2E Equipment Compendium Lists

For more information on equipment and how they are used, head to this page: Strategic Damage System and Sixth Sun Era 2E Dice System.
== 2E Equipment Compendium Lists ==
This is the equipment compendium page which collects all items to ever exist in the SSE 2E system. Many lists are organized to specific types of items and equipment which utilize the equipment action list, acting as both an inventory and list of abilities originating from tools and/or armor. Recipes for armor, cooking, drones, mechs, weapons, tools, hacking programs, poisons/toxins, cyborg functions, and more can be found here. Android-related companion recipes are found in the page: 2E Companion Lists. Certain lists categorize sections of equipment dedicated to different "campaign books" which affiliate to SSE lore expansions and/or storylines GMs can take inspiration or utilize, which also originate from the founders of SSE's canon campaigns that make it into the official novel series.
==== Campaign Books/Expansions ====
The official book expansions are listed below:
* Izanami Gauntlet: A small expansion dedicated to loot found from the Izanami Gauntlet games, usually rewards for the winners during the years 2161-2163.
* Warlords of Texas: Technology and equipment which originate from boss battles, encounters, and factions affiliated to the Texas Wastelands during the years 2161-2163.
* Bunker Brilliance: Technology and equipment which originate from boss battles, encounters, and factions related to universal bunker locations in the United States Wastelands during the years 2161-2163.
* Aeronautic Causality: Technology and equipment which originate from the orbital space locations during the years 2161-2163.
* California Aristocracy: Technology and equipment which originate from boss battles, encounters, locations, and factions related to the Californian-Nevada wastelands during the years 2161-2163.
* Metal Tsar Revolt: Technology and equipment which originate from boss battles, encounters, and factions affiliated to the Russia Wastelands during the revolution years 2161-2163.
* Dark Empire: Technology and equipment which originate from boss battles, encounters, and factions affiliated to the mutant regime wars in the Ohio Wastelands during the years 2141-2150.
==== Repairing, Recipes & Ingredients ====
Recipes are locked to different levels which can only be accessed with the correct perks. Every item has a recipe type which also contains a level, indicating the level a craftsman has to be to repair the item. Ingredients can often shape the material perk of custom items that apply different effects to otherwise base weapons.
Please note that crafting technique actions can only be applied once per recipe. Multiple for one recipe cannot occur. This applies to CFT and CON techniques as well! For more references to such actions, head over to the Technique Lists page.
== 2E Base Game Book Lists ==
=== Consumables ===
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Material Penetration Details 	Material Penetration Details 	Material Penetration Details 	Material Penetration Details 	Material Penetration Details 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets. 	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.	For ammo, every point with ammo and its x/10 counter is a batch of bullets.
Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency 	Ammo & Common Currency
Brass Disc 	Ingredient/Currency (x/1000) 	None 	The basis of currency within most areas in the wastelands, like ammo which is also used as currency but the discs themselves are convenient for bartering. This can only be made through the use of cutting tools/machines. 	 	 	 	 	 	0 	Smith recipe LVL 3
FACTORY 	x5 Copper
x3 Zinc
Blank Bullet 	Universal Ammo (x/10) 	None 	These are blank bullets. 	 	 	 	 	 	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Plastic
x10 Primer
x10 Ammo Mold v1-9
Rubber Bullet 	Universal Ammo (x/10) 	Uses weapon dice 	This is universal ammo which does not need to be equipped into a weapon's other section but must be slotted into its own equipment slot. Variations of rubber bullets which can be used for non-laser firearms to deal damage but when the target reaches 0 HP, they are incapacitated. The target can roll for a CON DC 10 to ignore the damage of an attack using rubber bullets. 	 	 	 	 	 	0 	Smith recipe LVL 1 	x1 Gunpowder Alchemic Mixture
x10 Rubber
x10 Primer
x10 Ammo Mold v1-9
Tranquilizer Bullet/Dart 	Universal Ammo (x/10) 	1 damage (no crit) 	This is universal ammo which does not need to be equipped into a weapon's other section but must be slotted into its own equipment slot. Hollow bullets or darts which utilize the tranquilizer sedative (or any alchemic mixture) to drug a target. These can be utilized in all ammo types or dart-usage weapons. Overrides the weapon's usual damage with 1 damage. Ammo count goes down by 1 point every time the weapon is used per encounter. 	 	 	 	 	 	0 	Smith recipe LVL 1 	x1 Plate
x1 Plastic
x1 Tranquilizer Sedative/Alchemic Mixture
Bullet Point 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	A small barbed arrow head in design. Utilized for hunting small game or target practice, efficient for animals like rabbits. Increase to attack rolls for small game-hunting by +2 when shooting this arrow. Medieval arrows under this would be type 3. Applies the cut verb. This has an armor-piercing of 1 for non-metal armor. Attacking rolls are reduced by 10 underwater. 	 	 	 	 	 	0 	Smith recipe LVL 1 	x1 Plate
x1 Wood/Plastic
Blunt Point 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	A small blunt arrow head. Utilized for hunting small game or target practice, efficient for animals like rabbits. Increase to attack rolls for small game-hunting by +5 when shooting this arrow. Applies the blunt verb on small animals and targets only. Attacking rolls are reduced by 10 underwater. 	 	 	 	 	 	0 	Smith recipe LVL 1 	x1 Plate
x1 Wood/Plastic
Non-Barbed 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	Ignores armor with modifiers of 1d4 or lower. Utilized to pierce armor, these arrows are designed for combat against other individuals. They can armor-pierce plate armor and would penetrate at close-range. Ammo found under this would be arrows like bodkin types. Attacking rolls are reduced by 10 underwater. 	 	 	 	 	 	0 	Smith recipe LVL 1 	x1 Plate
x1 Wood/Plastic
Large General 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	Broadhead Arrows. Utilized for hunting big game usually, arrows under here have different effectiveness depending on the shape but have a general increase to attack rolls for big game-hunting by +5 when shooting this arrow. Attacking rolls are reduced by 10 underwater. 	 	 	 	 	 	0 	Smith recipe LVL 3 	x1 Plate
x2 Wood/Plastic
Full-Metal Bolts 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	A common bolt that can be shot underwater with enough pressure from the weapon used to fire it (bolt-guns only) but will be less impactful in such environment. Accuracy is decreased, reducing attack rolls by 10 underwater while also apply 1d4 obstacle armor to the target. This can be electrified to deal electric damage. 	 	 	 	 	 	0 	Smith recipe LVL 3 	x1 Plate
x2 Wood/Plastic
Haywire Bolts 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	A special bolt that creates a short duration EMP on impact and is effective against unprotected droids and prosthetics. Cannot be shot underwater. EMP-resistant armor or tech can counter this and render the verb useless. Applies the EMP verb onto a target. This also allows the weapon to deal electric damage. 	 	 	 	 	 	0 	Smith recipe LVL 3 	x1 Plate
x2 Wood/Plastic
x1 Electrical Component
OR
x1 Full-Metal Bolts
x1 Electrical Component
Brimstone Bolts 	Arrow/Bolt Ammo (x/10) 	Uses weapon dice 	Effective arrow type for large groups and armored targets. The highly excitable fuel mixture strapped to this arrow combined with the flaming tip results in a large fiery blast upon impact with a hard surface but can fail to detonate if the arrow sinks itself into a target before the fuel mixture can be ignited. Cannot be shot underwater. Applies the burn verb. The target flips a coin and if it lands on heads, it applies the explosion s-b verb onto a target with 1d2 reduced damage. 	 	 	 	 	 	0 	Smith recipe LVL 3 	x1 Plate
x2 Wood/Plastic
380 ACP, 9mm, .45 ACP, .40 S&W, .38 SPL 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by pistols and submachine guns. 	
* Wood: These calibers may penetrate thin wood but not fully penetrate thicker wooden structures. 
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Unlikely to penetrate metal base covers.	
* Wood: These calibers may penetrate thin wood but not fully penetrate thicker wooden structures. 
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Unlikely to penetrate metal base covers.	
* Wood: These calibers may penetrate thin wood but not fully penetrate thicker wooden structures. 
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Unlikely to penetrate metal base covers.	
* Wood: These calibers may penetrate thin wood but not fully penetrate thicker wooden structures. 
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Unlikely to penetrate metal base covers.	
* Wood: These calibers may penetrate thin wood but not fully penetrate thicker wooden structures. 
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Unlikely to penetrate metal base covers.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v1
.45 LC, .44 MAG, 10mm, .357 MAG 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by pistols and submachine guns. 	
*Wood: These calibers may penetrate thin wood and have a chance to penetrate thicker wooden structures.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone and thin concrete.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Penetrates thin metal sheets at close contact.	
*Wood: These calibers may penetrate thin wood and have a chance to penetrate thicker wooden structures.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone and thin concrete.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Penetrates thin metal sheets at close contact.	
*Wood: These calibers may penetrate thin wood and have a chance to penetrate thicker wooden structures.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone and thin concrete.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Penetrates thin metal sheets at close contact.	
*Wood: These calibers may penetrate thin wood and have a chance to penetrate thicker wooden structures.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone and thin concrete.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Penetrates thin metal sheets at close contact.	
*Wood: These calibers may penetrate thin wood and have a chance to penetrate thicker wooden structures.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone and thin concrete.
* Metal: Unable to penetrate thicker metals. Can pass through aluminum and metal sheets. Penetrates thin metal sheets at close contact.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v2
7.62x39mm, 5.56x45mm/.223, and other intermediate rifle cartridges 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by rifles and light machine guns. 	
*Wood: These calibers can penetrate wood, especially larger variations.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. Unlikely to penetrate most stone materials.
* Metal: Can penetrate metal sheets.	
*Wood: These calibers can penetrate wood, especially larger variations.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. Unlikely to penetrate most stone materials.
* Metal: Can penetrate metal sheets.	
*Wood: These calibers can penetrate wood, especially larger variations.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. Unlikely to penetrate most stone materials.
* Metal: Can penetrate metal sheets.	
*Wood: These calibers can penetrate wood, especially larger variations.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. Unlikely to penetrate most stone materials.
* Metal: Can penetrate metal sheets.	
*Wood: These calibers can penetrate wood, especially larger variations.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. Unlikely to penetrate most stone materials.
* Metal: Can penetrate metal sheets.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v4
7.62x51mm/.308 and other battle rifle cartridges 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by rifles and light machine guns. 	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v5
30-06, .338 Lapua, 7.62x54r, 6.5 creedmoor, and other sniper rounds 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by sniper rifles. 	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v6
Buckshot 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by shotguns. 	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v7
Slugshot 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by shotguns. 	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets at close range but won't penetrate most metal covers.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v8
Fire breath Shells 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by shotguns. When fired, wooden cover will be set on fire and targets 1 tile near will receive burn verb x2. The shotgun now deals wax damage. 	
*Wood: Won't penetrate cover but will set it on fire. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate stone.	
*Wood: Won't penetrate cover but will set it on fire. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate stone.	
*Wood: Won't penetrate cover but will set it on fire. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate stone.	
*Wood: Won't penetrate cover but will set it on fire. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate stone.	
*Wood: Won't penetrate cover but will set it on fire. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate stone.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v7
x1 Pyrotechnic Compound
Penetrator ammo (flechette and piercing slugs) 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. When fired, targets cannot use their armor to resist this weapon's damage. These ammo types are usually used by shotguns. 	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass including tempered but not bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets but won't penetrate thicker metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass including tempered but not bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets but won't penetrate thicker metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass including tempered but not bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets but won't penetrate thicker metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass including tempered but not bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets but won't penetrate thicker metal covers.	
*Wood: Can penetrate thin covers and mainly break down thicker cover in two rounds.
* Glass: Can crack or shatter glass including tempered but not bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Can shoot through thin metal sheets but won't penetrate thicker metal covers.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v7
Birdshots 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. Gives a +5 to hit small game and airborne targets. These ammo types are usually used by shotguns. 	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v7
Nonlethal shotgun ammo (rock salt, rubber-shot, beanbags) 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. When the target reaches 0 HP, they are incapacitated. The target can roll for a CON DC 19 to ignore the damage of an attack using nonlethal rounds. These ammo types are usually used by shotguns. 	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal.	0 	Smith recipe LVL 3
FACTORY 	x1 Wax Alchemic Mixture
x10 Plastic
x10 Wood
x10 Ammo Mold v7
Tasershots 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by shotguns. Targets 3 tiles near metal struck by this receives 2 electric damage guaranteed and creates a short duration EMP on impact and is effective against unprotected droids and prosthetics. EMP-resistant armor or tech can counter this and render the verb useless. 	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal but applies effect.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal but applies effect.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal but applies effect.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal but applies effect.	
*Wood: Won't penetrate cover. 
* Glass: Can crack or shatter glass excluding tempered and bullet-proof.
* Stone: Won't penetrate stone.
* Metal: Won't penetrate metal but applies effect.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v7
x1 Electrical Component
12.7x99mm/.50 BMG, and antimaterial rounds 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. If this is used with a sniper rifle, it adds 5 to its damage roll. These ammo types are usually used by Sniper rifles, Light Machine Guns, & Heavy (Car-Mounted) Machine Guns. 	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass including tempered and bullet-proof.
* Stone: Can penetrate softer stone materials and cause significant damage to solid stone.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v9
20x102mm, 25x137mm, 30x173mm 	Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. These ammo types are usually used by Heavy (Car-Mounted) autocannons. 	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: These larger calibers are more likely to penetrate stone, especially softer materials.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: These larger calibers are more likely to penetrate stone, especially softer materials.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: These larger calibers are more likely to penetrate stone, especially softer materials.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: These larger calibers are more likely to penetrate stone, especially softer materials.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	
*Wood: Can easily penetrate wood, even at longer ranges.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: These larger calibers are more likely to penetrate stone, especially softer materials.
* Metal: Can easily penetrate most metal surfaces, including armor plating.	0 	Smith recipe LVL 3
FACTORY 	x1 Gunpowder Alchemic Mixture
x10 Brass Disc
x10 Primer
x10 Ammo Mold v9
RPG Warhead 	Rocket Launcher Ammo (x/4) 	2d8 damage (crit: 1d4) 	The attack roll of the launcher is reduced by 12. If this lands, target(s) within a 5 tile radius receives the explosion s-b verb x3. 	 	 	 	 	 	0 	Smith recipe LVL 3
FACTORY 	x5 Gunpowder Alchemic Mixture
x10 plate
x10 Primer
x10 Ammo Mold v10
Light Laser Battery (Flash) 	High-Tech Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. Applies the blind verb if target's mental body part is struck. 	
*Wood: Burns wood.
* Glass: Can shatter glass except bullet-proof.
* Stone: Will scorch surface of wall or stone go through in 4 shots.
* Metal: Will heat surface of metal, will melt after 3 shots.	
*Wood: Burns wood.
* Glass: Can shatter glass except bullet-proof.
* Stone: Will scorch surface of wall or stone go through in 4 shots.
* Metal: Will heat surface of metal, will melt after 3 shots.	
*Wood: Burns wood.
* Glass: Can shatter glass except bullet-proof.
* Stone: Will scorch surface of wall or stone go through in 4 shots.
* Metal: Will heat surface of metal, will melt after 3 shots.	
*Wood: Burns wood.
* Glass: Can shatter glass except bullet-proof.
* Stone: Will scorch surface of wall or stone go through in 4 shots.
* Metal: Will heat surface of metal, will melt after 3 shots.	
*Wood: Burns wood.
* Glass: Can shatter glass except bullet-proof.
* Stone: Will scorch surface of wall or stone go through in 4 shots.
* Metal: Will heat surface of metal, will melt after 3 shots.	0 	Smith recipe LVL 4
FACTORY 	x1 Small Fusion Battery
x20 Plate
Light Laser Battery (Bolt) 	High-Tech Firearm Ammo (x/10) 	+1 to damage 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. Overheats rifle after three turns of constant use, putting the weapon on cooldown for two rounds. 	
*Wood: Can easily penetrate wood after four shots and burn.
* Glass: Most glass shatter. Can shoot through strong glass without shattering except bullet-proof.
* Stone: Will break through stone.
* Metal: Will shoot through the metal Metal will melt after 2 shots.	
*Wood: Can easily penetrate wood after four shots and burn.
* Glass: Most glass shatter. Can shoot through strong glass without shattering except bullet-proof.
* Stone: Will break through stone.
* Metal: Will shoot through the metal Metal will melt after 2 shots.	
*Wood: Can easily penetrate wood after four shots and burn.
* Glass: Most glass shatter. Can shoot through strong glass without shattering except bullet-proof.
* Stone: Will break through stone.
* Metal: Will shoot through the metal Metal will melt after 2 shots.	
*Wood: Can easily penetrate wood after four shots and burn.
* Glass: Most glass shatter. Can shoot through strong glass without shattering except bullet-proof.
* Stone: Will break through stone.
* Metal: Will shoot through the metal Metal will melt after 2 shots.	
*Wood: Can easily penetrate wood after four shots and burn.
* Glass: Most glass shatter. Can shoot through strong glass without shattering except bullet-proof.
* Stone: Will break through stone.
* Metal: Will shoot through the metal Metal will melt after 2 shots.	0 	Smith recipe LVL 4
FACTORY 	x1 Small Fusion Battery
x20 Plate
Light Laser Battery (Constant) 	High-Tech Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. Overheats rifle after two turns of constant use, putting the weapon on cooldown for one round. 	
*Wood: Can easily penetrate wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will penetrate and melt the metal immediately.	
*Wood: Can easily penetrate wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will penetrate and melt the metal immediately.	
*Wood: Can easily penetrate wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will penetrate and melt the metal immediately.	
*Wood: Can easily penetrate wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will penetrate and melt the metal immediately.	
*Wood: Can easily penetrate wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will penetrate and melt the metal immediately.	0 	Smith recipe LVL 4
FACTORY 	x1 Small Fusion Battery
x20 Plate
Liquid-Bomb Laser Battery 	High-Tech Firearm Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. Applies the L-L explosion verb when the bullet lands on a target. 	
*Wood: Can easily melt wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will melt the metal immediately.	
*Wood: Can easily melt wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will melt the metal immediately.	
*Wood: Can easily melt wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will melt the metal immediately.	
*Wood: Can easily melt wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will melt the metal immediately.	
*Wood: Can easily melt wood and burn.
* Glass: Will melt glass, 2 ap to melt bulletproof.
* Stone: Will pass through, melting stone in magma.
* Metal: Will melt the metal immediately.	0 	Smith recipe LVL 4
FACTORY 	x1 Small Fusion Battery
x20 Plate
Liquid Ammunition 	Liquid Dynamics Ammo (x/10) 	Uses weapon dice 	Place this ammo's count in the weapon's other section for its mag. Do not place this in its own equipment slot unless it is not loaded in. Applies the soak verb on a target. 	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets. .308 can penetrate in three shots.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets. .308 can penetrate in three shots.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets. .308 can penetrate in three shots.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets. .308 can penetrate in three shots.	
*Wood: These bullets are effective at penetrating wood but not many layers.
* Glass: Can break glass except tempered or bullet-proof.
* Stone: Will be broken after a eight turns of firing. May penetrate softer stone or thin concrete.
