flatbed on a tow ball, with a ramp and a tarpaulin.

Real cargo capacity, requires a towing vehicle.

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.

Bear sprayWR 1

A fire-extinguisher-sized canister with a safety clip and a belt holster.

Damage 1, 4m / 6m. 1 (canister). Same as pepper spray, but a Close-range cone hitting everyone in it.

Blinding strobeWR 1

A handheld lamp that pulses hard enough to be felt behind the eyes.

Damage 0, Close radius. Blinded for 1 round, no roll needed to trigger.

BolaWR 1

Three weights on cords, spun and let go.

Damage 1, 8m / 15m. 1 per throw. Target’s Movement Rate is halved until they break free.

Collapsible batonWR 1

Telescoping steel, twenty-one inches out, flicked open with a wrist.

Damage 2, Melee.

FlashbangWR 1

A perforated steel body. Light and pressure, no fragments.

Damage 1, 10m throw. 1 (thrown). Everyone in a Close radius is Blinded and at Disadvantage for 1 round.

Flex cuffsWR 1

Heavy zip ties, doubled, cut off rather than unlocked.

Damage 0, Melee. Restrains a compliant or already-subdued target; cut, not unlocked.

Grappling snareWR 1

A spring-loaded loop on a ground plate, set and covered over.

Damage 1, Melee (trap). Restrains whoever triggers it.

HandcuffsWR 1

Chain-linked steel, double locked with the tip of the key.

Damage 0, Melee. Restrains a compliant or already-subdued target until unlocked.

Less-lethal shotgun (beanbag)WR 2

A shotgun with an orange stock, so nobody loads it wrong in a hurry.

Damage 3, 5m / 15m. 6 shells. Reload slow action. No Health Level loss from this weapon alone; Prone and Disadvantage next turn.

Net gunWR 2

A weighted net folded into four barrels, fired by compressed gas.

Damage 1, 8m / 15m. 1 net. Reload 1 action. Target is Restrained until they break free (Potence check).

Pepper sprayWR 1

A keyring canister with a flip cover, a stream rather than a mist.

Damage 1, 3m / 5m. 1 (canister). Blinded and Disadvantage on all rolls for 1 round.

Pepper spray gelWR 1

A thicker formulation that goes where it is aimed and stays there.

Damage 1, 6m / 9m. 1 (canister). Same Blinded effect as pepper spray, less blowback risk.

Rubber bullet launcherWR 2

A break-action launcher with a wide bore and a padded stock.

Damage 2, 15m / 40m. 6 rounds. Reload 1 action. Same as the beanbag shotgun above.

Shock batonWR 2

A baton with contacts at the tip and a trigger under the thumb.

Damage 2, Melee. Target is Stunned until the start of their next turn.

Shock dart gunWR 2

A blocky handgun firing two barbs on wires, with a cartridge in the nose.

Damage 2, 5m / 8m. 1 cartridge. Reload 1 action. Prone, can’t act until the start of their next turn.

Smoke grenadeWR 1

A canister that burns rather than bursts, throwing smoke for a minute.

Damage 0, 10m throw. 1 (thrown). Fills a Close radius with concealment; Advantage on Stealth to break contact.

Sonic deterrent deviceWR 2

A dish on a handle, projecting a tone in a cone in front of it.

Damage 1, Close-Near cone. Disadvantage on all rolls while in the cone.

Stun gunWR 1

Two contacts and a trigger. It has to be touching to do anything.

Damage 1, Melee. Disadvantage on the target’s next roll.

Tear gas grenadeWR 1

A burning canister, hot enough that picking it up to throw back costs something.

Damage 1, 10m throw. 1 (thrown). Everyone in a Close radius is Blinded and at Disadvantage until they leave the area.

Occult

Money is not the hard part here either. Everything in this section 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 here 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

Blessed waterWR 1

A vial of water out of a font, stoppered and sealed with wax. It looks like water.

Burns what should not be touching a person. Poured in a line, nothing crosses it unnoticed.

Cleansing bundleWR 1

Rosemary, lavender, juniper or mugwort, dried and bound with cotton thread.

Lit and left to smoulder. The smoke clears a room of what has been lingering in it.

Consecrated oilWR 1

Olive oil in a small glass bottle, blessed and left to stand a week.

Anoints a person, a door or a blade. Lasts the night.

Graveyard dirtWR 1

A jam jar of soil taken off a grave.

Taken with permission, which is the difficult part.

Incense and censerWR 1

A pierced brass bowl on three chains, and a box of cones.

Reusable. The cones are not.

Iron filingsWR 1

A pound of iron swarf in a tin. It rusts if the lid is left off.

Mixed into paint, scattered on a sill, or thrown.

Ritual candlesWR 1

A dozen plain candles, unscented, wicks already trimmed.

