Equipment

Characters may select two pieces of equipment from the consumable item listings. Personal equipment does not count towards this limit.

Explosive Charge: A one-half kilogram charge of C4 plastic explosive. A difficulty 6 Technologist check is required to set the charge, failure causes the detonator to be damaged, rendering the charge inert. Explosives and other single-use items may be taken multiple times in a single Equipment slot (amount subject to GM discretion, ask your GM before taking single-use items on an event).

Flashbang Grenades: May be used to attack all targets exposed to the grenade (GM's discretion). Resolve a Simple Weapons attack against each target the GM indicates. Those struck by the grenade lose their next turn. Grenades and other single-use items may be taken multiple times in a single Equipment slot (amount subject to GM discretion, ask your GM before taking single-use items on an event).

Fragmentation Grenades: May be used to attack all targets exposed to the grenade (GM's discretion). Resolve a Simple Weapons attack against each target the GM indicates. Those struck by the grenade lose 2 Health. Grenades and other single-use items may be taken multiple times in a single Equipment slot (amount subject to GM discretion, ask your GM before taking single-use items on an event).

Directional High Explosive/Incendiary grenades: Developed by a combined Research/Engineering/Security effort, these grenades are designed to be fired from a standard grenade launcher and to maximize damage potential on a target while minimizing collateral damage as much as possible. The filler is a layered mix of high explosive and a pyrotechnic star composition with embedded magnesium flakes/pellets, arranged in a pattern not unlike a "sky mine". Collateral damage is minimized, but overpressure/shock damage is still a factor from the high explosive component. A successful Ranged Weapons roll does +3 damage to targets(+4 if particularly flammable), nearby persons/targets must roll defense to avoid being injured by the concussion or take 1 damage.

Amphetamine/Adrenaline Blend: May be used with a difficulty 6 Medical check to restore 2 Health to a target. Failure means that the drug was wasted to no effect. Pharmaceuticals and other single-use items may be taken multiple times in a single Equipment slot (amount subject to GM discretion, ask your GM before taking single-use items on an event).

Sedative: May be used with a difficulty 6 Medical check to render a friendly, helpless, or unaware target unconscious. If using in melee against a hostile target, must win a Simple Weapons v. Defense check by more than 6, then must succeed in a DC 6 Medical check to render the hostile unconscious. Failure means that the drug was wasted to no effect. Pharmaceuticals and other single-use items may be taken multiple times in a single Equipment slot (amount subject to GM discretion, ask your GM before taking single-use items on an event).

Mood Stabilizers: After Foundation researchers found that certain antimanic medications were effective in stemming or shutting down harmful feedback loops triggered by hostile memetic imagery, a cocktail was developed capable of rapidly disrupting said effects if administered with sufficient haste. Currently, the only method found satisfactory has been intrathecal injection. For non-Medical personnel in the field, an intrathecal pump has been developed that can be triggered to operate in times of emergency, delivering a concentrated dose of the stabilizers when most needed. As the pump is directly connected to the spine and is a rather bulky mechanism, individuals must have it prepared and secured beforehand and it tends to make the wearer an easy target. +1d6 temporary Mental Defense (GM's discretion on duration), -1 HP, -1 Defense.

For a listing of consumable items which have been approved, but are pending creation, see the To Be Crafted page.

Exploration of Site 67 has revealed the existence of 'Tamlin Artifacts', powerful SCP-like items that only function within Site 67. These Artifacts are generally assigned to specific individuals, but may be handed out on excursions to Site 67 if said individual is not around.

Unique Equipment listings cover all items crafted by characters as well as equipment awarded for exceptional roleplay or special circumstances within the game.

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