* Metal: Can penetrate metal sheets. .308 can penetrate in three shots.	0 	Smith recipe LVL 5
FACTORY 	x1 Small Fusion Battery
x20 Plate
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies 	Medical Supplies
General Bandage (Mod)x1 	Consumable (x/24) 	+1 HP 	Can be used to do several medical actions. Modifier increases HP gain roll and are considered separate stacks. 	 	 	 	 	 	0 	Medical recipe LVL 1 	x2 Fabric
Wrap Bandage (Mod)x1 	Consumable (x/24) 	+2 HP 	Can be used to do several medical actions. Modifier increases HP gain roll and are considered separate stacks. Stops bleeding from 5 HP or lower status users. 	 	 	 	 	 	0 	Medical recipe LVL 1 	x4 Fabric
x1 Plastic
Freeze Bandage (Mod)x1 	Consumable (x/24) 	None 	Can be used to do several medical actions. Modifier increases rot verb modifier removal and are considered separate stacks. Stops bleeding from 5 HP or lower status users. 	 	 	 	 	 	0 	Medical recipe LVL 2 	x6 Fabric
x1 Water source
Anti-Medusa Bandage (Mod)x1 	Consumable (x/24) 	None 	Can be used to do several medical actions. Modifier increases medusa verb modifier removal and are considered separate stacks. Stops bleeding from 5 HP or lower status users. 	 	 	 	 	 	0 	Plant Patching 	x2 Fabric
Iodine Pill (Mod)x1 	Consumable (x/24) 	None 	Used to cure radiation poisoning. Requires specific CON roll. Modifier increases CON roll and are considered separate stacks. 	 	 	 	 	 	0 	Medical recipe LVL 2 	x1 Potassium
x1 Iodine source
Immunity Pill (Mod)x1 	Consumable (x/24) 	None 	The user gains the soak verb x2 and resists radiation damage for three turns after consuming this. Modifier increases CON roll and are considered separate stacks. 	 	 	 	 	 	0 	Medical recipe LVL 2 	x1 Eldritch Slug-Slime Chunk
x1 Iodine source
General Injection 	Consumable (x/24) 	+5 HP 	Usually, a foam or liquid to instantly heal a target a certain amount of HP. 	 	 	 	 	 	0 	Medical recipe LVL 2 	x1 Empty syringe
x1 General recovery fluid
Alcohol Wipes 	Consumable (x/24) 	None 	Prevents infection from wounds and stitches. Stops the application of the infection & rot verbs coin flip during non-turn-based settings. 	 	 	 	 	 	0 	Medical recipe LVL 1 	x1 Alcohol
x1 Fabric
Needle & Thread 	Consumable (x/24) 	None 	Required for creating stitches. 	 	 	 	 	 	0 	Medical recipe LVL 1 	x1 Spring
x1 Fabric
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives 	Explosives
Molotov 	Grenade (x/6) 	1 damage on impact 	Applies a guaranteed burn verb x3 in a 5x5 tile area. Has a 20 tile aim radius. Deals 3 damage if it impacts the mental body-part. 	 	 	 	 	5 Tiles 	0 	Smith recipe LVL 1 (trap) 	x1 Alcohol
x1 Fabric
x1 Glass
Taped Bomb 	Trap (x/6) 	2d2 on impact 	Applies the Explosion S-B verb upon any targets within the radius. The radius is reduced due to its cheap ingredients and exposed parts. Must be placed down, spending 1 action point. 	 	 	 	 	5 Tiles 	0 	Smith recipe LVL 1 (trap) 	x1 Fabric
x2 Plastic
x1 RDX Chemical
C4 	Trap (x/6) 	2d6 on impact 	Applies the Explosion S-B verb upon any targets within the radius. Must be placed down, spending 1 action point. 	 	 	 	 	10 Tiles 	1 	Smith recipe LVL 1 (trap) 	x10 Plastic
x1 RDX Chemical
40mm Fragmentation Grenade 	Grenade (x/6) 	2d2 on impact 	Increases PER by +1 when thrown. Applies the Explosion S-B verb upon any targets within the radius it lands. Throwing action, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	10 Tiles 	1 	Smith recipe LVL 1 (trap) 	x10 Plastic
x1 RDX Chemical
M67 Fragmentation Grenade 	Grenade (x/6) 	2d6 on impact 	Applies the Explosion S-B verb x2 upon any targets within the radius it lands. Throwing action, spending 2 action points. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	10 Tiles 	1 	Smith recipe LVL 1 (trap) 	x10 Plastic
x1 RDX Chemical
Incendiary Bomb 	Grenade (x/6) 	2d6 on impact 	Applies the Explosion S-B verb upon any targets within the radius it lands. Throwing action, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	10 Tiles 	1 	Smith recipe LVL 1 (trap) 	x10 Plastic
x1 RDX Chemical
Nail Bomb 	Trap (x/6) 	2d6 lead damage on impact 	Applies the Explosion S-B verb upon any targets within the radius. Must be placed down, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	10 Tiles 	1 	Smith recipe LVL 1 (trap) 	x8 Metal Nail
x1 Glass
Liquid Cannister Trap 	Trap (x/6) 	2d2 on impact 	Applies an alchemic mixture upon any targets within the radius. Must be placed down, spending 1 action point. Takes one round to explode after landing. 	Depends 	Alchemic Mixture 	 	 	10 Tiles 	1 	Smith recipe LVL 1 (trap) 	x1 Alchemic Mixture
x1 Glass
Smoke Grenade 	Grenade (x/6) 	None 	Applies a smoke in a radius, lowering targets PER by 5 and attack rolls by 5 of targets within the smoke. Throwing action, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	1 	Smith recipe LVL 1 (trap) 	x2 Plate
x1 Glass
Force Grenade 	Grenade (x/6) 	2d4 on impact 	Creates a pulse of forced gravity towards targets within the vicinity. Targets will be forcefully put to prone in Earth-level gravity locations. In low-gravity zones, it disorients targets for 1 round which lowers their counter rolls by 10. Throwing action, spending 1 action point. Takes one round to explode. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction.	 	 	 	 	10 Tiles 	1 	Smith recipe LVL 4 (trap) 	x1 Artificial Gravity Battery
Magnet Grenade 	Grenade (x/6) 	1d6 magnet damage (crit: +2) 	Applies the Gauss verb upon any targets within the radius it lands. Throwing action, spending 1 action point. Instead of impact damage, this deals magnet damage. Takes one round to explode. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	2 	Smith recipe LVL 2 (trap) 	x1 Magnet Source
x1 Plate
Flashbang 	Grenade (x/6) 	None 	Applies the Blind verb upon any targets within the radius it lands. Throwing action, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	2 	Smith recipe LVL 2 (trap) 	x1 Plastic
x1 Flash Mix
Tripwire 	Trap (x/6) 	None 	If target fails PER counter DC to spotting the trap depending on the user's initial CFT roll setting the tripwire up, that target that walks over tripwire must roll a MVT balance DC 10 to avoid going prone. This tripwire triggers the attached explosive. Must be placed down, spending 1 action point. 	Depends 	Trap (that is not Tripwire) x1 	 	 	20 Tiles 	2 	Smith recipe LVL 2 (trap) 	x1 Spring
x1 Wire
x1 Plate
Artificial Gravity Field Grenade 	Grenade (x/6) 	None 	When this lands on a location, it creates a temporary 20x20 LVL 1 low-gravity zone which lasts 8 rounds. Throwing action, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	10 Tiles 	2 	Smith recipe LVL 5 (trap) 	x1 Small Fusion Battery
x1 Artificial Gravity Battery
Unstable Fusion Battery 	Grenade (x/6) 	2d12 damage 	Applies the Explosion S-B verb x2 upon any targets within the radius. Throwing action, spending 1 action point. Takes one round to explode after landing. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	3 	Smith recipe LVL 3 (trap) 	x1 Small Fusion Battery
Concussion Grenade 	Grenade (x/6) 	2d4 damage 	Applies the Explosion S-B verb x3 upon any targets within the radius. Throwing action, spending 1 action point. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	3 	Smith recipe LVL 3 (trap) 	x6 Plastic
x3 Plate
x1 RDX Chemical
Mosquito Trap 	Trap (x/6) 	2d2 damage 	When a target is struck with this trap, several nano-like beads sink into an organic target causing blood clots. If this strikes an android, it deals damage to their circuitry. Targets struck by this cannot heal for two turns. Must be placed down, spending 1 action point. 	 	 	 	 	20 Tiles 	3 	Smith recipe LVL 3 (trap) 	x6 Plastic
x3 Plate
x1 RDX Chemical
Medusa Grenade 	Grenade (x/6) 	1d4 damage 	Made with the application of eldritch plant fiber. If this strikes a target, they will gain the medusa verb x2. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	4 	Smith recipe LVL 4 (trap) 	x1 Eldritch Plant Fiber
x3 Plate
Plasma Burst Grenade 	Grenade (x/6) 	2d4 damage 	Applies the Explosion P-B verb x2 upon any targets within the radius. Throwing action, spending 1 action point. Takes one round to explode after landing. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	4 	Smith recipe LVL 4 (trap) 	x3 Plastic
x5 Plate
x3 RDX Chemical
Death Row 	Trap (x/6) 	1d10 electric damage 	With four metal prongs, this trap creates a powerful surge of electricity onto a target. Must be placed down, spending 1 action point. 	 	 	 	 	20 Tiles 	4 	Smith recipe LVL 4 (trap) 	x3 Plastic
x5 Copper
x1 Electrical Source
Supernova Grenade 	Grenade (x/6) 	2d8 radiation damage 	Throw out a powerful grenade that bursts out a powerful and short tornado of green-kin mutative energy. Throwing action, spending 1 action point. Takes one round to explode after landing. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	5 	Smith recipe LVL 5 (trap) 	x1 Mutant Radiative Ink
x3 Plate
x1 RDX Chemical
Anthrax Bomb 	Grenade (x/6) 	 	Applies the Anthrax Toxin on a target within the tile radius. Throwing action, spending 1 action point. Takes one round to explode after landing. If the user misses, the distance the grenade rolls depends on the amount of the DC/counter to the target spot/entity. An example is a 5 point difference would be 5 tiles away. 1d8 to decide the direction. 	 	 	 	 	20 Tiles 	5 	Smith recipe LVL 5 (trap) 	x1 Anthrax Toxin
x1 Rubber
Ectoplasmic 	Trap (x/6) 	2d6 acid damage 	Bursts out a large sum of slug-slime that encapsulates 1-3 targets and deals acid damage. Must be placed down, spending 1 action point. 	 	 	 	 	20 Tiles 	5 	Smith recipe LVL 5 (trap) 	x1 Eldritch Slug-Slime Chunk
x1 RDX Chemical
x5 Plate
===Tools, Hacking Devices, and Eldritch Plants ===
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment)	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices 	Specialized Hacking Devices
Operator's Jabtech 	Computer Hand-Held 	5 RAM 	Requires stealth or MVT dice roll to successfully jab this antenna-jaw-shaped device directly into tech or a chord from the bottom with a plug to successfully apply a quick hack. Costs 1 action point. Can only hack LVL 2 or lower firewalls. 	Depends 	Quick Hack Slot 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x10 Computer chip
x5 Plate
Operator's Scantech 	Computer Hand-Held 	5 RAM 	Requires stealth or PER dice roll to successfully aim this device directly towards tech 25 tiles away from the device. Costs 2 action points. Can only hack LVL 2 or lower firewalls. 	Depends 	Quick Hack Slot 	 	 	25 	0 	Smith recipe LVL 2 (tool) 	x10 Computer chip
x5 Plate
Operator's Firewall Shield 	Computer Router 	15 Devices 	All tech and hackable equipment with no or weaker firewalls on the user and anyone 10-tiles away has a LVL 2 firewall. 	 	 	 	 	10 	1 	Smith recipe LVL 2 (tool) 	x10 Computer chip
x5 Plate
Operator's Whiptech 	Computer Whip 	10 RAM
1-2 coin flip damage (crit: +2)	Utilizing the whip as a MVT-based melee weapon, the user can transfer a quick hack from the flail/tail. Hacking past firewalls is dependent on the user's level. 	Depends 	Quick Hack Slot 	 	 	15 	2 	Smith recipe LVL 3 (tool) 	x10 Computer chip
x5 Plate
x2 Leather
Operator's Scandrone 	Computer Drone 	10 RAM 	Requires stealth or PER dice roll to successfully aim this device directly towards tech 20 tiles away from the device. Costs 2 action points. Can only hack LVL 2 or lower firewalls. 	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	20 	2 	Smith recipe LVL 3 (tool) 	x20 Plate
x6 Computer chip
x1 Small Fusion Battery
Operator's Bounce Cloak 	Computer Router 	10 Devices 	A router tech and operator devices can connect to with a password or physical scan, giving it LVL 3 firewall until they leave 20-tiles away from the cloak. 	 	 	 	 	20 	2 	Smith recipe LVL 3 (tool) 	x10 Computer chip
x5 Plate
Operator's Synthetic Earpiece 	Computer Laptop 	15 RAM 	Takes up two spots in the equipment list and contains four attachment slots for quick hacks. Requires stealth or PER dice roll to successfully aim this device directly towards tech 5 tiles away from the device. Costs 1 action point. 	Depends 	Quick Hack Slot x2 	Depends 	Quick Hack Slot x2 	 	2 	Smith recipe LVL 3 (tool) 	x10 Computer chip
x5 Plate
Operator's Portable Computer 	Computer Laptop 	15 RAM 	Takes up two spots in the equipment list and contains four attachment slots for quick hacks. Requires stealth or PER dice roll to successfully aim this device directly towards tech 25 tiles away from the device. Costs 2 action points. Hacking past firewalls is dependent on the user's level. 	Depends 	Quick Hack Slot x2 	Depends 	Quick Hack Slot x2 	 	2 	Smith recipe LVL 3 (tool) 	x10 Computer chip
x5 Plate
Portable Arms 	High-Tech Device 	None 	Gives the user two additional actions when utilizing operator quick hack tools. MVT is reduced by 2 always when this is prepared. 	 	 	 	 	 	2 	Smith recipe LVL 3 (tool) 	x20 Plate
x6 Computer chip
x1 Small Fusion Battery
Eye Wrapper 	Virtual Headset
Goggles 	5 RAM
15 VR HP 	Gain access to a virtual network or the abandoned internet by plugging into the mainframe or utilizing an access chip. Can install a virtual hack to utilize as a tool in the virtual. This device appears like large goggles. 	Depends 	Virtual Hack Slot 	 	 	 	0 	Smith recipe LVL 4 (tool) 	x20 Plate
x6 Computer chip
x1 Small Fusion Battery
Mind Melter 	Virtual Headset
Goggles 	15 RAM
5 VR HP 	Gain access to a virtual network or the abandoned internet by plugging into the mainframe or utilizing an access chip. Can install multiple virtual hacks to utilize as tools in the virtual. The user has low virtual HP with this device. This device has two large pipes on a brace connected to a visor. 	Depends 	Virtual Hack Slot 	Depends 	Virtual Hack Slot 	 	3 	Smith recipe LVL 5 (tool) 	x20 Plate
x6 Computer chip
x1 Small Fusion Battery
Deep Diver 	Virtual Headset
Helmet 	10 RAM
10 VR HP 	Gain access to a virtual network or the abandoned internet by plugging into the mainframe or utilizing an access chip. Can install multiple virtual hacks to utilize as tools in the virtual. This device appears like a helmet. 	Depends 	Virtual Hack Slot 	Depends 	Virtual Hack Slot 	 	3 	Smith recipe LVL 5 (tool) 	x20 Plate
x6 Computer chip
x1 Small Fusion Battery
Viral Radio Tuner 	High-Tech Radio Antenna 	1 CH
Untraceable 	Connect with a single radio channel line allowing the transferring of radio hacks. This device is limited to the amount of radios to be hacked by a channel limit. This device can connect with other viral radios the user owns but will require being on the same channel. 	Depends 	Radio Hack Slot 	 	 	 	0 	Smith recipe LVL 2 (tool) 	x5 Plate
x1 Stereo
Viral Radio Splicer 	High-Tech Radio Antenna 	1 CH
Untraceable 	Split a radio channel line into this device instead. Retains the first radio hack that was sent out to this device. It cannot retain more than its current channel limit. This device can connect with other viral radios the user owns but will require being on the same channel. 	 	 	 	 	 	0 	Smith recipe LVL 2 (tool) 	x5 Plate
x1 Stereo
Viral Radio Studio 	High-Tech Radio Antenna 	2 CH
Traceable 	Connect with radio channel lines allowing the transferring of radio hacks. This device is limited to the amount of radios to be hacked by a channel limit. This device can connect with other viral radios the user owns but will require being on the same channel. 	Depends 	Radio Hack Slot 	Depends 	Radio Hack Slot 	 	1 	Smith recipe LVL 3 (tool) 	x5 Plate
x1 Stereo
Viral Radio Boombox 	High-Tech Radio Antenna 	3 CH
Traceable 	Connect with radio channel lines allowing the transferring of radio hacks. This device is limited to the amount of radios to be hacked by a channel limit. This device can connect with other viral radios the user owns but will require being on the same channel. 	Depends 	Radio Hack Slot 	 	 	 	1 	Smith recipe LVL 3 (tool) 	x5 Plate
x1 Stereo
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment)	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants 	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants 	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants 	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants	Eldritch Tools & Eldritch Plants
Pheromone Organ Sprayer 	Wild Eldritch Tool 	None 	A miniature gas-sprayer that preserves the direct organ which develops the eldritch fear verb toxin. Must roll NTR when utilizing this to attack. 	 	 	 	 	 	1 	Smith recipe LVL 3 (tool) 	
String-Latch Catcher 	Eldritch Plant Whip 	1d4 acid damage (no crit) 	An acidic bite, they can thrust this chomping eldritch plant that latches onto armor and skin, pulling targets and locking the use of a limb. Organic targets with no armor where it is latched will have PER dice rolls reduced by 3 until it is unlatched. This weapon melts to any burn verb. 	 	 	 	 	15 	0 	Smith recipe LVL 1 (tool) 	x1 Sprout Seed
x1 Water source
Deviant Seed 	Grenade (x/30) 	1d2 acid damage
2 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out massive vine tentacles which ensnare two targets 10 tiles near where it lands. Targets ensnared must roll STR DC 5 to escape their next turn which costs an action point. If they are not ensnared, the target must roll a NTR DC 10 to avoid being caught by one nearby. They receive acid damage for every turn they are trapped. This plant melts to any burn verb. 	 	 	 	 	 	0 	Ingredient 	
Eldritch Pitcher Plant 	Eldritch Plant Cannon 	1d4 acid damage (crit: +4) 	Utilize an eldritch pitcher plant in hand, treating it like a miniature cannon which launches out vine tentacles that deal acid damage upon touch. Has a ten tile range. Costs 2 action points to use. This weapon melts to any burn verb. 	 	 	 	 	10 	0 	Smith recipe LVL 1 (tool) 	x1 Deviant Seed
x1 Water source
Sprout Seed 	Grenade (x/30) 	2d2 acid damage
1 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a biting string-latch which chomp targets 10 tiles near it. If it catches a limb, it locks the use of it and no longer attacks. Organic targets with no armor where it is latched will have PER dice rolls reduced by 3 until it is unlatched. They receive acid damage for every turn they are locked on or for every bite. This plant melts to any burn verb. 	 	 	 	 	 	0 	Ingredient 	
Joke Seed 	Grenade (x/30) 	None 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out an eldritch flower with glistening violet petals. If targets are 5 tiles near it, they will receive the jester toxin. This plant melts to any burn verb. 	 	 	 	 	 	0 	Ingredient 	
Sun Snare Seed 	Grenade (x/30) 	2d2 rad damage
1 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface. What bursts out is a large plant similar to the Colombian lily mixed with a fireweed, this place has multiple large teeth-like talons along its leaves and a mouth form the center. It puffs out a fume that covers 10 tiles around it which causes targets to sting with consistent damage, which can break concentration. This plant resists burn verb x2 or lower. 	 	 	 	 	 	1 	Ingredient 	