Burn for six hours and go out together, whatever is left of them.

Ritual chalkWR 1

A box of soft white sticks. They mark anything, including things chalk should not mark.

Does not come off until you take it off.

Salt circle kitWR 1

A tin holding measured salt, a length of cord and a stick of chalk.

One complete circle, once.

Salt, canisterWR 1

A cardboard canister of coarse salt. The cheap kind, off a supermarket shelf.

Enough for a circle around one room, or a line across four doorways.

Silver dustWR 2

A vial of silver ground finer than flour.

Puts silver where silver would not otherwise reach.

Warding paintWR 1

A rattle can, or a brush and a tin. Both work.

One room’s worth of sigils.

Occult - Charms & Wards

Blank amuletWR 1

A flat silver disc on a cord, unmarked on both faces.

Waiting for a ritual to put something in it.

Charm bagWR 1

A cloth bag the size of a plum, drawstring at the neck.

Filled to purpose. Carried, not hung.

Cold iron nailWR 1

A hand-forged nail, black, square in section. Drawn wire will not do.

Driven into a threshold, or carried.

Consecrated iron fragmentWR 2

A shard off a church bell, thumb-sized and still curved.

Rare, and nobody who has one sells it cheaply.

Evil eye charmWR 1

Blue glass with a white and black eye in the middle. Sold on every market stall on the Mediterranean.

Worn where it can be seen, which is the point.

Hag stoneWR 1

A beach pebble with a hole worn through it by water. The hole has to be natural.

Hung over a bed on red ribbon, or nailed to the bedpost. Nothing sits on the sleeper’s chest.

Iron handcuffsWR 2

Hand-forged cuffs, heavier than police issue, with a key that fits nothing else.

What they hold cannot simply stop being solid.

Iron horseshoeWR 1

A used shoe off a working horse, nail holes and all.

Over a door, open end up. Everybody’s grandmother had one.

Knotted cordWR 1

A yard of cord with nine knots along it.

Untie them one at a time, and one at a time only.

Rowan and red threadWR 1

Two rowan twigs bound into a cross with red wool.

Over a door, or on a person.

Rue sachetWR 1

Dried rue in a linen bag, stitched shut.

Worn against the evil eye.

Threshold ward kitWR 1

A canvas roll holding chalk, salt, iron filings and cord.

One doorway, complete.

Witch bottleWR 1

A glass bottle of pins, nail clippings and worse, sealed with wax.

Buried at a threshold. It takes what was meant for you.

Occult - Warded Ammunition

Blessed roundsWR 2

A box of twenty, each round blessed before it was loaded.

Ordinary ammunition otherwise.

Cold iron roundsWR 2

A box of twenty, cast from wrought iron rather than lead. They foul a barrel.

Ordinary ammunition otherwise.

Salt-loaded shellsWR 1

Ten shotgun shells packed with rock salt in place of shot.

Hurts enormously. Kills nothing.

Silver buckshotWR 2

Ten shells loaded with cast silver balls.

Ordinary ammunition otherwise.

Silver roundsWR 2

A box of twenty, cast solid rather than plated.

Ordinary ammunition otherwise.

Occult - Detection

Audio sweep radioWR 1

A radio modified to sweep the band without stopping.

People hear words in it.

Digital voice recorderWR 1

A pocket recorder with a better microphone than it needs.

Records the room, and sometimes more of it than was there.

Dowsing rodsWR 1

Two brass rods bent into L shapes, held loose in the fists.

They move. Nobody agrees why.

EMF meterWR 1

A handheld meter with a needle and five LEDs above it.

Reads electromagnetic fields. What that means is between you and your GM.

Full-spectrum cameraWR 2

A camera with the infrared filter taken out of it.

Stills and video, into ultraviolet and infrared.

Infrared thermometerWR 1

A pistol-grip thermometer with a laser dot on the front.

Surface temperature at a distance, to a tenth of a degree.

Residue sample kitWR 1

Swabs, vials, a UV lamp and a box of evidence bags.

Everything you need to take something away and nothing to tell you what it is.

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.

EstateWR 6

A house with a name rather than a number, at the end of a drive nobody turns down by accident.

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.

Safe house (urban)WR 4

A flat on a middle floor, rented under a company, with the bills paid by standing order.

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.

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

Bomb disposal suitWR 3

Ninety pounds of layered aramid and plate, with a fan in the helmet and a wire to a controller.

All four. Hardness 8, 6 Health Levels. Movement Rate -4; Disadvantage on all Physical rolls except resisting damage. Requires Black Market Access 2.

Covert plate vestWR 3

Thin rifle plates in a carrier cut to vanish under a jacket, bought from a man who does not ask what size you are.

Center of Mass. Hardness 5, 2 Health Levels. Worn under a jacket, no penalty; survives a glance, not a pat-down. Requires Black Market Access 2.