Flower Bounce Seed 	Grenade (x/30) 	2 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a large plump plant with leaves going inward. Jumping on this allows a user to reach around 14 ft off the ground, This plant melts to any burn verb. 	 	 	 	 	 	1 	Ingredient 	
Crotalaria Eldritch Seed 	Grenade (x/30) 	1 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a uniquely shaped plant. Similar to the cunninghamii flowers that appear like bird-shaped leaves, this eldritch plant has two large feminine human-shaped leaves. Unlike many eldritch plant, this plant isn't dangerous. Targets that hide within the embrace of this plant can survive cold temperatures of roughly 37 degrees Celsius. 	 	 	 	 	 	1 	Ingredient 	
Walnut Trunk Seed 	Grenade (x/30) 	1d6 armor
6 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a giant walnut with a slit along the top that has teeth. This eldritch only opens up when it is hungry but usually keeps its mouth closed. It has a hardened shell that can sometimes challenge steel making ballistics have a difficult time piercing this. This plant specifically cannot move due to the roots being forcefully planted unlike ones that have lived for a week. Can be used as cover and covers 3 tiles across. This plant melts to any burn verb.	 	 	 	 	 	1 	Ingredient 	
Snow-Cap Pitcher 	Eldritch Plant Cannon 	1d4 damage (crit: +2) 	A white-tipped tall pitcher plant that can be held and used like a flamethrower, spouting out a cold gas that applies the rot and frostbite x2 verbs. Has a tile range of 10 forward. Costs 2 action points to use. This weapon melts to any burn verb. 	 	 	 	 	10 	1 	Smith recipe LVL 1 (tool) 	x1 Snow-Cap Seed
x1 Water source
Snow-Cap Seed 	Grenade (x/30) 	1d4 damage (crit: +2) 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a tall snow-cap pitcher eldritch plant that spits out a cloud that applies rot and frostbite x2 verbs to targets 10 tiles around it. This plant melts to any burn verb. 	 	 	 	 	 	1 	Ingredient 	
Dragonfly Spring-Trap 	Eldritch Plant Flight Hook 	5 HP 	Thrust up a large dragon-fly-shaped eldritch plant upwards into the sky, buzzing along capable of lifting a user at around 189 kg from its single vine. It can only fly 10 ft high. This weapon melts to any burn verb. 	2d4 damage 	It can shoot two sharp needle-shaped nuts at targets with the pheromones of another eldritch plant. Those who have been struck recently by pitcher plant gas specifically. It does not attack anything without the pheromones which disappear to soak verb or after two hours IRP.	 	 	 	2 	Smith recipe LVL 1 (tool) 	x1 Spring-Trap Seed
x1 Water source
Spring-Trap Seed 	Grenade (x/30) 	5 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a large dragon-fly-shaped eldritch plant with its vine stuck in the soil. When freed, it gains the abilities of an unstrapped Dragonfly Spring-Trap. This plant melts to any burn verb. 	2d4 damage 	It can shoot two sharp needle-shaped nuts at targets with the pheromones of another eldritch plant. Those who have been struck recently by pitcher plant gas specifically. It does not attack anything without the pheromones which disappear to soak verb or after two hours IRP.	 	 	 	2 	Ingredient 	
Corpse Rock Seed 	Grenade (x/30) 	1 damage
2 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a large brown oval-shaped plant with leaves underneath it. Atop its bulge is net-like pattern where needles fly out towards targets 5 tiles around it. If struck, a target will receive the corpse rock toxin. This plant melts to any burn verb. 	 	 	 	 	 	2 	Ingredient 	
Pollen Hive Seed 	Grenade (x/30) 	1 damage
3 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a bright red pod-shaped plant that opens up to release balls of pollen at fast speeds. Upon touching a target, they are ensnared in a cloud that paralyzes the target for one turn. This has a radius of 10 tiles. Targets must beat NTR DC 10 to avoid when it is already grown and nearby. They must roll MVT DC 10 to avoid the pollen. This plant melts to any burn verb. 	 	 	 	 	 	2 	Ingredient 	
Screamer Seed 	Grenade (x/30) 	2d2 sonic damage
4 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out six vines with a violet bulb in the center. A tune can be heard, closely similar to the soft humming of a masculine or feminine voice. If a target nears it 10 tiles, failing a NTR DC 10 stealth roll, it will blossom and start sending a sonic ray towards the target's position. This plant melts to any burn verb. 	2 damage 	Two large vines at a time each strike at targets that its sonic ray isn't focusing on as a bonus action. 	 	 	 	2 	Ingredient 	
Boiler Seed 	Grenade (x/30) 	2d2 damage
2 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a large square-shaped plant that unfurls its leaves with two latching vines. At its center is the collected water is gathers from its roots to boil targets pulled in. Has a tile range of 10. Failing a NTR DC 10 stealth roll causes a target to be pulled in and damaged for every turn stuck in the center. Applies the burn x2 verb. To escape without killing the plant, the user must roll a STR DC 6 or a NTR DC 5. This plant melts to any burn verb. 	 	 	 	 	 	2 	Ingredient 	
Cabbage Eldritch Seed 	Grenade (x/30) 	1d4 acid damage
5 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a 5 ft eldritch cabbage that rolls towards targets. When it touches a target, they receive the medusa verb. The cabbage can move as a bonus action every time it is the user's turn and dies out after one round. Has a 25 tile moving limit and can only roll. This plant melts to any burn verb. 	 	 	 	 	 	3 	Ingredient 	
Roach Walker Seed 	Grenade (x/3) 	1d2 damage
6 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a large plant with four thick purple vines and a large leaf-wrapped torso. It is known for latching onto mutant insects, enslaving them to move it around. If a target is 10 tiles within its range, it will strike at them and force them underneath a purple vine. This reduces the targets action points to 1 until they escape with a MVT DC 15 to leave it unharmed. This plant resists burn verb x2 or lower. 	 	 	 	 	 	3 	Ingredient 	
Giant Head Eater Seed 	Grenade (x/3) 	2d4 damage
4 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, bursting out a thick stem with a large bulb mouth with teeth and cushioned insides. Within 15 tiles it will attack a target. To avoid being caught, the target must beat a MVT DC 7. If caught, it deals damage towards the torso of the target and applies cut verb x3. 	 	 	 	 	 	3 	Ingredient 	
Spike Root Seed 	Grenade (x/30) 	2d2 acid damage 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, releasing a rooted acid spike that applies cut verb x3 and targets lower limbs only unless target is prone. This plant dies after its planted. It has a radius of 2 tiles. 	+1 damage per spike 	The more spikes that grow together at the same time, the increase in damage by 1 point. 	 	 	 	3 	Ingredient 	
Sandbox Afreet Seed 	Grenade (x/3) 	2d2 damage 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, releasing a large light green fruit that bursts upon the slightest detection with a NTR stealth DC 5 to beat. With a rude awakening, it will burst effecting targets within 5 tiles, applying the sandbox afreet toxin on targets and dealing impact damage. The plant itself dies afterward. 	 	 	 	 	 	4 	Ingredient 	
Fae Dust Seed 	Grenade (x/3) 	None 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, releasing a large flesh-like squash-shaped plant that coughs up blood. Similar to the genetic fae, it manipulates the flesh which stick onto targets that fail a counter roll. Upon receiving the flesh, the user's HP is temporarily reduced to 1 HP without the ability to heal. Removing the flesh requires 1 action point. This plant has a radius of 5 tiles. This plant melts to any burn verb. 	 	 	 	 	 	4 	Ingredient 	
Bed Hugger Seed 	Grenade (x/3) 	+3 HP 	Throwing these seeds with some water sprinkled on them will instantly grow when it touches a surface, releasing a large white pod that can house one target. Upon capturing a target failing a counter roll, they will recover HP if the target is an organic but for every turn, the DC to escape increases before killing the target after the final DC fail. It goes from STR DC 8, 16, 24. This plant melts to any burn verb. 	 	 	 	 	 	4 	Ingredient 	
Jörmungandr seed 	Grenade (x/2) 	15 HP 	Throwing these seeds with some water sprinkled on them will instantly generate a giant 28.5 ft large plant-shaped snake with a massive eater bulge. It has STR +10 and MVT +10, becoming a companion to the user due to its pheromones connecting with the most recent user that touches its seed. This plant resists burn verb x3 or lower. It has two action points.
* Seed Fall Technique Action does not work with this seed. 	1d12 acid damage (no crit)
1d6 damage (crit: +2)	Upon swallowing a target whole, the snake-like eldritch keeps them in its mouth until the target is melted making it incapable of swallowing in this state. Its usual strikes deal normal damage with blunt verb x3. It takes STR DC 12 to escape the mouth. 	 	 	 	5 	Ingredient 	
Hydrasilisk Plant Seed 	Grenade (x/2) 	15 HP 	Throwing these seeds with some water sprinkled on them will instantly generate a giant 28.5 ft large plant-shaped hydra with a bulbous body and vines for legs. Three long stems leads up to a Venus Fly-Trap-shaped head, each spouting different gases. It has STR +10, becoming a companion to the user due to its pheromones connecting with the most recent user that touches its seed. This plant resists burn verb x3 or lower. It has three action points.
* Seed Fall Technique Action does not work with this seed. 	8 acid damage
8 damage for gas
8 wax damage	Each head is signified by a color. 
* The red bulge spits out a 15 tile distance crimson basilisk tear-gas toxin.
* The lime bulge spits out acid damage liquid.
* The indigo bulge spits out a 15 tile distance gas that deals wax damage. 	 	 	 	5 	Ingredient 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment)	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Tools 	Tools 	Tools 	Tools 	Tools 	Tools 	Tools 	Tools 	Tools 	Tools 	Tools 	Tools
Tool Pack: Level 1-2 crafting 	Toolbox (x/1) 	None 	Allows the user to utilize general crafting anywhere. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x10 Leather
x5 Plate
Tool Pack: Level 1-2 mixing 	Toolbox (x/1) 	None 	Allows the user to utilize general alchemic mixtures anywhere. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x10 Leather
x5 Glass
Tool Pack: Level 1-2 cooking 	Toolbox (x/1) 	None 	Allows the user to utilize general recipe cooking anywhere. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x10 Leather
x5 Plate
3D Printer:
Portable printing 	Toolbox (x/1) 	None 	Spend either x5 plastic, carbon-fiber, or plate to print medium-sized objects. 	 	 	 	 	 	0 	Smith recipe LVL 5 (tool) 	x20 Computer chip
x5 Plate
Holo-Printer:
Holo-Card Crafting	Toolbox (x/1) 	None 	Used to print holo-cards. 	 	 	 	 	 	0 	Smith recipe LVL 5 (tool) 	x20 Computer chip
x5 Plate
Knapsack 	Carry-On (x/1) 	Carry Limit 5 	In character notes, the user can keep small to hand-held-sized items (5 different items/stacks each). Can hold ingredients and utilize them immediately but tools/equipment must are considered unprepared. If full, the user loses one point in MVT. 	Pack Mule +5 carry limit 	If the user has pack-mule, they are immune to the MVT decrease when full and have an additional 5 to carry limit. 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x10 Leather
x5 Spring
PDA 	Tool (x/1) 	None 	A personal digital assistant which appears either as a bracelet or tablet. It has access to allowed networks and can download or retain information of the wearer or programs uploaded into the hard drive. 	Depends 	PDA Attachment 	 	 	 	0 	Smith recipe LVL 3 (tool) 	x20 Computer chip
x5 Plate
Lockpick 	Consumable (x/12) 	None 	Used to open LVL 1 locks. Does not break if the lockpicking action is successful. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x1 Spring
Quick Hack PC 	Tool (x/1) 	None 	Designed to program computer chips into certain quick hacks. Required for crafting new hacks. Costs 3 action points during turn-based. 	Quick Hack Limit 	Can only craft quick hacks of the user's level and must have recipe. 	 	 	 	1 	Smith recipe LVL 1 (tool) 	x40 Computer chip
x15 Plate
Portable Eldritch Bio Dome 	Tool (x/1) 	MVT -2 	Designed to house three miniature plots to sustain eldritch plants in a safe seeding state. Reduces the user's MVT by 2 when holding/wearing this. Can only contain three different seeds and re-fills consumable count after 1 IRP day. 	Plant Holder 	Specify the three plants in the other section of this tool. 	 	 	 	1 	Smith recipe LVL 3 (tool) 	x20 Computer chip
x35 Plate
x1 Small Fusion Battery
Drill 	Tool (x/1) 	1d12 	Used in construction, breaking down debris, stone, and cement. Requires 2 action points to use in turn-based. 	 	 	 	 	 	1 	Smith recipe LVL 3 (tool) 	x20 Plate
x6 Spring
x1 Small Fusion Battery
Thermal Binoculars 	Tool (x/1) 	None 	Allows the user to see thermal signatures. Requires 1 action point to use in turn-based. 	 	 	 	 	 	1 	Smith recipe LVL 3 (tool) 	x5 Plate
x4 Glass
x1 Small Fusion Battery
Holo-Card 	Tool (x/1) 	None 	Allows the user to access a holo-credit account. Credit currency is tracked here. Requires 1 action point to use in turn-based. 	 	 	 	 	 	0 	Requires Holo-Printer 	x1 Ink
x1 Plastic
Common Medical Scanner 	Tool (x/1) 	None 	Improves MED scan rolls for identifying damages or recovering a wounded target by +1. Requires 2 action points to use in turn-based. 	 	 	 	 	 	0 	Smith recipe LVL 3 (tool) 	x10 Plate
x1 Small Fusion Battery
x1 Computer Chip
Hammer 	Tool (x/1) 	1 	Required to use CFT for building structures. +1 CFT general bonus. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x5 Plate
x1 Spare Wood
Nailgun 	Tool (x/1) 	2 	Required to use CFT for building structures. +2 CFT for structure building bonus. 	 	 	 	 	 	2 	Smith recipe LVL 3 (tool) 	x20 Plate
x8 Spring
Grappling Hook 	Tool (x/1) 	1 	Required for improved MVT climbing dice rolls. +1 MVT for climbing. Can pull up for higher reaching. 	 	 	 	 	 	1 	Smith recipe LVL 1 (tool) 	x5 Plate
x2 Leather
Ice Axe/Hammer (Climbing Gear) 	Tool (x/1) 	2 	Required for improved MVT climbing dice rolls. +2 MVT for climbing. 	 	 	 	 	 	1 	Smith recipe LVL 2 (tool) 	x10 Plate
Spyglass 	Tool (x/1) 	None 	Improves PER sight rolls by +5. 	 	 	 	 	 	1 	Smith recipe LVL 1 (tool) 	x5 Plate
x2 Glass
Flashlight 	Tool (x/1) 	None 	Required for visibility in the dark. Can be held. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x5 Plate
x1 Small Fusion Battery
x1 Glass
Headlamp 	Tool (x/1) 	None 	Required for visibility in the dark. Can be worn and does not take an armor slot. 	 	 	 	 	 	0 	Smith recipe LVL 2 (tool) 	x5 Plate
x2 Leather
x1 Small Fusion Battery
x1 Glass
Radiation Gauge 	Tool (x/1) 	None 	Measure radiation levels in soil. 	 	 	 	 	 	0 	Smith recipe LVL 2 (tool) 	???
Compass 	Tool (x/1) 	None 	Know the polar directions. Helps with navigating. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x5 Plate
x2 Glass
Digital Scribe Scroll & Pen 	Scriber (x/1) 	Depends 	Scribe Script 	Depends 	Scribe Script 	Depends 	Scribe Script 	15 	0 	Smith recipe LVL 5 (tool) 	x10 Digitized Hard-Light
Specialized Syringe 	Tool (x/1) 	None 	Used to inject specific types of mixtures and drugs to gain buffs and de-buffs. CON DC depends on mixture/drug. Costs 1 action point to jab oneself or a target. This item requires 1 action point to clean afterward. 	Depends 	Alchemic Mixture 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x1 Plate
x2 Glass
Shovel 	Tool (x/1) 	1 damage (crit: +1)
+2 digging 	Bonus to digging actions. 	 	 	 	 	 	1 	Smith recipe LVL 1 (tool) 	x1 Plate
x1 Spare Wood
Close Wound Beam Device 	High-Tech Tissue Repair 	+2 HP (no crit) 	Utilizing MED rolling instead of PER, the user can aim this device to stop an organic target's bleeding and recover HP. Costs 1 action point to fire. Must be reloaded with x1 General recovery fluid which costs 1 action point. Has a range of 10 tiles. 	 	 	 	 	10 	2 	Smith recipe LVL 4 (tool) 	x10 Plate
x1 Small Fusion Battery
x5 Computer Chip
Acoustic Insulator Device 	High-Tech Sound Device 	1d4 sonic armor
+2 stealth 	For the user and anyone within 5 tiles of this device, their stealth rolls increase with a bonus and have sonic damage armor. 	 	 	 	 	5 	2 	Smith recipe LVL 4 (tool) 	x10 Plate
x1 Small Fusion Battery
x5 Computer Chip
Waster's Jetpack 	Trash Flight Device 	None 	A jetpack that allows the user to fly upwards with a limit of 25 ft. The user can stay up mid-air for 2 rounds before taking a cooldown of 3 rounds. While in mid-air, the user has -4 to counter rolls. The user has MVT +5 in-flight movement. Can only have one jetpack equipped at a time. 	1d6 damage (crit: +5)
2 self damage	While in flight, the user can fly towards a target and deal blunt verb damage but harm oneself. 	 	 	 	1 	Smith recipe LVL 3 (tool) 	x20 Plate
x1 Small Fusion Battery
x3 Computer Chip
Military Jetpack 	High-Tech Flight Device 	None 	A jetpack that allows the user to fly upwards with a limit of 25 ft. The user can stay up mid-air for 3 rounds before taking a cooldown of 3 rounds. While in mid-air, the user has -5 to counter rolls. The user has MVT +5 in-flight movement. Can only have one jetpack equipped at a time. 	1d6 damage (crit: +5)
2 self damage	While in flight, the user can fly towards a target and deal blunt verb damage but harm oneself. 	 	 	 	2 	Smith recipe LVL 4 (tool) 	x25 Plate
x2 Small Fusion Battery
x5 Computer Chip
Armored Jetpack 	High-Tech Flight Device 	3 armor 	A jetpack that allows the user to fly upwards with a limit of 25 ft. The user can stay up mid-air for 3 rounds before taking a cooldown of 3 rounds. While in mid-air, the user has -5 to counter rolls. While worn on the user's back, it gives decent armor stacked atop any worn armor below it. The user has MVT -1 in-flight movement. Can only have one jetpack equipped at a time. 	1d8 damage (crit: +5)
4 self damage	While in flight, the user can fly towards a target and deal blunt verb damage but harm oneself. 	 	 	 	2 	Smith recipe LVL 4 (tool) 	x45 Plate
x2 Small Fusion Battery
x3 Computer Chip
Forcefield Jetpack 	High-Tech Flight Device 	2 FP 	A jetpack that allows the user to fly upwards with a limit of 25 ft. The user can stay up mid-air for 3 rounds before taking a cooldown of 3 rounds. While in mid-air, the user has -5 to counter rolls. While flying, it generates 2 temporary FP which can regenerate after a cooldown back into flight. Can only have one jetpack equipped at a time. 	1d6 damage (crit: +5)
2 self damage	While in flight, the user can fly towards a target and deal blunt verb damage but harm oneself. 	 	 	 	2 	Smith recipe LVL 4 (tool) 	x35 Plate
x2 Small Fusion Battery
x8 Computer Chip
===Base Melee Weapons===
The same damage is retained if melee weapons are used as throwing weapons.
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below) 	Base Melee Weapons (Generalize different melee weapon models to the weapons below)
Waster Shiv 	Short Sharp Weapon 	1 (crit: +2) 	Cut verb. 	 	 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x2 Plate/Glass
Knife/Shortsword/Dagger 	Short Sharp Weapon 	1 (crit: +2) 	Cut verb. While using this as a throwing weapon, increase the damage output by +2. 	 	 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x1 Plate
Crowbar/Small Blunt Weapons 	Short Blunt Weapon 	1 (crit: +2) 	Blunt verb. 	 	 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x1 Plate
(1)Brass Knuckles/Cestus
(2)Katar 	Weighted Fist Weapon 	1d4 (crit: coin flip 1-2) 	(1)Blunt verb.
(2)Cut verb. 	Depends 	 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x2 Plate
x1 Leather
Machete/Swords/Etc... 	Long Sharp Weapon 	1d4 (crit: coin flip 1-2) 	Cut verb. 	Depends 	Handle Attachment Slot 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x4 Plate
Trench Mace/Larger Blunt Objects 	Long Blunt Weapon 	1d4 (crit: coin flip 1-2) 	Blunt verb. 	Depends 	Handle Attachment Slot 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x4 Plate
Polearms/Spears/Lances/Etc... 	Long Sharp/Blunt Weapon 	1d4 (crit: coin flip 1-2) 	Cut verb. 	Depends 	Handle Attachment Slot 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x6 Plate
(1)Whip/(2)Flail 	Whipping Weapon 	Coin Flip (crit: +2) 	(1)Cut/(2)Blunt verb. 	 	 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x1 Leather (whip)
x3 Plate (flail)
Heavy Blunt Weapons 	Long Blunt Weapon 	1d6 (crit: 1d4) 	Blunt verb. Blunt stunning reduction is now -10 for the target's next turn's rolls. 	Depends 	Handle Attachment Slot 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x8 Plate
Carry-On Cover (Riot Shields) 	Riot Shield 	1d4 armor/damage (no crit) 	Increases counter blocking dice rolls by 2. The user can utilize rebuke as a free reaction once per round to knock a target back. The user must beat a MVT DC 14 + the target's MVT bonus to knock them back. Costs 1 action point.
Blunt verb.	Depends 	Handle Attachment Slot 	Depends 	Material Perk Slot 	 	1 	Smith recipe LVL 1 (tool) 	x18 Plate
Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)	Base High-Tech Melee Weapons (Generalize different melee weapon models to the weapons below)
Laser Sword 	High-Tech Burn Weapon 	1d8 	Burn verb x2. 	 	 	 	 	 	2 	Smith recipe LVL 4 (tool) 	x10 Plate
x2 Small Fusion Battery
x8 Computer Chip
===Base Range Weapons===
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size) 	Base Throwing Objects (Depending on size)
Small Object 	Depends 	1 damage (no crit) 	Blunt verb on impact to mental body-part. 	 	 	 	 	 	0 	 	
Medium Object 	Depends 	1d2 (no crit) 	Blunt verb on any body-part. The modifier is x2 to the mental body-part. 	 	 	 	 	 	0 	 	
Large Object 	Depends 	4 damage (crit: +2) 	Blunt verb x2 on any body-part. The modifier is x4 to the mental body-part with a guaranteed stun. The user requires to beat a STR DC depending on the object, but is usually base DC 16 to beat. 	 	 	 	 	 	0 	 	
Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below) 	Base Ranged Weapons (Generalize different gun models to the weapons below)
Bows/Crossbows/Bolt-Guns 	Stringed Weapon 	1d4 (crit: coin flip 1-2) 	Depends on ammo. 	Depends 	Handle Attachment Slot 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x1 Spare Wood (bow)
or
x15 Plate (all)
Slingshot 	Sling Weapon 	2 (crit: coin flip 1-2) 	Depends on ammo. 	Depends 	Handle Attachment Slot 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x1 Spare Wood
or
x10 Plate
Handgun/Pistol (Non-Automatic) 	Firearm 	1d4 (crit: 1d4) 	Cut verb. These ranged weapons can be used to attack a second time for one action point as a bonus action without a perk bonus but the second attack will have a drawback of -6. This can only be done once per turn. 	Depends 	Firearm Attachment Slot 	 	 	 	0 	Smith recipe LVL 1 (tool) 	x18 Plate
Slug Shotgun 	Firearm 	1d10 (crit: 1d4) 	Cut verb. Requires 1 action point to reload. If attacking up-close point-blank, the user will still be able to use PER stat bonus and PER perks. 	Depends 	Firearm Attachment Slot 	 	 	 	0 	Smith recipe LVL 2 (tool) 	x48 Plate
Buckshot Shotgun 	Firearm 	2d6 (crit: +2) 	Cut verb. If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green. If attacking up-close point-blank, the user will still be able to use PER stat bonus and PER perks.	Depends 	Firearm Attachment Slot 	 	 	 	0 	Smith recipe LVL 2 (tool) 	x48 Plate
Automatic Weapons (SMGs, Handguns, Assault, Marksman) 	Firearm 	2d4 (crit: 1d4) 	Cut verb. If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green. 	Depends 	Firearm Attachment Slot 	Depends 	Handle Attachment Slot 	 	1 	Smith recipe LVL 2 (tool) 	x48 Plate
LMGs 	Firearm 	2d6 (crit: 1d4) 	Cut verb. Requires 2 action points to reload. If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green. The user has MVT -2 while holding this during a dodging action.	Depends 	Firearm Attachment Slot 	Depends 	Handle Attachment Slot 	 	1 	Smith recipe LVL 2 (tool) 	x58 Plate
Sniper rifles, Bolt-Actions & other greater distant weapons 	Firearm 	1d12 (crit: 1d4) 	Cut verb. Requires 1 action point to reload when prone. 	Depends 	Firearm Attachment Slot 	Depends 	Handle Attachment Slot 	 	1 	Smith recipe LVL 2 (tool) 	x48 Plate
Lever-Actions & Old Rifles 	Firearm 	1d4 (crit: 1d4) 	Cut verb. Hunting game with these weapons receive a bonus of +5 to attack rolls. 	Depends 	Firearm Attachment Slot 	Depends 	Handle Attachment Slot 	 	1 	Smith recipe LVL 2 (tool) 	x48 Plate
Grenade Launcher 	Launcher 	Ammo (crit: +2) 	Depends on ammo. Requires 1 action point to reload. Ammo must be a grenade. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 2 (tool) 	x58 Plate
Rocket Launcher 	Launcher 	Ammo (crit: +5) 	Depends on ammo. Requires 2 action points to reload. Ammo must be rocket launcher ammo. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 2 (tool) 	x58 Plate
Ranged Incendiary Devices (Flamethrower) 	Firearm 	1d4 (crit: +2) 	Burn verb x4. 	Depends 	Gas Thrower Attachment Slot 	 	 	 	1 	Smith recipe LVL 3 (tool) 	x58 Plate
Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below) 	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)	Base High-Tech Ranged Weapons (Generalize different gun models to the weapons below)
Hypercube 	High-Tech Command Device 	1d2 (crit: +2) 	Fire a short blast of light with a 5 tile range. This device can be used to connect with radios and computers for communication and cannot be radio hacked. 	None 	Utilize hypercube technique actions. 	Depends 	Hypercube Attachment Slot 	 	1 	Smith recipe LVL 4 (tool) 	x10 Digitized Hard-Light
x1 HL Projector
x10 Computer Chip
High-Tech Laser Bow/Crossbow 	High-Tech Stringed Weapon 	1d8 (no crit) 	Burn verb. 	Depends 	Handle Attachment Slot 	 	 	 	1 	Smith recipe LVL 4 (tool) 	x60 Plate
x2 Small Fusion Battery
x8 Computer Chip
Autoinjector Pulser 	High-Tech Firearm 	2d2 HP (crit: +2 HP) 	If shot with a crit, apply the tincture verb on the target. 	 	 	 	 	 	1 	Smith recipe LVL 4 (tool) 	x44 Plate
x3 Small Fusion Battery
x6 Computer Chip
High-Tech Laser Pistol (Non-Automatic) 	High-Tech Firearm 	1d6 (no crit) 	Burn verb x2. 	Depends 	High-tech Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 4 (tool) 	x58 Plate
x2 Small Fusion Battery
x8 Computer Chip
High-Tech Laser Rifle (Non-Automatic) 	High-Tech Firearm 	1d8 (no crit) 	Burn verb x2. 	Depends 	High-tech Firearm Attachment Slot 	Depends 	Firearm Attachment Slot 	 	1 	Smith recipe LVL 4 (tool) 	x64 Plate
x2 Small Fusion Battery
x8 Computer Chip
High-Tech Laser Rifle (Automatic) 	High-Tech Firearm 	2d6 (no crit) 	Burn verb. If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green. 	Depends 	High-tech Firearm Attachment Slot 	Depends 	Firearm Attachment Slot 	 	2 	Smith recipe LVL 4 (tool) 	x64 Plate
x2 Small Fusion Battery
x8 Computer Chip
High-Tech Heavy Laser (Drag) 	High-Tech Firearm 	1d8 (no crit) 	When the user fires this weapon as the final action and if the final target fails a MVT DC 8, they receive another 1d8 damage. This can drag and attack two targets within sight in one action turn. Requires 1 action point to reload. Needs the light laser battery (constant) ammo type. 	Depends 	High-tech Firearm Attachment Slot 	Depends 	Coiling Fan 	 	2 	Smith recipe LVL 4 (tool) 	x84 Plate
x3 Small Fusion Battery
x4 Computer Chip
3D-Printing Scribe Wrist Shooter 	High-Tech Firearm 	1d10 (crit: +4) 	Utilizes scribe scripts or shoot them out like bullets. 	Depends 	Scribe Script 	Depends 	Scribe Script 	 	2 	Smith recipe LVL 4 (tool) 	x44 Plate
x1 Small Fusion Battery
x8 Computer Chip
Hand-Held Railgun 	High-Tech Firearm 	1d12 (crit: 1d6) 	Burn verb x2.
Gauss
Requires 1 action point to reload when prone. 	Depends 	Firearm Attachment Slot 	 	 	 	3 	Smith recipe LVL 5 (tool) 	x64 Plate
x1 Medium Fusion Battery
x8 Computer Chip
Spread Railgun (Shotguns) 	High-Tech Firearm 	2d8 (crit: 1d4) 	Burn verb x2.
Gauss 	Depends 	Firearm Attachment Slot 	 	 	 	3 	Smith recipe LVL 5 (tool) 	x64 Plate
x1 Medium Fusion Battery
x8 Computer Chip
Electric Stabilizer Rifle 	High-Tech Firearm 	2d8 electric damage (crit: 1d4) 	Gauss. If the attack roll successfully lands on a target, the victim must roll a 1d4 to identify where other shells might hit on their body. 1 indicates red, 2 indicates yellow, 3 indicates blue, and 4 indicates green. 	Depends 	High-tech Firearm Attachment Slot 	 	 	 	3 	Smith recipe LVL 5 (tool) 	x64 Plate
x1 Medium Fusion Battery
x8 Computer Chip
Sentinel Launcher 	High-Tech Firearm 	None 	Fires a generated sentinel droid unit in its sphere-mode. 	 	 	 	 	 	3 	Smith recipe LVL 5 (tool) 	x64 Plate
x1 Medium Fusion Battery
x8 Computer Chip
===Base Armor Equipment===
 	 	 	 	 	 	 	 	
Armor Name 	Armor Type 	Damage 	Material 	Action/Perk Details (1) 	Body-Part Coverage 	WEARING LEVEL REQUIREMENT	Recipe Type 	Ingredients
Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks 	Full-Body Cloaks
Hoodie 	Full-Body Cloak 	None 	Common Fabric 	None 	Head, Torso, and whole arms. 	1 	Smith recipe LVL 1 	x15 Fabric
Cloak 	Full-Body Cloak 	None 	Common Fabric 	+1 to stealth rolls. 	Head and back. 	1 	Smith recipe LVL 1 	x15 Fabric
Chainmail Hood 	Full-Body Cloak 	1d4 armor 	Common Plate (usually) 	-1 to stealth rolls. 	Head and back. 	1 	Smith recipe LVL 1 	x8 Plate
Helmets 	Helmets 	Helmets 	Helmets 	Helmets 	Helmets 	Helmets 	Helmets 	Helmets
Cap 	Helmet 	None 	Common Fabric 	None 	Scalp. 	1 	Smith recipe LVL 1 	x15 Fabric
Hard Hat 	Helmet 	2d2 armor 	Common Plate (usually) 	None 	Scalp, forehead. 	1 	Smith recipe LVL 2 	x15 Plate
Biker/Knight Helmet/Full-Face	Helmet 	1d4 armor 	Common Plate (usually) 	None 	Scalp, forehead, face, whole skull. 	1 	Smith recipe LVL 3 	x25 Plate
Helm Absorber 	Helmet 	1d8 laser armor 	Common Plate (usually) 	When the user is shot by a laser, this vest increases the armor roll against laser-ammo by 1. This caps at 4. This count resets after its cap of 4 to zero. Does not protect the user from other ammo. 	Scalp, forehead, face, whole skull. 	1 	Smith recipe LVL 3 	x8 Plate
x1 Laser Absorber
Mask 	Mask 	Mask 	Mask 	Mask 	Mask 	Mask 	Mask 	Mask
Common Mask 	Mask 	1d2 armor 	Common Plate (usually) 	None 	Whole face. 	1 	Smith recipe LVL 1 	x5 Plate
Shrieker 	Mask 	1d2 armor
1d4 sonic damage (crit: +1)	Common Plate (usually) 	Deal sonic damage on a target 5-tiles away with a screech. Costs 2 action points. Requires CHA dice roll for attacking. 	Mouth, neck, and jaw. 	1 	Smith recipe LVL 3 	x5 Plate
x1 Stereo
Assassin's Mask 	Mask 	1 armor 	Common Fabric 	+3 to stealth rolls. 	Mouth, neck, and jaw. 	1 	Smith recipe LVL 1 	x15 Fabric
Goggles 	Goggles 	Goggles 	Goggles 	Goggles 	Goggles 	Goggles 	Goggles 	Goggles
Common Goggles 	Goggles 	1d2 armor 	Common Plate (usually) 	None 	Eyes. 	1 	Smith recipe LVL 1 	x5 Plate
x2 Plastic
Full-Body Skin 	Full-Body Skin 	Full-Body Skin 	Full-Body Skin 	Full-Body Skin 	Full-Body Skin 	Full-Body Skin 	Full-Body Skin 	Full-Body Skin
Warm Body Suit 	Full-Body Skin 	None 	Common Fabric (usually)	Keeps the user warmer in colder temperatures. Cold resistance rolls increased by +2. 	Neck to entire torso and limbs. Skin-tight.	1 	Smith recipe LVL 1 	x35 Fabric
Power Armor 	Full-Body Skin 	2d8 armor 	Common Plate (usually) 	Roll 1d8 armor to do additional physical damage. Physical attack rolls are decreased by -8 always in power armor. Counts as nine armor slot points to the user's wear count. Cannot wear helmets, neck-guard, shoulder pads, boots, leggings, and bullet-proof vests when wearing this. 	Whole Body. 	2 	Fusion-Core recipe LVL 1	x65 Plate
x6 Spring
x1 Medium Fusion Battery
Speed Power Armor 	Full-Body Skin 	2d4 armor 	Common Plate (usually) 	Roll 1d4 armor to do additional physical damage. The user can utilize a speed boost which costs 1 action point, allowing the user to boost up 5ft with a MVT bonus of +3. Counts as nine armor slot points to the user's wear count. Cannot wear helmets, neck-guard, shoulder pads, boots, leggings, and bullet-proof vests when wearing this.	Whole Body. 	2 	Fusion-Core recipe LVL 1	x45 Plate
x16 Spring
x2 Medium Fusion Battery
Neck-Guard 	Neck-Guard 	Neck-Guard 	Neck-Guard 	Neck-Guard 	Neck-Guard 	Neck-Guard 	Neck-Guard 	Neck-Guard
Slave Collar 	Neck-Guard 	None 	Common Plate (usually) 	Identifies the character as a slave of someone in control. 	Neck. 	1 	Smith recipe LVL 1 	x5 Plate
Neck Armor 	Neck-Guard 	2 armor 	Common Plate (usually) 	None 	Neck. 	1 	Smith recipe LVL 1 	x10 Plate
Shoulder Pad 	Shoulder Pad 	Shoulder Pad 	Shoulder Pad 	Shoulder Pad 	Shoulder Pad 	Shoulder Pad 	Shoulder Pad 	Shoulder Pad
Waster's Pads 	Shoulder Pad 	2 armor 	Common Plate (usually) 	None 	Shoulder(s). 	1 	Smith recipe LVL 1 	x5 Plate
Tightened Plated Shoulders 	Shoulder Pad 	2d4 	Common Plate (usually) 	None 	Shoulder(s). 	2 	Smith recipe LVL 1 	x15 Plate
Bullet-Proof Vest 	Bullet-Proof Vest	Bullet-Proof Vest	Bullet-Proof Vest 	Bullet-Proof Vest 	Bullet-Proof Vest 	Bullet-Proof Vest 	Bullet-Proof Vest 	Bullet-Proof Vest
Waster's Vest 	Bullet-Proof Vest	1d6 armor 	Common Plate (usually) 	None 	Chest, stomach. 	0 	Smith recipe LVL 1 	x5 Plate
Laser Absorb 	Bullet-Proof Vest	1d8 laser armor 	Common Plate (usually) 	When the user is shot by a laser, this vest increases the armor roll against laser-ammo by 1. This caps at 4. This count resets after its cap of 4 to zero. Does not protect the user from other ammo. 	Chest, stomach. 	1 	Smith recipe LVL 3 	x10 Plate
x1 Laser Absorber
Military Vest 	Bullet-Proof Vest	4 armor 	Common Plate (usually) 	None 	Chest, stomach. 	1 	Smith recipe LVL 2 	x15 Plate
Spring Underlayer 	Bullet-Proof Vest	2d4 armor 	Common Plate (usually) 	None 	Chest, stomach. 	2 	Smith recipe LVL 3 	x15 Plate
x1 Spring
Multi-Layered Vest 	Bullet-Proof Vest	2d6 armor 	Common Plate (usually) 	Armor plating slowly reduces in armor for every hit by 3 for each round after the first hit and resets next round. 	Chest, stomach. 	3 	Smith recipe LVL 3 	x30 Plate
Fortified Armored Vest 	Bullet-Proof Vest	3d4 armor 	Common Plate (usually) 	Acts as two armor slot points to the user's wear count. 	Chest, stomach. 	4 	Smith recipe LVL 4 	x60 Plate
Armored Suit 	Bullet-Proof Vest	1d10 armor 	Common Plate (usually) 	Acts as two armor slot points to the user's wear count. 	Chest, stomach. 	4 	Smith recipe LVL 4 	x60 Plate
Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve 	Arm-Sleeve
Waster's Sleeve 	Arm-Sleeve 	2 armor 	Common Fabric 	None 	Arms. 	1 	Smith recipe LVL 1 	x25 Fabric
Digging Gauntlets 	Arm-Sleeve 	1d4 armor
2 damage	Common Plate (usually) 	Improves digging actions with gauntlets by 2. Cannot hold tools properly with these gauntlets. 	Arms. 	1 	Smith recipe LVL 1 	x45 Plate
Battery Sleeve 	Arm-Sleeve 	3 armor 	Common Plate (usually) 	This arm can charge fusion-battery devices using stored energy. Recharge requires fusion sites and stores five charges. 	Arms. 	2 	Smith recipe LVL 2 	x35 Plate
x1 Small Fusion Battery
Leggings 	Leggings 	Leggings 	Leggings 	Leggings 	Leggings 	Leggings 	Leggings 	Leggings
Waster's Leggings 	Leggings 	1d4 armor 	Common Plate (usually) 	None 	Legs, knees. 	1 	Smith recipe LVL 1 	x30 Plate
Anti-Laser Leggings 	Leggings 	1d8 laser armor 	Common Plate (usually) 	When the user is shot by a laser, this vest increases the armor roll against laser-ammo by 1. This caps at 4. This count resets after its cap of 4 to zero. Does not protect the user from other ammo. 	Legs, knees. 	1 	Smith recipe LVL 3 	x10 Plate
x1 Laser Absorber