The Black Market - Basic Weapons

Anti-materiel rifleWR 3

Fifty calibre, a bipod, and a muzzle brake that hurts everyone nearby more than the shooter.

Damage 5, 300m / 800m. 5 rounds. Reload 1 action. Requires Black Market Access 4.

Compact SMGWR 3

A folding stock and a thirty-round magazine in a package the size of a laptop.

Damage 3, 25m / 60m. 30 rounds. Reload 1 action. Requires Black Market Access 3.

Concealed wrist bladesWR 3

Spring blades in forearm sheaths, released by turning the wrist against a catch.

Damage 3, Melee. Requires Black Market Access 3.

Grenade launcherWR 3

Single shot, break action, a fat forty-millimetre bore and a ladder sight.

Damage 5, 30m / 80m. 1 round. Reload 1 action. Requires Black Market Access 4.

Gyrojet pistolWR 3

Fires rocket rounds rather than bullets. Harmless up close and unpleasant at distance.

Damage 4, 25m / 60m. 6 rounds. Reload 1 action. Requires Black Market Access 4.

Monofilament bladeWR 4

A handle with nothing coming out of it until the light catches the line. It is all edge.

Damage 5, Melee. Requires Black Market Access 4.

Monofilament garroteWR 3

The same filament between two handles, on a spool in a cigarette packet.

Damage 5, Melee. Requires Black Market Access 5.

Squad automatic weaponWR 3

Belt-fed, bipod, a spare barrel in a bag because you will need it.

Damage 5, 300m / 800m. 100 rounds. Reload 1 action. Requires Black Market Access 4.

The Black Market - Disguise & Infiltration

RFID clonerWR 2

A reader and a writer in one case, with a stack of blank fobs.

Advantage on bypassing keycard/RFID-secured locks specifically. Requires Black Market Access 1.

DNA-scrubbing wipesWR 1

Foil sachets of enzyme wipes that leave a surface less clean than empty.

Consumed on use: removes DNA evidence from a scene, no roll. Requires Black Market Access 2.

Safecracking kitWR 3

An autodialler, a borescope, a magnetic mount and a great deal of patience.

Required tool for cracking a combination safe; without one, at Disadvantage. Requires Black Market Access 2.

Face-changing prosthetics kitWR 2

Cast silicone appliances, adhesive and pigments, keyed to one specific face.

Advantage on Deception rolls sustained over a longer con (doesn’t stack with a Wig & makeup kit). Requires Black Market Access 3.

Forged badge / credentialsWR 2

A badge and a card wallet, correct down to the holographic overlay.

Passes routine authority checks with no roll; GM’s call under real scrutiny. Requires Black Market Access 3.

Forged documentsWR 3

Passport, licence and supporting paper, made by somebody who checks their own work.

Passes routine identity checks with no roll; GM’s call under real scrutiny. Requires Black Market Access 4.

The Black Market - Surveillance

Long-range parabolic dishWR 3

A metre of dish on a tripod, with a preamp and a recorder in the case.

Advantage on eavesdropping at Far range, wider coverage than a handheld Parabolic microphone. Requires Black Market Access 2.

Laser listening deviceWR 3

A laser and a receiver on a tripod, aimed at a windowpane from across the street.

Reads conversation through a window via glass vibration, no physical entry needed. Requires Black Market Access 3.

Wiretap kitWR 3

Alligator clips, a recorder and a lineman’s handset in a battered bag.

Required tool for tapping a landline or network line; without one, at Disadvantage. Requires Black Market Access 3.

Facial recognition tabletWR 3

A tablet with a camera and a database on it that nobody is supposed to have.

Advantage on Investigation rolls to identify a known individual from a photo or footage. Requires Black Market Access 4.

The Black Market - Survival & Tools

Breaching kitWR 2

A hooligan bar, a hydraulic ram, cutting charges and hearing protection.

Advantage on forced-entry rolls; treat your Potence as +2 for that Break Threshold check. Requires Black Market Access 3.

Wire ascent rigWR 4

A powered ascender that climbs a fixed line faster than a person can.

Anchored lines and powered reels. Turns a city into handholds. Requires Black Market Access 5.

The Black Market - Tech & Electronics

Camera jammerWR 2

A box that fills a camera’s sensor with light nobody in the room can see.

Disables nearby camera feeds within Close range. Requires Black Market Access 2.

Combat drone (rotor)WR 4

A quadcopter with a weapon mount under it and armour over the motors.

Armed and airborne. Illegal in every jurisdiction that has noticed it exists. Requires Black Market Access 4.

Data clonerWR 2

A write-blocked duplicator that takes a drive image and leaves no timestamps behind.

Required tool for certain rapid digital-copy Hacking tasks. Requires Black Market Access 1.