Multi-Layered Padding 	Leggings 	2d4 armor 	Common Plate (usually) 	Armor plating slowly reduces in armor for every hit by 3 for each round after the first hit and resets next round. 	Legs, knees. 	2 	Smith recipe LVL 2 	x30 Plate
Fortified Armored Leggings 	Leggings 	4d2 armor 	Common Plate (usually) 	Acts as two armor slot points to the user's wear count. 	Legs, knees. 	3 	Smith recipe LVL 3 	x60 Plate
Footwear/Boots 	Footwear/Boots 	Footwear/Boots 	Footwear/Boots 	Footwear/Boots 	Footwear/Boots 	Footwear/Boots 	Footwear/Boots 	Footwear/Boots
Waster's Boots 	Footwear/Boots 	2d2 armor 	Common Plate (usually) 	None 	Feet, ankles. 	1 	Smith recipe LVL 1 	x15 Plate
Stealth Sprint 	Footwear/Boots 	1d2 armor 	Common Fabric (usually)	+1 to stealth rolls. 	Feet. 	1 	Smith recipe LVL 1 	x2 Leather
Multi-Layered Boots 	Footwear/Boots 	2d4 armor 	Common Plate (usually) 	Armor plating slowly reduces in armor for every hit by 3 for each round after the first hit and resets next round. 	Feet, ankles. 	2 	Smith recipe LVL 2 	x30 Plate
=== Attachments ===
 	 	 	 	 	 	 	
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Firearm Attachments 	Firearm Attachments 	Firearm Attachments 	Firearm Attachments 	Firearm Attachments 	Firearm Attachments 	Firearm Attachments 	Firearm Attachments
Common Scope 	Firearm Attachment Slot 	None 	Common Plate (usually) 	Spend 2 action points to increase PER with a weapon by +2 during aiming. Works with users who are not blind. 	0 	Smith recipe LVL 1 	x5 Plate
x2 Plastic
Bayonet 	Firearm Attachment Slot 	1d4 damage (no crit) 	Common Plate (usually) 	Use a bonus action against a target up-close to attack them with a melee strike. Melee attack roll is decreased by -5. 	0 	Smith recipe LVL 1 	x5 Plate
General Suppressor 	Firearm Attachment Slot 	None 	Rubber (usually) 	Suppresses the sound of firing rounds. Improves stealth for firing firearm by +5 and avoiding detection with a bonus +10. 	0 	Smith recipe LVL 1 	x3 Rubber
Laser Sights 	Firearm Attachment Slot 	+1 	Common Plate (usually) 	Improves aiming always with the firearm that has the laser sights attachment. 	1 	Smith recipe LVL 1 	x3 Plate
x1 Light Source
Cartridge Twister 	Firearm Attachment Slot 	+1 damage 	Common Plate (usually) 	Guarantees improved damage to the damage roll of the firearm but shooting the gun normally costs two actions always. 	1 	Smith recipe LVL 4 	x5 Plate
x1 Small Fusion Battery
Auto-Loading Holster 	Firearm Attachment Slot 	None 	Common Plate (usually) 	Immediately reloads the firearm when it is unequipped. 	1 	Smith recipe LVL 2 	x8 Rubber
x2 Computer chip
Thermal Scope 	Firearm Attachment Slot 	None 	Common Plate (usually) 	High-tech equipment that allows the user to aim with thermal vision. Spend 3 action points to increase PER with this weapon by +3 during aiming. Works with users who are not blind. PER effectiveness is reduced always in warm seasons by -3 when aiming. 	2 	Smith recipe LVL 2 	x5 Plate
x2 Glass
Night Vision Scope 	Firearm Attachment Slot 	None 	Common Plate (usually) 	High-tech equipment that allows the user to aim with thermal vision. Spend 3 action points to increase PER with this weapon by +3 while aiming at night or in dark areas. 	2 	Smith recipe LVL 2 	x5 Plate
x2 Glass
Shell Shatter 	Firearm Attachment Slot 	None 	Common Plate (usually) 	A device that ensures the shell shatters upon impact. Turn the damage of the firearm to lead damage but the damage is reduced by 2 always. 	2 	Smith recipe LVL 2 	x2 Plate
x4 Glass
Quick Mag 	Firearm Attachment Slot 	None 	Common Plate (usually) 	Grants the firearm's user one free reaction with the weapon equipped with this attachment per round to shoot at a target that is in range with no cover and moves. 	3 	Smith recipe LVL 2 	x5 Plate
x1 Small Fusion Battery
Slope Scope 	Firearm Attachment Slot 	None 	Common Plate (usually) 	Improves general aiming with the firearm, spending 3 action points to increase PER with this weapon by +4 during aiming. Works with users who are not blind. PER effectiveness is reduced always at night or dark environments by -4. 	3 	Smith recipe LVL 3 	x8 Plate
x2 Glass
Fridge Barrel 	High-tech Firearm Attachment Slot	+1 damage 	Common Plate (usually) 	A powerful barrel which prioritizes the efficiency of the weapon's cooling system, replacing the burn verb with a frostbite verb instead and keeping the multiplier of the weapon this is attached too. Deals additional damage always with this attachment. This cannot be installed with explosion or burn-based attachments on the same high-tech firearm. 	4 	Smith recipe LVL 4 	x18 Plate
x1 Computer chip
Plasma Burst 	High-tech Firearm Attachment Slot	None 	Common Plate (usually) 	Set off an explosion p-b verb after landing a shot, having a smaller area coverage of 3 tiles around the burst instead of its usual. 	5 	Smith recipe LVL 5 	x18 Plate
x1 Computer chip
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Handle Attachments 	Handle Attachments 	Handle Attachments 	Handle Attachments 	Handle Attachments 	Handle Attachments 	Handle Attachments 	Handle Attachments
Rubber Grip 	Handle Attachment Slot 	None 	Rubber 	Improve the grip of the equipment. Attack rolls with the weapon gain an increase by +2 when using actions that cost 2 or more points. 	1 	Smith recipe LVL 1 	x2 Rubber
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Drone Attachments 	Drone Attachments 	Drone Attachments 	Drone Attachments 	Drone Attachments 	Drone Attachments 	Drone Attachments 	Drone Attachments
Hook & Pale 	Drone Attachment Slot 	None 	Common Plate (usually) 	An attached bucket to a rope. This can carry liquid or objects which would fit in an average-sized bucket. 	0 	Smith recipe LVL 1 	x2 Plate
Pea Shooter 	Drone Attachment Slot 	1d4 damage (crit: +1) 	Common Plate (usually) 	An attached rifle underneath the drone. It can fire, spending 1 action point from the user's turn. 	1 	Smith recipe LVL 1 	x12 Plate
Inferno Latchel 	Drone Attachment Slot 	1d4 damage (no crit) 	Common Plate (usually) 	An attached miniature flamethrower underneath the drone. It has a range of 5 tiles and applies the burn verb x4. This spends 2 action points from the user's turn. 	1 	Smith recipe LVL 2 	x22 Plate
Hack Uploader 	Drone Attachment Slot 	5 RAM 	Common Plate (usually) 	An attachment that allows the drone to send a prepared LVL 0 quick hack to a scanned target's equipment 10 tiles away. Costs 1 action point from the user's turn. 	1 	Smith recipe LVL 2 	x22 Plate
x2 Computer Chip
Target Highlighter 	Drone Attachment Slot 	+5 	Common Plate (usually) 	For targets with high-tech equipment, the drone can utilize a scanner that highlights them to all allies PDAs or visual feed, improving PER strikes on said target for three rounds with this bonus. Costs 3 action points from the user's turn to scan. 	1 	Smith recipe LVL 2 	x22 Plate
x2 Computer Chip
Smoke Machine 	Drone Attachment Slot 	+5 	Common Plate (usually) 	Creates smoke which the user can utilize to improve stealth rolls. The smoke can be replaced with any type of tear-gas and applies it to targets. The range of the smoke is 20 tiles around the drone. Costs 2 action points from the user's turn. 	2 	Smith recipe LVL 2 	x24 Plate
Router Point 	Drone Attachment Slot 	None 	Common Plate (usually) 	An antenna that can transfer a quick hack or radio line across greater distances with a 20 tile range limit to the user. 	2 	Smith recipe LVL 2 	x22 Plate
x2 Computer Chip
Bubble Bath 	Drone Attachment Slot 	None 	Common Plate (usually) 	Shoots a foam that traps targets inside it temporarily within 10 tiles from the drone. All targets inside the foam must beat MVT DC 10 to move 5 tiles inside. Costs 2 action points from the user's turn. 	2 	Smith recipe LVL 2 	x24 Plate
High-Density Drone Armor 	Drone Attachment Slot 	3 armor 	Common Plate (usually) 	Has reliable and consistent armor. 	3 	Smith recipe LVL 3 	x34 Plate
Radiation Shielding 	Drone Attachment Slot 	1d4 rad armor 	Common Plate (usually) 	Is well-suited against radiation damage with this armoring. 	3 	Smith recipe LVL 3 	x34 Plate
Explosive Protection 	Drone Attachment Slot 	5 explosive armor 	Common Plate (usually) 	Against any explosion verb, resist damage with a guaranteed armor. 	3 	Smith recipe LVL 3 	x44 Plate
Mini-Map 	Drone Attachment Slot 	+15 	Common Plate (usually) 	Scans the vicinity around the user within a 2 km circle, generating a mini-map with subtle details on environmental structures and the ability to ping the positions of different targets. This is always active when attached and sends the map to the user's PDA. This gives the user a bonus to PER searching dice rolls and does not assist with aiming/shooting or other actions. This map cannot track invisibility.	4 	Smith recipe LVL 4 	x10 Plate
x55 Computer Chip
Slung Grenade Cannon 	Drone Attachment Slot 	+8 	Common Plate (usually) 	Requires the user to reload the drone, spending 1 action point to do this. It can shoot out any grenade the user has with a greater throwing range bonus. 	4 	Smith recipe LVL 4 	x44 Plate
Hard Light Sabotage 	Drone Attachment Slot 	5 HL HP 	Common Plate (usually) 	A device that generates a 5ft white hard-light wall which can act as cover. This wall lasts 3 rounds or until it is destroyed. Spends 1 action point from the user's turn. 	4 	Smith recipe LVL 5 	x34 Plate
x10 Computer Chip
x1 HL Projector
Sonic Drum Barrel 	Drone Attachment Slot 	1d8 sonic damage (no crit) 	Common Plate (usually) 	A sonic barrel that creates a large sonic burst which damages multiple targets within a radius of 5 tiles ahead of the drone. Spends 1 action point from the user's turn. 	5 	Smith recipe LVL 5 	x44 Plate
x10 Computer Chip
Hooked Railgun 	Drone Attachment Slot 	1d12 sonic damage (no crit)	Common Plate (usually) 	A deviously powerful railgun attachment which can only fire once every four rounds. Spends 3 action points from the user's turn. Applies the burn verb x2. 	5 	Smith recipe LVL 5 	x44 Plate
x10 Computer Chip
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Gas Thrower Attachments 	Gas Thrower Attachments 	Gas Thrower Attachments 	Gas Thrower Attachments 	Gas Thrower Attachments 	Gas Thrower Attachments	Gas Thrower Attachments	Gas Thrower Attachments
Ignition Head Cage 	Gas Thrower Attachment Slot 	+5 	Common Plate (usually) 	Improves the device's aiming but decreases the burn multiplier to become burn verb x2 for flamethrowers. This will influence the tear gas multiplier as well in the same way. 	0 	Smith recipe LVL 2 	x34 Plate
Riot Cover 	Gas Thrower Attachment Slot 	1d6 armor 	Common Plate (usually) 	Covers the user's upper torso and face. 	1 	Smith recipe LVL 2 	x44 Plate
Triple Nozzel 	Gas Thrower Attachment Slot 	3d4 damage (no crit) 	Common Plate (usually) 	Splits the flames into three more focused spins but lose out on critical bonuses and have a reduction to PER by 2 when firing this. 	2 	Smith recipe LVL 2 	x64 Plate
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Mech Attachments 	Mech Attachments 	Mech Attachments 	Mech Attachments 	Mech Attachments 	Mech Attachments 	Mech Attachments 	Mech Attachments
Dual-Shoulder Mini-Missiles	Mech Attachment Slot 	2d8 (Crit: +2) 	Common Plate (usually) 	Fire miniature missiles that apply the Explosion S-B verb upon 2 different targets or fire twice on one single target. Costs 1 action point. 	2 	Smith recipe LVL 4 	x99 Plate
x99 Spring
x1 Small Fusion Battery
Mech-Flamethrower 	Mech Attachment Slot 	1d4 (crit: +2) 	Common Plate (usually) 	Burn verb x4. 	2 	Smith recipe LVL 4 	x99 Plate
x99 Spring
x1 Gas Tank
x1 Small Fusion Battery
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Scribe Attachments 	Scribe Attachments 	Scribe Attachments 	Scribe Attachments 	Scribe Attachments 	Scribe Attachments 	Scribe Attachments 	Scribe Attachments
Written Shield 	Scribe Script 	1d6 laser/gauss armor 	Digital Hard-Light (usually)	Utilize an INT writing roll to display holo-code. This code causes the scriber device to extend outward into a large paper snake surrounding the user, acting as a shield. This gives the user an armored shield against laser/heat and gauss rifles or melee weapons. Can be used as a reaction or normal action, both costing 1 action point. 	0 	Smith recipe LVL 5 	x1 Digitized Hard-Light
Doodling 	Scribe Script 	None 	Digital Hard-Light (usually)	Utilize an CFT drawing roll to display holo-drawing. The scriber becomes a painter's canvas, allowing the user to draw images and contextualize it into animations that move along the shrinking or expanding scriber's papyrus. Can be used as a reaction or normal action, both costing 1 action point. 	0 	Smith recipe LVL 5 	x1 Digitized Hard-Light
Heated Dialog 	Scribe Script 	None 	Digital Hard-Light (usually)	Utilize an INT writing roll to display holo-code. This code causes the scriber device to utilize its power source to heat the papyrus up for three-rounds with a two-turn cooldown after. All physical attacks with this tool during the three-round duration applies burn verb x3. Costs 1 action point. 	1 	Smith recipe LVL 5 	x1 Digitized Hard-Light
Drawn Damage 	Scribe Script 	1d6 damage (no crit) 	Digital Hard-Light (usually)	Utilize an CFT drawing roll to display holo-drawing. The scriber becomes a painter's canvas, allowing the user to draw images and contextualize the papyrus to shape into said drawing. Sharper forms deal cut verb x2 while ridged forms deal blunt verb. The papyrus will then strike at one target before forming back. 	1 	Smith recipe LVL 5 	x1 Digitized Hard-Light
Roller-coaster 	Scribe Script 	User & Allies +10
Targets -10	Digital Hard-Light (usually)	Expand the scribe papyrus, surpassing the scriber limit and reaching a radius of 100 tiles. The user can then utilize the papyrus in complex layers to slide or step along, improving the user's MVT and STR rolls due to the assistance of the papyrus while also reducing chosen targets rolls. This costs 3 action points and lasts for four rounds with a three-turn cooldown. 	5 	Smith recipe LVL 5 	x2 Digitized Hard-Light
Labyrinth 	Scribe Script 	1d6 laser/gauss armor 	Digital Hard-Light (usually)	Expand the scribe papyrus, surpassing the scriber limit and reaching a radius of 50 tiles. The user can then utilize the papyrus in complex layers of walls, allowing the user to trap targets in differently shaped rooms. This costs 3 action points and lasts for four rounds with a three-turn cooldown. 	5 	Smith recipe LVL 5 	x2 Digitized Hard-Light
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Hybercube Attachments 	Hybercube Attachments 	Hybercube Attachments 	Hybercube Attachments 	Hybercube Attachments 	Hybercube Attachments 	Hybercube Attachments 	Hybercube Attachments
Weather Box 	Hypercube Attachment Slot 	Depends 	Digital Hard-Light (usually)	A weather box is a difficult attachment to come by due to its low amount produced with a high demand for resources. It allows the cube to connect with the weather of an environment and set specific configurations as well as pinpoint calculated spots to weaponize weather.
* Status modifier: Choose any weather state from the environment list and set it as the current weather 50 tiles around the user's hypercube. Costs 3 action points.
* Weaponize Verb: Utilize the set weather state's verb as well as weather attack and pinpoint a tile to apply the verb. This verb can be modified with the correct perk by adding a modifier to damage or round length. A target of the tile being targeted must pick a number between 1-20. The user must then roll a pinpointing roll. The user has two attempts to discern the number. If the user's roll is 5 or less compared to the target's chosen number, the target must bring up 3 numbers with one that is their chosen number. If the roll is 6 or more, the target must bring up 6 numbers with one correct number. If the user rolls the target's number, it is an instant success. The user can roll again for their second pinpointing and the roll can be modified with the correct perk. Incorrectly pinpointing a target tile will set the attack on a nearby location, 1 tile from the target. Costs 2 action points.	0 	Smith recipe LVL 5 	x42 Digitized Hard-Light
Cubic Defense 	Hypercube Attachment Slot 	None 	Digital Hard-Light (usually)	A powerful firewall that denies wireless hacking of any level for a hypercube. 	0 	Smith recipe LVL 5 	x10 Digitized Hard-Light
Cubic Calculation Upgrade 	Hypercube Attachment Slot 	None 	Digital Hard-Light (usually)	Increased proficiency for commands set by the cube, allowing the user to utilize 2 additional action points only for utilizing the hypercube. 	0 	Smith recipe LVL 5 	x10 Digitized Hard-Light
=== Base Equipment Ingredients & Materials ===
Find all ingredients and Material selections that may grant perks specifically to certain equipment! 
 	 	 	 	 	 	 	
Material Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	Recipe Type 	Recipe Ingredients/Found 	Stack Limit
Material Perk: Basic Scraps 	Material Perk: Basic Scraps 	Material Perk: Basic Scraps 	Material Perk: Basic Scraps 	Material Perk: Basic Scraps 	Material Perk: Basic Scraps 	Material Perk: Basic Scraps 	Material Perk: Basic Scraps
Metal Scrap 	Common Plate 	Depends 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Plastic 	Plastic 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Rubber 	Rubber 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Spring 	Spring 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Fabric 	Fabric 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Shards 	Glass 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Nail Point 	Metal Nail 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Scavenging trash piles, rewarded.	XX/99
Material Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	Recipe Type 	Recipe Ingredients/Found 	Stack Limit
Material Perk: Computer 	Material Perk: Computer 	Material Perk: Computer 	Material Perk: Computer 	Material Perk: Computer 	Material Perk: Computer 	Material Perk: Computer 	Material Perk: Computer
Computer Chip 	Computer Chip 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Computer labs, factories. 	XX/99
Wire 	Wire 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 0 	Computer labs, trash, factories. 	XX/99
Digitized Hard-Light 	Power Source 	None 	None 	Gives no perk specialty. 	Smith recipe LVL 3 	Bunkers, Computer labs. 	XX/99
Nano-heal pod 	Device 	None 	None 	Contains nano-tech that is utilized as an ingredient for healing-based equipment. Gives no perk specialty. 	Smith recipe LVL 4 	Bunkers, Computer labs. 	XX/99
Small Fusion Battery 	Power Source 	2d6 explosion 	None 	If ruptured, the battery will explode, applying the explosion p-b. 	Smith recipe LVL 5 	Computer labs, factories. 	XX/20
Medium Fusion Battery 	Power Source 	2d8 explosion 	None 	If ruptured, the battery will explode, applying the explosion p-b. 	Smith recipe LVL 5 	Computer labs, factories. 	XX/12
Large Fusion Battery 	Power Source 	2d12 explosion 	None 	If ruptured, the battery will explode, applying the explosion p-b. 	Smith recipe LVL 5 	Computer labs, factories. 	X/6
Material Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	Recipe Type 	Recipe Ingredients/Found 	Stack Limit
Material Perk: Heat Resistant	Material Perk: Heat Resistant	Material Perk: Heat Resistant	Material Perk: Heat Resistant	Material Perk: Heat Resistant 	Material Perk: Heat Resistant	Material Perk: Heat Resistant 	Material Perk: Heat Resistant
Leather 	Common Plate 	None 	Basic armor and weapons 	Reduces tick damage from the burn Verb by 1. 	Smith recipe LVL 0 	Hunted animals. 	XX/99
Laser Absorber 	Common Plate 	1d8 laser armor 	Basic armor 	When the user is shot by a laser, this vest increases the armor roll against laser-ammo by 1. This caps at 4. This count resets after its cap of 4 to zero. Does not protect the user from other ammo.	Smith recipe LVL 0 	Factory. 	XX/99
Cooler Smoke 	Common Plate 	Depends 	Basic armor 	Allows the user to resist burn Verb x1. This also reduces tick damage from the verb by 2. 	Smith recipe LVL 1 	Factory. 	XX/99
Material Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	Recipe Type 	Recipe Ingredients/Found 	Stack Limit
Material Perk: Grounded 	Material Perk: Grounded 	Material Perk: Grounded 	Material Perk: Grounded 	Material Perk: Grounded 	Material Perk: Grounded 	Material Perk: Grounded 	Material Perk: Grounded
Copper 	Common Plate 	Depends 	None 	Ground electric damage from held equipment entirely. Reduce incoming electric damage by 2. 	Smith recipe LVL 1 	Scavenging trash piles, rewarded.	XX/99
Rubber 	Common Plate 	Depends 	None 	Ground electric damage from any source. Reduce incoming electric damage by 8. 	Smith recipe LVL 1 	x5 Latex 	XX/99
Material Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	Recipe Type 	Recipe Ingredients/Found 	Stack Limit
Material Perk: Mold 	Material Perk: Mold 	Material Perk: Mold 	Material Perk: Mold 	Material Perk: Mold 	Material Perk: Mold 	Material Perk: Mold 	Material Perk: Mold
Ammo Mold v1-9 	Mold 	None 	None 	Contains different types of bullet and case shapes depending on the version. Used when making ammo types. 	None 	Copper, Lead, Factory. 	XX/99
Material Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	Recipe Type 	Recipe Ingredients/Found 	Stack Limit
Material Perk: Miscellaneous 	Material Perk: Miscellaneous 	Material Perk: Miscellaneous 	Material Perk: Miscellaneous 	Material Perk: Miscellaneous 	Material Perk: Miscellaneous 	Material Perk: Miscellaneous 	Material Perk: Miscellaneous
Lead 	Lead 	None 	None 	None 	None 	Mines, lead-based products. 	XX/99
Copper 	Copper 	None 	None 	None 	None 	Rocks, mines. 	XX/99
Potassium 	Potassium 	None 	None 	None 	None 	Fruits & Vegetables. 	XX/99
Salt 	Iodine Source 	None 	None 	None 	None 	Sea water, rocks. 	XX/99
Animal Innards 	Iodine Source 	None 	None 	None 	None 	Hunted animals, fish. 	XX/99
Stick 	Spare Wood 	None 	None 	None 	Smith recipe LVL 0 	Trees, Bushes, forests. 	XX/99
Wood 	Spare Wood 	Depends 	None 	None 	Smith recipe LVL 0 	Trees 	XX/10
Magnetite 	Magnet Source 	None 	None 	Allows equipment to deal magnet damage. 	None 	Rocks, Iron. 	XX/10
Latex 	Fluid 	None 	None 	None 	None 	Para Rubber Trees. 	XX/99
Chlorine 	Gas 	None 	None 	A yellow-green gas. None. 	None 	Sea water, rocks, salt. 	XX/99
Oil 	Fluid 	1 wax damage 	None 	A fossil-fuel that naturally forms in the Earth. 	None 	Earth, caves. 	XX/99
=== Base Drones & Sentries ===
The user can only control one drone at a time for bonus actions unless a perk or action allows them to do multiple!
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2)	Action/Perk Details (2/Attachment)	Radius 	Dice Mod (3)	Action/Perk Details (3/Attachment)	LEVEL REQUIREMENT	Recipe Type 	Ingredients
Sentries 	Sentries 	Sentries 	Sentries 	Sentries 	Sentries 	Sentries	Sentries 	Sentries 	Sentries 	Sentries 	Sentries
Guard Dog 	Portable Sentry	5 HP
2d4 damage (crit: +2)
+10 CFT attack bonus	Appears like a boxed pile of scraps with a visible barrel by the center. If the user sets this sentry down for 1 action point and beats a CFT DC 16, the attack roll of this device receives the modifier bonus. If this fails, it receives no bonus. This device can do one attack during the user's turn with a bonus attack, firing a built-in firearm. Requires CFT DC 12 to repair when destroyed. This sentry cannot move without being picked up for 1 action point by the user. 	 	 	 	 	 	0 	Smith recipe LVL 1 	x20 Plate
x8 Spring
x1 Small Fusion Battery
Scrap Seeker 	Portable Sentry	3 HP
5 Counter reduction
+10 CFT scan bonus	Has the appearance of a small ball-shaped eye with tripod designed legs. If the user sets this sentry down for 1 action point and beats a CFT DC 16, the scan roll of this device receives the modifier bonus. If this fails, it receives no bonus. This device can do one action, scanning targets for a bonus action. Scanned targets will receive a counter reduction of 5 for the entirety of this sentry's view which is 20 tiles in range. Requires CFT DC 12 to repair when destroyed. This sentry cannot move without being picked up for 1 action point by the user.	 	 	 	 	 	0 	Smith recipe LVL 2 	x20 Plate
x8 Spring
x1 Small Fusion Battery
Baby Dragon 	Portable Sentry	5 HP
MVT DC 10 (15 with bonus)	Has the appearance of three barrels and a cylindrical center. If the user sets this sentry down for 1 action point and beats a CFT DC 16, the MVT DC will be increased. If this fails, it receives no bonus. This device can do one action, spin flames within a vicinity. The spit fire applies burn verb x2. Requires CFT DC 12 to repair when destroyed. This sentry cannot move without being picked up for 1 action point by the user. 	 	 	 	 	 	1 	Smith recipe LVL 2 	x25 Plate
x6 Spring
x2 Small Fusion Battery
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2)	Action/Perk Details (2/Attachment)	Radius 	Dice Mod (3)	Action/Perk Details (3/Attachment)	LEVEL REQUIREMENT	Recipe Type 	Ingredients
Drones 	Drones 	Drones 	Drones 	Drones 	Drones 	Drones 	Drones 	Drones 	Drones 	Drones 	Drones
Trash Picker Drone	Trash Drone 	None 	As a bonus action, the user can fly this drone around 5 tiles and pick up trash with a hand, melting it in its fusion battery. 	Depends 	Drone Attachment Slot 	5 tiles 	 	 	0 	Smith recipe LVL 1 	x15 Plate
x3 Spring
x1 Small Fusion Battery
Camera Drone 	High-Tech Drone	None 	As a bonus action, the user can fly this drone around 10 tiles and capture imagery at the same time. The film limit is 5 photos before being required to print and reload with ink and film. 	Depends 	Drone Attachment Slot 	10 tiles	 	 	0 	Smith recipe LVL 1 	x25 Plate
x6 Spring
x1 Small Fusion Battery
Assistance Drone 	High-Tech Drone	None 	Comes with a hand that can grip and carry things for the user. As a bonus action, the user can fly this drone around 20 tiles. The hand cannot grip anything too heavy unless it utilizes a bucket. Its hand cannot use firearms. As a bonus action, it can either fly to position or grab an item that doesn't weigh more than the drone. 	Depends 	Drone Attachment Slot 	20 tiles	 	 	1 	Smith recipe LVL 1 	x25 Plate
x6 Spring
x1 Small Fusion Battery
Guarding Drone 	High-Tech Drone	1d6 armor 	A thick drone built to withstand attacks using a riot shield built from its face. It cannot fly far, only within 5 tiles. As a bonus action, it can either fly to position or guard a target with a blocking roll of +10. 	Depends 	Drone Attachment Slot 	5 tiles 	 	 	1 	Fusion-Core recipe LVL 1	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Orbital Ring Drone	High-Tech Drone	1d6 electric damage (no crit)	As a bonus action, the user can fly this drone around 20 tiles. Its ring generate an electric-field that damages targets 5 tiles away from the drone every time they are within its range per turn. 	 	 	20 tiles	 	 	2 	Fusion-Core recipe LVL 1	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Quad-Rotor Drone 	High-Tech Drone	MVT +3
PER -3 	As a bonus action, the user can fly this drone around 25 tiles and has a MVT bonus of 3. The drone has a decrease in PER with attachments by 3. 	Depends 	Drone Attachment Slot 	25 tiles	Depends 	Drone Attachment Slot 	2 	Fusion-Core recipe LVL 1	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Fallen Angel 	High-Tech Drone	1d4 armor
+5 stealth 	As a bonus action, the user can fly this drone around 20 tiles. It has a sleek, jet-black design that proves reliable for stealth rolls in dark areas and has a built-in headlight which can be turned off. 	Depends 	Drone Attachment Slot 	20 tiles	Depends 	Drone Attachment Slot 	3 	Fusion-Core recipe LVL 2	x55 Plate
x16 Spring
x1 Medium Fusion Battery
=== Base Mechs ===
A character can only drive one mech at a time. To have another mech be available, they must bring them out by other means dependent on the GM or technology available.
 	 	 	 	 	 	 	 	 	Put Mech HP in "Other" on the character sheet action list.
Requires CFT to repair HP.	 	 	
Equipment Name 	Equipment Type	Damage 	Action/Perk Details (1) 	Dice Mod (2)	Action/Perk Details (2/Attachment)	Radius	Dice Mod (3)	Action/Perk Details (3/Attachment)	MECH HP	LEVEL REQUIREMENT	Recipe Type 	Ingredients
 	 	 	 	 	 	 	 	 	 	 	 	
Scrapper Mech 	Trash Mech 	1d4 lead damage (crit: +2)	This mech is much smaller and mobile with a MVT +4 bonus. It is made for collecting scraps in trash piles and utilizing rusted blades for guarding or cutting down debris. 	Depends 	Mech Attachment slot 	 	 	 	10/10 	0 	Fusion-Core recipe LVL 2	x49 Plate
x49 Spring
x1 Large Fusion Battery
Bulldozer Mech 	Trash Mech 	1d6 blunt damage (no crit)	This mech utilizes tank tracks and a large metal blade for ramming, using MVT as a bonus to attack rolls but it must take an action point to stop and turn. MVT +3. 	Depends 	Mech Attachment slot 	 	 	 	10/10 	1 	Fusion-Core recipe LVL 2	x59 Plate
x39 Spring
x1 Large Fusion Battery
Gauntlet Mech 	High-Tech Mech	1d12 blunt Damage (crit: +2)
1d6 armor	The mech cannot use the user's stat bonuses and has an MVT +3 bonus. All rolls for its gauntlet melee and movement cost 1 action point. 	Depends 	Mech Attachment slot 	 	Depends 	Mech Attachment slot 	15/15 	2 	Fusion-Core recipe LVL 2	x99 Plate
x99 Spring
x2 Medium Fusion Battery
Machine-Gun Mech	Military Mech 	1d4 blunt Damage (crit: +2)
2d6 Damage (crit: +2)
1d8 armor	Utilizing a .50 BMG ballistic machine gun while smaller in stature, models of this type were often used in older wars pre-collapse. The mech cannot use the user's stat bonuses and spends 1 action point to move. All attacks for its melee and machine gun cost 1 action point.	Depends 	Mech Attachment slot 	 	Depends 	Mech Attachment slot 	15/15 	2 	Fusion-Core recipe LVL 2	x59 Plate
x49 Spring
x1 Large Fusion Battery
Mini-Gun Mech 	High-Tech Mech	1d4 blunt Damage (crit: +2)
2d8 minigun Damage (crit: +4)
1d12 armor	The mech cannot use the user's stat bonuses and spends 2 action points to move. All attacks for its melee and minigun cost 1 action point. 	Depends 	Mech Attachment slot 	 	Depends 	Mech Attachment slot 	15/15 	2 	Fusion-Core recipe LVL 2	x99 Plate
x99 Spring
x1 Large Fusion Battery
=== Vehicles ===
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2)	Action/Perk Details (2/Attachment) 	Radius	Dice Mod (3)	Action/Perk Details (3/Attachment)	LEVEL REQUIREMENT	Recipe Type 	Ingredients
Road 	Road 	Road 	Road 	Road 	Road 	Road 	Road 	Road 	Road 	Road 	Road
Truck 	4 Wheeler Vehicle 	Varies 	When the vehicle rams into a target, it applies a guaranteed blunt verb stun. 1d2 damage up-close. 8 damage from a distance with speed. 12 damage at max speed. 	MVT 15 	When driven, it has an MVT 15 while moving on its wheels. Has no bonus for jumps or other movements, just driving. If it has a surpassed carry weight, MVT is lowered depending on GM/weight reference. 	 	 	 	0 	Smith recipe LVL 2 (vehicle)	x59 Plate
x59 Spring
x3 Small Fusion Battery/Gas Engine
Motorcycle 	2 Wheeler Vehicle 	Varies 	When the vehicle rams into a target, it applies a guaranteed blunt verb stun. 1d2 damage up-close. 4 damage from a distance with speed. 6 damage at max speed. 	MVT 14 	When driven, it has an MVT 14 while moving on its wheels. Has no bonus for jumps or other movements, just driving. If it has a surpassed carry weight, MVT is lowered depending on GM/weight reference. It has a dodging bonus of +3.	 	 	 	0 	Smith recipe LVL 2 (vehicle)	x59 Plate
x59 Spring
x3 Small Fusion Battery/Gas Engine
Sea 	Sea 	Sea 	Sea 	Sea 	Sea 	Sea 	Sea 	Sea 	Sea 	Sea 	Sea
Motorboat 	Watercraft Vehicle	1d8 damage (no crit)	When the vehicle rams into a target, it applies a guaranteed blunt verb stun. 	MVT 15 	When driven on water, it has an MVT 15. Has no bonus for jumps or other movements, just driving. If it has a surpassed carry weight, MVT is lowered depending on GM/weight reference. 	 	 	 	0 	Smith recipe LVL 2 (vehicle)	x29 Plate
x19 Spring
x1 Small Fusion Battery
Sky 	Sky 	Sky 	Sky 	Sky 	Sky 	Sky 	Sky 	Sky 	Sky 	Sky 	Sky
Helicopter 	Rotorcraft Vehicle	14 damage from rotor	When the vehicle rams into a target, it applies a guaranteed blunt verb stun. if the rotors cut into a target, it deals the same damage and applies the cut verb x6. Limbs will be lost depending on target.	MVT 15 	When driven in the air, it has an MVT 15. Has no bonus for jumps or other movements, just driving. If it has a surpassed carry weight, MVT is lowered depending on GM/weight reference. 	 	 	 	2 	Smith recipe LVL 3 (vehicle)	x59 Plate
x69 Spring
x1 Medium Fusion Battery
Space 	Space 	Space 	Space 	Space 	Space 	Space 	Space 	Space 	Space 	Space 	Space
OHSS Hovercraft	Spacecraft Vehicle	Varies 	When the vehicle rams into a target, it applies a guaranteed blunt verb stun. 1d2 damage up-close. 8 damage from a distance with speed. 12 damage at max speed. 	MVT 15 	When driven in the air, it has an MVT 15. Has no bonus for jumps or other movements, just driving. If it has a surpassed carry weight, MVT is lowered depending on GM/weight reference. 	 	 	 	2 	Smith recipe LVL 4 (vehicle)	x159 Plate
x59 Spring
x6 Large Fusion Battery
=== Animal & Android Companion Equipment + Steroids ===
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Radius 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Universal 	Universal 	Universal 	Universal 	Universal 	Universal 	Universal 	Universal 	Universal 	Universal 	Universal 	Universal
Generic Saddle 	Companion Mount (x/1) 	None 	Required for secured seating on mountable companions. Cannot be worn with other saddles. 	 	 	 	 	 	0 	Smith recipe LVL 1 (vehicle) 	x8 Leather
Companion Bag 	Carry-On (x/1) 	Carry Limit 5 	In character notes, the user can keep small to hand-held-sized items (5 different items/stacks each). Can hold ingredients and utilize them immediately but tools/equipment must are considered unprepared. If full, the user loses one point in MVT. Place this in the user's prepared equipment action slot. Specify in other section the companion wearing this. Cannot be worn with other carry-ons.	 	 	 	 	 	0 	Smith recipe LVL 1 	x12 Leather
Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment 	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment	Animal & Mutated Animal Companion Equipment
Companion Kinetic Armor 	Companion Armor (x/1) 	1d6 armor 	Armor worn by the companion. Place this in the user's prepared equipment action slot. For companion only. Specify in other section the companion. Cannot be worn with other armors. 	 	 	 	 	 	1 	Smith recipe LVL 1 	x19 Plate
Companion Rad Armor 	Companion Armor (x/1) 	1d8 rad armor 	Armor worn by the companion. Place this in the user's prepared equipment action slot. For companion only. Specify in other section the companion. Cannot be worn with other armors. 	 	 	 	 	 	2 	Smith recipe LVL 2 	x29 Plate
Companion Heat Resistant Armor 	Companion Armor (x/1) 	4 armor 	Armor worn by the companion. Place this in the user's prepared equipment action slot. For companion only. Specify in other section the companion. Cannot be worn with other armors. Cannot be damaged by burn verb x2 or lower. 	 	 	 	 	 	2 	Smith recipe LVL 2 	x29 Plate
Companion Grounded Armor 	Companion Armor (x/1) 	1d8 electric armor 	Armor worn by the companion. Place this in the user's prepared equipment action slot. For companion only. Specify in other section the companion. Cannot be worn with other armors. 	 	 	 	 	 	2 	Smith recipe LVL 2 	x29 Plate
Companion Magnet Armor 	Companion Armor (x/1) 	1d8 magnet armor 	Armor worn by the companion. Place this in the user's prepared equipment action slot. For companion only. Specify in other section the companion. Cannot be worn with other armors. 	 	 	 	 	 	2 	Smith recipe LVL 2 	x29 Plate
Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment 	Android Companion Equipment
Droid Anti-Hack Mod 	Carry-On (x/1) 	None 	Gives the android companion a LVL 2 Fire Wall. Cannot be worn with other carry-ons. Specify in other section the companion wearing this. 	 	 	 	 	 	1 	Smith recipe LVL 2 	x29 Plate
x1 Computer Chip
Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids 	Animal & Mutated Animal Companion Steroids
Strength Steroid 	Consumable (x/24) 	STR +2
MVT -2 	Cannot be consumed by the user, only an animal or mutated animal companion. Grants the companion a boost in strength-based rolls for an entire day but reduced rolls in movement as well. 	 	 	 	 	 	3 	Steroid recipe 	x1 Steroid Mixture
Movement Steroid 	Consumable (x/24) 	STR -2
MVT +2 	Cannot be consumed by the user, only an animal or mutated animal companion. Grants the companion a boost in movement-based rolls for an entire day but reduced rolls in strength as well. 	 	 	 	 	 	3 	Steroid recipe 	x1 Steroid Mixture
== 2E Special & Specific Equipment Lists ==
===Special Melee Weapons, Tools & Gear===
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	 	
Wasteland Katana 	Long Sharp Weapon 	1d4 lead damage (crit: +6) 	Cut verb x3. 	 	 	 	 	 	1 	??? 	???