EMP deviceWR 3

A capacitor bank and a coil in a flight case. One shot, and then it is scrap too.

One-time consumable; disables nearby unshielded electronics within Close range. Requires Black Market Access 4.

GPS jammerWR 2

A cigarette packet with an aerial, putting noise across the satellite band.

Disables GPS tracking on anyone/anything within Close range. Requires Black Market Access 2.

Intrusion deckWR 3

A purpose-built machine with its own radios and an operating system nobody sells.

A purpose-built machine for being somewhere you have no account. Advantage on Systems Operation against a defended system. Requires Black Market Access 3.

Portable jammer arrayWR 4

Four transmitters on stands, covering everything from a room to a street.

Disables nearby wireless comms/cameras within Near range - wider coverage than a Signal jammer. Requires Black Market Access 4.

RFID skimmerWR 1

A reader in a satchel, picking up cards through a coat at walking distance.

Advantage cloning or bypassing RFID-secured credentials. Requires Black Market Access 1.

Signal jammerWR 2

A handheld unit with three stubby aerials and a bank of switches.

Disables nearby wireless comms/cameras within Close range. Requires Black Market Access 2.

Signal triangulatorWR 3

Three receivers and a tablet, drawing a shrinking circle around a transmitter.

Advantage locating the source of a specific radio or wireless signal. Requires Black Market Access 3.

The Black Market - Transport

Armored sedanWR 4

A factory car with the doors, pillars and glass replaced. It sits low on its springs.

Hardness 4, 3 Health Levels (executive-protection grade). Requires Black Market Access 2.

Armored transport vanWR 4

A cash-in-transit van with gun ports and a door nobody opens from outside.

Hardness 6, 4 Health Levels (per the materials table), several passengers ride behind that Hardness. Requires Black Market Access 2.

Armored personnel carrierWR 5

Eight wheels, a hull, and no explaining it to anybody who sees it.

Hardness 7, 5 Health Levels (per the materials table), several passengers ride behind that Hardness. Requires Black Market Access 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

Ablative shield harnessWR 5

A harness of emitter pods that throws a shell which burns away as it is hit.

Center of Mass. Hardness 7, 4 Health Levels. A projected barrier on a worn rig; spent for the Scene once its Health Levels are gone. Requires Black Market Access 5.

Deployable armor caseWR 5

A hard-shell case the size of carry-on luggage that unfolds around you, plate by plate, and seals at the throat.

All four. Hardness 6, 4 Health Levels. 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. Requires Black Market Access 5.

Reactive plate vestWR 4

Tiles of explosive laminate over a steel back plate. It stops the round by throwing itself at it.

Center of Mass. Hardness 8, 2 Health Levels. Each time it loses a Health Level it blows outward: everyone else in Melee range takes 1 die against Soak; Disadvantage on Stealth rolls. Requires Black Market Access 5.

Shear-thickening suitWR 4

A suit of ordinary-looking cloth soaked in a fluid that goes hard as stone the instant anything hits it.

Center of Mass + Arms + Legs. Hardness 5, 3 Health Levels. Soft as cloth until it’s struck; reads as clothing, no penalty. Requires Black Market Access 4.

Beyond the Ordinary - Weapons

Energy rifleWR 4

A rifle with no chamber and no brass, drawing from a cell in the stock.

Damage 6, 150m / 400m. 20 shots. Reload 1 action. Requires Black Market Access 5.

Beyond the Ordinary - Gear

Aerodyne (flying car)WR 6

A car-sized airframe on ducted fans, with doors and a boot like anything else.

Vertical takeoff, four seats, and a landing fee everywhere worth landing.

Bio-regeneration tankWR 6

A filled cylinder with a lid, a pump stack and a body suspended inside it.

You go in ruined and come out months of healing later, in days.

Braindance recorderWR 3

A headset that records everything a person saw, heard and felt, for somebody else to wear.

Records an experience whole - sight, sound, and what it felt like to be there.

Jet packWR 5

Two ducted fans on a frame, with a harness and about ninety seconds of fuel.

Minutes of flight, deafening, and it lands harder than it takes off.

Nanite repair kitWR 5

An ampoule of grey fluid and an applicator. It works on the machine, not the pilot.

Injected machines that close what surgery would have to open you for.

Optical camouflage cloakWR 5

A weighted cloak that shows whatever is behind it, a half-second late.

Bends light around the wearer. Works until you move quickly. Requires Black Market Access 5.

Surgical podWR 5

An enclosed table with arms above it, which does not need anybody in the room.

A room-sized autodoc. Handles what the field case cannot.

Underground facilityWR 6

Excavated, powered, and on no plan ever filed with the city.

Excavated, powered, and on no plan ever filed with the city. Requires Black Market Access 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).