Wasteland Katar 	Short Sharp Weapon 	1d6 lead damage (crit: +2)
MVT +2 	Has a bonus to MVT attacking. If dual-wielding, the bonus is doubled. 	 	 	 	 	 	1 	??? 	???
Wasteland Maul 	Long Blunt Weapon 	1d10 damage (crit: +4) 	Blunt verb x3. 	 	 	 	 	 	1 	??? 	???
Eldritch Spear 	Long Sharp Weapon 	1d4 (crit: coin flip 1-2) 	Applies the rot verb x2. 	 	 	 	 	 	1 	??? 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	 	
Forcefield Projector 	Projector 	Gives 2 FP 	It projects a forcefield around the shape of the user and gives the user 2 FP (force points). Max FP is increased by 2. Using a bonus action, the user can recover their lost FP by smacking the device. Recovers +1 FP every two rounds if the user remembers to slap the device. This has a level 3 firewall. Cannot be stacked with the same device. 	 	 	 	 	 	1 	??? 	???
Raphael's Lantern 	High-Tech Tissue Repair 	1d4 HP (crit: +1 HP) 	Tissue Tape: Costs one action point, the device can be pointed toward one target at least 10 meters away or on oneself. This device has a three-turn cooldown and only works on organic entities. 	1d6 HP (crit: +1 HP) 	Tissue Circle: Costs three action points, the device can create a temporary circle around the user that covers a specified radius. Any chosen targets within the circle roll a dice mod for HP once for two turns each. Can only be used twice per IRP day. 	 	 	5 	1 	??? 	???
Bullet Disruption Generator 	Projector 	None 	Disrupt Projection: A specialized device that freezes normal bullets that reach the user's general position. It lasts five turns when activated and goes on a cooldown for three player turns. It breaks when electrocuted and does not defend against laser rounds, explosives, or gas-based attacks. Costs 2 action points to activate. 	 	 	 	 	 	1 	??? 	???
Black Crone's Gas Maker 	High-Tech Alchemic Device 	None 	Worn on the belt, a tube of glass generates 2 uses of gas per IRP day (can only be used twice per IRP day). When successfully sprayed onto a single target, they hallucinate and must flip a coin for every turn until their third turn. If they land on tails, they lose all their action points that turn. Has the range of a handgun. Costs 3 action points. 	 	 	 	 	 	2 	??? 	???
Symbiote's Edge 	High-Tech Long Sharp & Blunt Weapon 	1d4 wax damage (crit: 1d4) 	In sharpened form, the black blade applies the cut verb. Shapeshifting this weapon is a bonus action that can be done between every action point spent when using this as a melee weapon or tool. 	1d6 electric damage (crit: +1) 	In blunt form, the black club applies the blunt verb. In this form, it is electrically conductive. Wearing grounded equipment is necessary. Shapeshifting this weapon is a bonus action that can be done between every action point spent when using this as a melee weapon or tool. 	1d8 rad damage (no crit) 	In cannon form, the black cannon which must be held with two hands applies the blunt verb with range and requires PER to use. This is a more radiative form and has the range of a handgun. Shoots out a ball of black energy which shatters upon impact. Shapeshifting this weapon is a bonus action that can be done between every action point spent when using this as a melee weapon or tool. 	 	2 	??? 	???
Eldritch Muscle Enhancer 	High-Tech Tool 	STR +3 for limb 	The user installs this tool to their arm's skin or robotic arm which then forms eldritch muscle mass onto said arm. This increases the power of the arm. Can only be applied to upper and lower limbs. Costs 1 action point. 	 	 	 	 	 	4 	??? 	???
Pied Piper's Pipe 	High-Tech Tool 	CHA +2 	Utilizing CHA, the user can activate this tool/weapon while playing a song. It sends out a pheromone which enhances and controls rodent animals. This pipe cannot deal any direct damage and requires two hands. 	Depends 	Rodent Army: If the user beats a CHA DC 16, they gain control of a rodent from the environment. Costs 1 action point. The user can control a max amount of 5. They can act once through bonus actions. Depending on the controlled rodent is the ability they can do:
* Mutant Rat: 1 HP, deals 1 damage to target's lower limbs body-part. Found anywhere.
* Mutant Squirrel: 1 HP, can throw a rock/nut for 1 damage to the target's torso. Range 5 tiles. Found in forests.
* Giant Molerat: 5 HP, deals 2d4 damage to a target. Found underground.	Depends 	Rat Poison Enhance: The user can apply a collected poison into the pipe which applies the aroma onto the controlled rats. If they die, the poison mixture is applied to a target at least 1 tile close. Different poisons can include black marsh or explosive-types! The user must beat a MED DC 2 to put poison into pipe. Only one poison can be equipped at a time. Insert into the other section of this tool.	 	5 	??? 	???
Kali, Goddess of Blood 	Neck Circuit 	None 	Bleeding Reign: An extremely powerful device designed for coil and half-coil only. When inserted into the user, they gain two additional action points toward utilizing coil species actions and this neck circuit's blood-related abilities. This takes up a slot in the equipment section. Only one neck circuit can be equipped at a time. This has a LVL 5 Firewall. 	None 	Bloody Mary: The user is capable of choosing one level 1-2 poison, applying it if chosen targets interact with the user's blood. This user can also access a technique list of different blood-related abilities (named Blood Casting) the circuit allows. 	 	 	 	5 	??? 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	 	
Eel's Bo-Staff 	High-Tech Long Blunt Weapon 	1d6 electric damage (crit: +1) 	Electric Strike: Every smack with the staff does electric damage for 1 action point. Requires MVT for melee attacks. When spun for another action point, it increases the damage spread of the electric damage by +1. 	1d8 electric damage (crit: +1) 	Electric Zap: Aiming the staff allows the user to fire a long-range (similar to an automatic rifle's usual range) of electricity for 2 action points. If they smacked a target with the staff, the damage increases by +1. 	1d12 electric damage (crit: +1) 	Electric Storm: After smacking at least two targets in an encounter, this ability can be used. For 3 action points, the user can cast a powerful storm in open skies with a general tile coverage of 50. All chosen targets must roll a MVT DC 15 to avoid being struck by the damage roll. 	50 	1 	Smith recipe LVL 5 	???
Hard-Light Shield 	High-Tech Riot Shield 	1d4 armor/damage (no crit) 	Neutral Riot: Blocking rolls are increased by 3 when utilizing this shield. Negates total damage of the first two successfully landed attacks (only blocks kinetic/normal damage) in a single round. Laser ammo ignores this shield. Costs 1 action point. 	None 	Widen Riot: Fall into a stationary form, having MVT -20 while in this state. The hard-light shield widens and covers 2 tiles to the user's left and right which can be used as cover. Utilizes neutral riot's same rules. Costs 2 action points. The user can only use one limb when in this position for attacking. 	Depends 	High-Tech Attachment Slot 	 	1 	Smith recipe LVL 3 	???
Sticky Grapple Nade 	High-Tech Reusable Grenade 	None 	Sticky Reform: A brace worn around the user's right or left arm. It creates one gelatin-like grenade which costs 1 action point. 	1d4 damage (no crit) 	When the nade is thrown towards the lower limbs, it latches onto it and halts the target's movement. This can be used as a reaction to stop a movement attack. If used as an action, it decreases the target's MVT by 2 points only for their next turn. Costs 1 action point when used as a reaction or action. 	 	 	 	1 	Smith recipe LVL 5 	???
Green-Flame Torch 	Long Sharp Weapon 	1d6 damage (crit: +1) 	When it slashes, it sends out a green flame with a 5 tile range. The user rolls a second time for the fire. If it lands on a target, they receive the burn and rot verbs x2 and their rolls are reduced by 5 until the verbs disperse. Costs 1 action point. 	 	 	 	 	 	1 	Smith recipe LVL 5 	???
Magnetic Slabs 	High-Tech Metal Slabs 	None 	Magnet Pull: Utilizing a brace connected to three hovering magnet slabs, the user can pull themselves up and also be suspended mid-air. MVT +3 bonus when utilizing magnets. Costs 1 action point. The magnets can only be 15 tiles away from the user or they will collapse and are heavy, requiring STR DC 22 to move. Each slab has a bonus action to move when in the air. 	None 	Magnet Trap: Pull targets 5 tiles near a slab wearing magnetic items on them toward a slab, holding them in place until the target beats a STR DC 12 for their turn. Costs 2 action points to activate. 	1d8 magnet damage (crit: +2) 	Switch a slab from pull mode, disabling its usage for magnet pull and trap and instead utilize it to fire beams of energy that reach 15 tiles, dealing magnet damage. Costs 2 action points to switch modes and can only fire once per turn as a bonus action. 	 	3 	Smith recipe LVL 5 	???
Slithering Whip-Katana 	Long Sharp Weapon 	2d6 magnet damage
1 self damage 	Bladed Twister: Utilizing this whip-sword in combat requires elegance. The user must beat the MVT acrobatics DC 12 every time they swing this weapon. If the user's attack is below this, they fail and deal self damage. While attacking with this, the user can attack once as a free bonus action after doing a movement action; this can only be done once per turn. When striking laser-based attacks, they are cut in half if the user successfully strikes the blast. Costs 1 action point when used normally.	 	 	 	 	 	3 	Smith recipe LVL 5 	???
Verde Rocket-Scythe 	Long Sharp Weapon 	3d2 damage (crit: +2) 	Used by the mistress of the green-flame, this scythe is quite massive and unpractical, required to spin when using it utilizing it for attacks. The user must beat a STR/MVT DC 5 when using this for the first time during turn-based to keep balance spinning this weapon for the entire encounter. If this fails, the user must try again for another action point. This weapon can attack all surrounding targets 1 tile around the user. Costs 1 action point. 	1d6 damage (crit: +2) 	When the user launches upward, they can utilize a powerful leap using green flames from the bottom end of the scythe. This propels the user holding it up into the sky. Others that hold on must beat a STR DC 8. The rocket burst allows the user to fly for two rounds and has a three round cooldown. If this is launched into a target, it deals the blunt verb x2. Costs 1 action point. 	 	Rocket Tail: Utilize the rocket's exhaust, firing green flames towards a target with a 5 tile range. If it lands, the target is applied the burn and rot verbs x2 and their rolls are reduced by 5 until the verbs disperse. Costs 2 action points. 	 	4 	Smith recipe LVL 5 	???
Draconis Fae 	Neck Circuit 	+3 damage (no crit)
+3 fae command rolls	An extremely powerful device designed for faes and half-faes only. When inserted into the user, they gain two additional action points toward utilizing fae species actions. All fae matter generation from any fae species commands deal bonus damage and apply the burn verb if it doesn't already. This can be deactivated at will. 	 	 	 	 	 	4 	Smith recipe LVL 5 	???
Acordia's Atlas 	High-Tech Map Indicator 	PER +8
NTR +8 	Infinite Insight: Having incredible visual, the user can create a distinct map pinpointing indicators for target positions, allowing for the increase of PER and NTR tracking/aiming dice rolls. This device looks like a hovering globe attached to the hip of a humanoid individual (usually). Outside the super computer, this covers only a range of 100 tiles. 	1d12 rad damage (no crit) 	Atlas Fall: Detonate an EMP within 10 tiles of a visible location the user can see. This creates a small radiation pulse. Costs 1 action point. 	 	 	 	5 	Smith recipe LVL 5 	???
Álfheimr 	Neck Circuit 	None 	Fae Regime: An extremely powerful device designed for faes and half-faes only. When inserted into the user, they gain two additional action points toward utilizing fae species actions. This takes up a slot in the equipment section. Only one neck circuit can be equipped at a time. This has a LVL 5 Firewall. 	None 	Spirit Garden: Channel the expanse of one's mind, allowing the user to choose one other stat as a bonus to INT attack and counter rolls. These bonus points are reduced for the amount of "spirits" summoned by the user. This bonus cannot be used if the user has two or more master commands prepared in their species/technique list. 	None 	Apparition: The user can access a technique list of different summons (named Spirit Calling) which can be generated by the fae user with this neck circuit. 	 	5 	Smith recipe LVL 5 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	 	
Gravitational Off-Set 	High-Tech Remote 	None 	As a reaction once per round when attacked by a target in 20 tiles, the user can destabilize gravity within a temporarily made field and switch the attacker's roll with the user's counter roll. This device does not need to be equipped and is a quick remote that can be pressed. 	 	 	 	 	20 	1 	Smith recipe LVL 5 	???
Giant's Fist 	High-Tech Blunt Weapon 	1d10 damage (with STR bonus) 	Ground Eruption: A large gauntlet that punches into a surface and creates a temporary low gravity domain. It lasts 3 turns and can only be activated once per IRP day. The radius is 15 for this zone. Costs 2 action points. The base damage of this weapon can only be used with an applied STR bonus. Without it, the weapon does normal punch damage. 	 	 	Depends 	High-Tech Attachment Slot 	15 	2 	Smith recipe LVL 5 	???
Miasmic Machete 	Long Sharp Weapon 	3 damage (no crit) 	A condensed and controlled miasma that channels through this blade, created from the surmount energy developed by the black marsh upon the killings of many living organisms. This weapon can channel a 10-tile zone around the user where they can as a bonus action, blast a ray of the black marsh seizure toxin. Costs 2 action points. 	 	 	 	 	10 	3 	Smith recipe LVL 5 	???
Celestial Pull 	High-Tech Casting Weapon 	2 damage (no crit) 	Red Planet: A weapon that connects three spheres of different colors which hover around the user. The red ball casts a short flamethrower burst with a 3 tile range. It applies burn verb x2. Costs 1 action point. When this is smacked or shot, it disables. Requires PER DC 17 to hit and requires CFT 17 to fix. 	10 armor 	Yellow Moon: The second ball appears yellow and can be used as an action or reaction once per round, costing 1 action point in the turn activated or the user's next turn as a reaction. It creates a temporary forcefield that blocks melee or ranged attacks with armor from one corner of the user but leaves them vulnerable from other directions. Costs 1 action point. When this is smacked or shot, it disables. Requires PER DC 14 to hit and requires CFT 17 to fix.	HP +1 	Blue Moon: The third ball appears blue and can temporarily recover the user's HP every two rounds. This is always active when working and active. Requires PER DC 24 to hit and requires CFT 17 to fix. 	3 	4 	Smith recipe LVL 5 	???
Omni-Tool 	High-Tech Remote For Weather & Technology	None 	Geostorm: Control a vast network of satellites that contain powerful 3D-Printing missiles and weather-based control. This device takes up two equipment slots. Can only send one missile down at a time. As a bonus action, the weather within 20 km can be altered between six different states. The base form of the omni-tool is a cube. 	1d20 rad damage 	Spear Form: Send down a miniature missile which creates 20x20 circular laser that creates radiation. Targets require MVT DC 10 to avoid. Costs 1 action point. 	3d8 	Glove Form: Thrust three massive chunks of material to targets using an artificial gravity compulsion. Requires MVT DC 8 to avoid the chunks. Costs 2 action points. 	15 	5 	Smith recipe LVL 5 	???
Omni-Tool 	High-Tech Remote For Weather & Technology	None 	Computer Form: Similar to that of a hologram screen appearing from a wristed device, in this form, the user can install a quick hack to utilize with a decent range of 20 tiles for hacking other devices. The omni-tool has a LVL 5 Firewall and can hack LVL 4 or lower firewalls. 	None 	Suction Form: Similar to a rubber plunger, attach to a high-tech device and begin repairing damages to it. Depending on the device, it may take a few turns to weeks or months. This form also allows the user to bring down a satellite or control a set device. Costs 3 action points. 	Depends 	Quick Hack Slot 	15 	5 	Smith recipe LVL 5 	???
Eden's Apple 	Neck Circuit 	None 	Humanity's Crux: An extremely powerful device designed for human and half-human variants only. When inserted into the user, they gain two additional action points toward utilizing technique actions. This takes up a slot in the equipment section. Only one neck circuit can be equipped at a time. This has a LVL 5 Firewall. 	None 	Genetic Perfection: The user can prepare three level 3 species actions from diluted mutants, goliaths, and eldritch mutants. Limited to three from these lists combined. If this circuit is removed or destroyed, the user cannot utilize these actions. 	 	 	 	5 	Smith recipe LVL 5 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy
Game Pad PDA 	High-Tech Game Tool 	10 RAM 	A specialized PDA designed to play different types of games installed programs via USBs. This device comes with the default minigames from the PDA Games list. This has access to level 1-2 functions for altering probabilities. 	Depends 	PDA Game Slot 	 	 	 	1 	Smith recipe LVL 5 	???
Casino White Lion PDA 	High-Tech Game Tool 	20 RAM 	A specialized PDA designed to play different types of games installed programs via USBs. This device comes with the default minigames from the PDA Games list. This has access to level 3+ functions for altering probabilities. 	Depends 	PDA Game Slot 	Depends 	PDA Game Slot 	 	2 	Smith recipe LVL 5 	???
Superheated Mace 	High-Tech Blunt Weapon 	1d8 damage (no crit) 	When the user slams this weapon down onto a target, it superheats to a bluish-tint applying the superheat verb. Costs 1 action point. 	 	 	 	 	 	3 	Smith recipe LVL 5 	???
Dual Burning Sickles 	High-Tech Short Sharp Weapon 	+4 attack rolls 	While dual-wielding these sickles, the user has an increase in attack rolls. Costs 1 action point. 	1d4 (crit: +2) 	When the weapons swing, the user applies burn verb onto targets. They can chain outward and extend 6 tiles. Costs 1 action point. 	 	 	 	3 	Smith recipe LVL 5 	???
===Special Firearm Weapons & Hacking Devices===
 	 	 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game
Wasteland Warthog 	Firearm 	2d6 lead damage (crit: 1d4)
+5 bonus to second damage roll	A powerful monster-looking LMG that on its second damage roll, applies an additional bonus to damage from shooting a rusted pipe cap. Requires 1 action point to reload. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 3 	???
Scrapper's Unstable Sniper 	Firearm 	1d12 lead damage (crit: 1d4) 	An unstable-looking sniper rifle that applies s-b explosion verb upon impact. Requires 1 action point to reload when prone. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 3 	???
Spelunker's Handgun 	Firearm 	1d4 wax damage (crit: 1d4)
+2 hip-fire	Every shot from this handgun applies some oil on the limb that was struck. When firing this, the user has a bonus in hip-fire actions while moving. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 3 	???
Flashing Uzi 	Firearm 	2d4 (crit: 1d4) 	While firing the Uzi, the user decreases the target's PER by 1 their next turn only if one of the attack rolls miss the target. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 3 	???
Thunderdome 	High-Tech Firearm 	2d6 electric damage (crit: 1d4) 	A dome-shaped LMG which fires multiple shells through its net-dome. This electrifies the rounds. 	Depends 	Firearm Attachment Slot 	 	 	 	1 	Smith recipe LVL 3 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas
Crone-Glock 	High-Tech Firearm 	1d4 (crit: 1d4) 	Compulsive shot is a special mode that shoots out a pressured force which can be used as a reaction and if it lands, the target must roll a MVT DC 12. If they fail, they are prone for their turn. Spends 2 action points in the user's next turn. 	+2 Damage 	Disruption shot is a special mode that always improves damage on androids and cyborgs. 	 	 	 	1 	Smith recipe LVL 3 	???
Sliquiform 	High-Tech Firearm 	2 (crit: 1d4) 	Foam Goop: The weapon generates an indigo goop that foams upon contact with a target or flat surfaces. Targets that interact with foam must roll an MVT balancing DC 10 to avoid slipping if their STR is 2 or lower. When landing successfully on a specific limb of a target, they lose the utility of that limb for the goop duration. The goop lasts the target's next turn before dispersing. Costs 1 action point. 	2d4 (crit: +2) 	Foam Falls: Shoot a waterfall of overloaded goop toward a target that immediately foams and bursts. Targets struck by this bursting goop must roll an MVT balancing DC 5 to avoid being trapped totally and a CON 5 their next turn if they are trapped in the foam to successfully hold their breath. The targets trapped must roll a successful STR DC 2 to escape on their turn while spending an action point and can only last turns equivalent to their stamina level rolling CON saves before suffocating. Costs 3 action points. 3-turn cooldown.	 	 	 	1 	Smith recipe LVL 5 	???
Quake Shotgun 	High-Tech Firearm 	1d6 sonic damage (crit: 1d4) 	Targets struck by the shotgun must roll a STR DC 10 to successfully resist being pushed back by the sound burst of the weapon's shot. Costs 1 action point. 	 	 	 	 	 	1 	Smith recipe LVL 3 	???
Nano Minigun 	High-Tech Firearm 	2d6 (crit: 1d4) 	Nano Minigun: Form an immediate mini-gun from nano-technology with two hands, reducing the user's MVT by 20 for the entirety of this weapon's use. Weapon switching into the mini-gun is a bonus action back and forth. Costs 1 action point when attacking. Overheats an entire turn after and cannot be used normally until a turn later. Cannot use PER bonuses of any kind. 	2d8 (no crit) 	Overheat Burst: When overheated, fire an attack that applies the burn verb x2 once per IRP day. This reduces the user's MVT by 20 for the entirety of this weapon's use. Weapon switching into the mini-gun is a bonus action back and forth. Costs 1 action point when attacking. Critical success does not give critical damage. Cannot use PER bonuses of any kind. 	 	 	 	1 	Smith recipe LVL 5 	???
Scream Burst Rocket Launcher 	High-Tech Launcher 	Converts to sonic damage 	All ammo shot out from this rocket launcher converts to sonic damage no matter what type of ammo is shot out. Damage is dependent on the ammo. 	10 sonic damage 	Hyper Missile: As a secondary option, every three rounds, the user can fire a powerful sonic burst from the rocket launcher without ammo. 	 	 	 	2 	Smith recipe LVL 3 	???
Vexed Microwave 	Firearm 	3d4 damage (no crit)
1d4 to armored targets	Made from old cooking appliances, this short-ranged shotgun-like device was built to microwave enemies and ignore armor that commonly doesn't have protection against its heat. Weapon applies guaranteed short-circuit quick hack on target that only deals 1 damage and applies stun. Targets with armor receive 1d4 damage instead. 	 	 	 	 	 	3 	Smith recipe LVL 4 	???
Desert Storm Glove 	High-Tech Gloves 	3 damage (crit: +2) 	Control the weather if in a sandstorm state, utilizing sand to generate powerful gusts of them. The user can utilize it to do a few things:
* Sand Cloak: Causes a vicinity of 30 tiles to be shrouded in sand, increasing stealth to all targets by +10. Requires concentration to keep up. Costs 3 action points.
* Torpedo: Fire a gust of sand towards a target, carrying large objects to increase its damage output by +5. Costs 1 action point. This can be used multiple times per turn. 	 	 	 	 	 	3 	Smith recipe LVL 5 	???
Deadly Fire Deserter 	Firearm 	2d2 damage (no crit)
3d2 lead damage (crit: +2)	A powerful, makeshift rifle with three large tubes. When this fires, the three tubes launch additional attacks that deal separate lead damage. These shells blow up and apply the explosion s-b verb. Costs 2 action points. 	 	 	 	 	 	4 	Smith recipe LVL 4 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance
Military-Grade Laser Action Automatic	High-Tech Firearm 	2d4 damage (crit: +2) 	This laser rifle fires powerful laser rounds which cause strong impact. Applies burn and blunt verb x2. If the target has a STR bonus of -1 or lower, they are pushed back two tiles. 	 	 	 	 	 	1 	Smith recipe LVL 3 	???
Military-Grade Medic Action Automatic	High-Tech Firearm 	2d4 damage/healing (no crit) 	A support frame designed to assist allies with direct regeneration. Having two modes, the user can switch between normal bullets or recovery bullets. Costs 1 action point to switch. 	 	 	 	 	 	1 	Smith recipe LVL 3 	???
Military-Grade Laser Shotgun 	High-Tech Firearm 	1d6 (no crit) 	A slug shotgun that fires a powerful laser which wraps around the target. This traps them for 1 turn and requires the target to escape with a STR DC 2. Costs 1 action point. 	 	 	 	 	 	1 	Smith recipe LVL 3 	???
Operator's Matrix Cube 	High-Tech Super Computer 	1 damage decrease 	Hover Cube: A floating cube that generates high-density signals by covering an area of 30 tiles around the user to utilize quick hacks. Two targets can be hacked at the same time with the same device. Damage-based programs have a decrease in damage. Costs 1 action point. Hacking past firewalls is dependent on the user's level. 	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	30 	2 	Smith recipe LVL 5 	???
Mace Model 12 	High-Tech Firearm Blunt Weapon 	1d6 (no crit) 	From the top of this mace, the user can fire a few laser shots. Costs 1 action point. Applies the burn verb to targets. 	1d6 (no crit) 	Laser cloak: When the user swings this mace after firing laser shots in the same turn, it cloaks itself with a laser coating around the head. When it strikes, it adds the laser shot damage and applies blunt and burn verb x3. 	 	 	 	2 	Smith recipe LVL 4 	???
Quick Resolution 	High-Tech Firearm 	2d4 (crit: 1d4) 	Coded Shot: An advanced tech handgun that fires semi-automatic with slight tracking to its bullets. Its bullets are capable of setting a quick hack installed into the weapon. Hacking past firewalls is dependent on the user's level. 	Depends 	Quick Hack Slot 	 	 	 	3 	Smith recipe LVL 5 	???
Cyclops Eye 	High-Tech Firearm 	1d8 (crit: +2) 	It appears like a large eye designed for a greater android. With a strap, the device can fire a powerful laser from its orange eye. Fire a giant blast of laser energy. If the laser strikes a mirror, it reflects and strikes a second target. It can then deflect and hit a third final target. Costs 2 action points. Applies burn verb x2. 	 	 	 	 	 	4 	Smith recipe LVL 4 	???
Evil Eye 	High-Tech Bow 	2d4 sonic damage (crit: 2d2) 	A powerful crossbow which shoots outa propelled sonic blast from a nocked bolt. 	3d6 sonic damage (crit: 2d2)
-5 attack rolls	The user can fire three bolts at once. This doubles the power and also adds the EMP verb to the target(s) struck. These attacks have a reduction to their attack rolls. This has a two round cool-down. 	 	 	 	5 	Smith recipe LVL 4 	???
Radiant 	High-Tech Bow 	4d4 (crit: 1d4) 	Angel's Fall: An advanced bow with the ability to fire four whitish-gold arcs of light. Each shot applies medusa x2, burn x2, and explosion p-b verbs. Costs 2 action points. Has a range limit of 10 tiles. 	1d12 (no crit) 	Sunshine: An advanced, focused shot that has a 6-round cooldown. The user can fire a powerful burst of the whitish-gold arc of light which applies medusa x2, burn x2, and explosion p-b verbs. Costs 3 action points. 	1d8 (crit: +2) 	Heaven's Summer: An advanced ability the bow has that allows it to fire a shattered whitish-gold arc of light which spreads into a 5x5 tile radius creating multiple sparked explosions. This area lasts 2 rounds and applies the medusa x1 and burn x1 verbs. Costs 3 action points.	10 	5 	Smith recipe LVL 5 	???
Volumetric Ballista 	High-Tech Sniper Rifle 	2d8 damage (no crit) 	Chamber Switch: This rifle is bio-print locked so only the living user can utilize this as their weapon. As a bonus action once per round, the user can switch the type of ammo this sniper rifle can fire. This occurs with a small lever that requires a pull, spinning and lighting up the barrel while a soothing steam escapes a shaft. This means the user can hold five different stacks of ammo types in total. The chambers available to switch between are:
* .50 BMG mode
* .338 Lapua Magnum
* .408 CheyTac
* .224 Valkyrie
* 10mA Lightbearer: Turns damage to electric and reduces damage by 4. 	Depends 	High-tech Firearm Attachment Slot 	Depends 	High-tech Firearm Attachment Slot 	 	5 	Smith recipe LVL 5 	???
Volumetric Ballista 	High-Tech Sniper Rifle 	+1d2 rad damage 	Orange Tumbler: When ammunition are fired from the sniper rifle, the rifle can pump in the alchemic mixture: orange viper. This can only be activated once every three rounds as a bonus action, applying this poison. If this is used, the rifle only requires plantae to generate more poison (must be done once per IRP day). 	 	 	 	 	 	5 	Smith recipe LVL 5 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality
Radio Tazer 	High-Tech Radio Antenna 	2 CH
+2 electric damage (crit: +1) 	All radio hacks apply bonus electric damage every turn its connected to targets. 	Depends 	Radio Hack Slot 	 	 	10 	1 	Smith recipe LVL 3 	???
Operator's Magnetic Discharger 	Computer Laptop 	1d4 magnet damage (crit: +2) 	While applying quick hacks with this device, they all apply additional magnet damage to the target. This device appears like a brace. Hacking past firewalls is dependent on the user's level. 	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	15 	1 	Smith recipe LVL 3 	???
Ophidian Shock 	High-Tech Firearm 	2d10 (crit: 1d6) 	Slithering Seeker: This sniper rifle fires two slithering nano-tech shells with tails that seek marked targets mid-air (scanned by the user with a successful PER roll), lasting an entire round before landing on the marked target(s) during their turns. This can be initially avoided with an MVT DC 18 if the target is already marked during the round it lands which forces the victim to spend an action point to avoid it. The user must roll an attack roll for each snake marking before firing. Costs 1 action point. While the shells are shot, this sniper can only shoot normal bullets until the snake shells land or are destroyed.	1d8 electric damage (no crit) 	Suicide Snake: During the round, the two slithering nano-tech shells are moving and have yet to land, the user can instead destroy one or both snakes to create a large discharge of 5x5 tiles filled with electric damage to targets between the marked spot/entity and user. Can be used as a free reaction during another's turn or the user's own turn. 	 	 	 	3 	Smith recipe LVL 5 	???
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy
Electro Burn 	Firearm 	1d4 damage (crit: 1d4) 	A powerful flamethrower that is large with black cylinders. Casts burn verb x4 but an electrical flame which can only be put out with baking soda or a fire extinguisher's correct alchemic mixture. 	 	 	 	 	 	2 	Smith recipe LVL 3 	???
The FAL Francisco 	Firearm 	2d4 damage (no crit) 	A modified FN FAL capable of modifying rounds to apply bifrost verb energy. 	 	 	 	 	 	2 	Smith recipe LVL 3 	???
Vegas Gamble 	Computer Laptop 	RAM 10 	A powerful computer that can calculate chances and possibilities. It is used by the richest players for Casino Vegas's most advanced games. This hacking device increases in RAM for every point in INT and LCK. If the user beats an INT DC 18 at the beginning of every turn, their hacks receive a bonus +6 to their 1d20 roll. 	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	 	4 	Smith recipe LVL 4 	???
Vegas Gamble 	Computer Laptop 	RAM 10 	A powerful computer that can calculate chances and possibilities. It is used by the richest players for Casino Vegas's most advanced games. This hacking device increases in RAM for every point in INT and LCK. If the user beats an INT DC 18 at the beginning of every turn, their hacks receive a bonus +6 to their 1d20 roll. 	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	 	4 	Smith recipe LVL 4 	???
Sun Cube 	High-Tech Command Device 	2d6 (crit: +2) 	Fire a short blast of light with a 5 tile range. This device can be used to connect with radios and computers for communication and cannot be radio hacked.
* Focus this concentrated blast into a powerful solar burst from the sky, capable of hitting a single target 20 tiles away. This blast applies the burn verb x3 onto a single target.
* When the user is 6 HP or lower, they can activate a powerful function which surrounds them in a defensive solar light. It attacks any chosen target 10 tiles or closer with a powerful scorching attack which applies the burn verb. Targets must beat a MVT DC 20 to dodge this. 	None 	Utilize hypercube technique actions. 	Depends 	Hypercube Attachment Slot 	 	5 	Smith recipe LVL 4 	???
Pink Rubik's PC 	Computer Laptop 	RAM 15 	The user can add LCK to their quick hacking rolls when utilizing this device. Using what's called the developer feature, allowing the user to manipulate the battlefield after using a quick hack with three methods. Only one can be activated for a bonus action once per turn:
* Animation: Conjure an animated hologram after utilizing a quick hack. This animation has a bonus action during the user's turn to fire a 20-tile blast that applies the EMP verb onto a specific device on the target. This hologram disappears after firing the blast.
* HUD Barrier: An advanced forcefield that surrounds the user. This adds +3 FP to the user with a cap of 9.
* Saved Data: The user's hacking roll can be saved to use for the next hacking roll with this device. If the user utilizes another developer feature or does not apply this saved roll, it is deleted. If the user saves a new number, it overrides the current number. This saved roll can only be reused once per turn and must be used once per turn to stay saved. NAT 18+ cannot be saved.	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	 	5 	Smith recipe LVL 4 	???
Pink Rubik's PC 	Computer Laptop 	RAM 15 	The user can add LCK to their quick hacking rolls when utilizing this device. Using what's called the developer feature, allowing the user to manipulate the battlefield after using a quick hack with three methods. Only one can be activated for a bonus action once per turn:
* Animation: Conjure an animated hologram after utilizing a quick hack. This animation has a bonus action during the user's turn to fire a 20-tile blast that applies the EMP verb onto a specific device on the target. This hologram disappears after firing the blast.
* HUD Barrier: An advanced forcefield that surrounds the user. This adds +3 FP to the user with a cap of 9.
* Saved Data: The user's hacking roll can be saved to use for the next hacking roll with this device. If the user utilizes another developer feature or does not apply this saved roll, it is deleted. If the user saves a new number, it overrides the current number. This saved roll can only be reused once per turn and must be used once per turn to stay saved. NAT 18+ cannot be saved.	Depends 	Quick Hack Slot 	Depends 	Quick Hack Slot 	 	5 	Smith recipe LVL 4 	???
=== Special Armor Equipment ===
 	 	 	 	 	 	 	 	 	 	 	 	
Armor Name 	Armor Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Body-Part Coverage 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game
Ohio Glider 	Full-Body Cloak 	None 	??? 	A specialized cloak that allows the user to form it into a glider. It has a MVT +1 bonus when gliding. 	 	 	 	 	Back, scalp, and forehead. 	1 	Smith recipe LVL 4 	???
The Blue Helmet 	Helmet 	1d8 armor 	??? 	Owned by a man and girl who inspired a heroic group known as the Blue Helmets. 	 	 	 	 	Forehead, entire skull. 	1 	Smith recipe LVL 3 	???
Unionized Helmet 	Helmet 	1d6 armor 	??? 	Gives the user resistance to medusa verb x2 or lower. 	 	 	 	 	Forehead, entire skull. 	1 	Smith recipe LVL 3 	???
Raider Mouth Guard 	Mask 	1d4 armor 	??? 	Worn commonly by raiders, a specialized mouth guard that allows the user to resist gas-based poisons/toxins. 	 	 	 	 	Mouth, chin, jaw. 	1 	Smith recipe LVL 3 	???
Analysis Goggles 	Goggles 	2 armor 	??? 	Specialized goggles with a built-in HUD. It assists with CFT repairing and PER shooting rolls by +1. 	 	 	 	 	Eyes. 	1 	Smith recipe LVL 3 	???
Flame's Respite 	Full-Body Skin 	2 armor 	??? 	A fire-proof full-body skin that allows the user to resist the burn verb but not anything of a higher modifier. This does not lower tick damage of any higher modifiers. 	 	 	 	 	Whole Body. 	1 	Smith recipe LVL 3 	???
Break Protector 	Neck-Guard 	1 armor 	??? 	A specialized armor dedicated to deflecting any low modifier cut verb, denying all implied damage from melee weapons with this level of the verb. 	 	 	 	 	Whole neck. 	1 	Smith recipe LVL 3 	???
Hacker's Shackle 	Shoulder Pad 	1d4 armor 	??? 	While wearing this, the user is capable of increasing the hacking radius of their operator items by 2 tiles. This also has a built-in LVL 2 firewall. 	 	 	 	 	Left shoulder. 	1 	Smith recipe LVL 3 	???
Anti-Laser Vest 	Bullet-Proof Vest 	1d10 laser armor 	??? 	A laser-round-proof vest that absorbs the heated energy and converts it for body warmth usage. 	 	 	 	 	Chest and stomach. 	1 	Smith recipe LVL 3 	???
Mole's Brace Breakers 	Arm-Sleeve 	1d4 armor 	??? 	Tough arm braces that many mole mutants use to assist with pushing and pulling actions while in deep tunnels with a bonus to such rolls by +1. 	 	 	 	 	Biceps, forearms, wrists. 	1 	Smith recipe LVL 3 	???
Shield Legs 	Leggings 	1d6 armor 	??? 	Plated leggings allow the user to create a temporary barricade from one knee when crouching down on one knee. The armor of the barricade transfers over to those hiding behind it with an extended limit of 4 tiles. It retracts when the user stands or deactivates it with a press of a button. 	 	 	 	 	Whole legs. 	1 	Smith recipe LVL 3 	???
Government-Assigned Stick Boots 	Footwear/Boots 	1d6 armor 	??? 	Specialized rubber boots that resist wet floors that have a DC to cause users to slip and go prone. 	 	 	 	 	Feet and ankles. 	1 	Smith recipe LVL 3 	???
Armor Name 	Armor Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Body-Part Coverage 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas
Siren's Shriek 	Mask 	Coin flip armor 1-2
1d4 sonic damage (crit: +1)	??? 	Using the original siren that warns warlords of an incoming meeting or changes in the Texas Wastelands, create a powerful sonic boom that disorients targets within its 10-tile direction. Targets successfully struck must roll a PER DC 10 to ignore disorientation. When disoriented, their MVT and PER rolls are reduced by 10 for their next turn. Costs 2 action points. Requires CHA dice roll for attacking. 	 	 	 	 	Mouth, Jaw, and neck. 	2 	Smith recipe LVL 4 	???
Austin Rover Power Armor 	Full-Body Skin 	1d10 armor 	??? 	Roll armor to do additional physical damage. Physical attack rolls are decreased by -9 always in power armor. Cannot wear helmets, neck-guard, shoulder pads, boots, leggings, and bullet-proof vests when wearing this. 	2d4 damage (crit: 1d4) 	Fire a built-in automatic shell shooter. Shooting rolls are decreased by -2 always in power armor. Costs 1 action point. 	 	 	Whole Body. 	3 	Smith recipe LVL 4 	???
Immortal's Skin Device 	None 	None 	??? 	Worn on the waist. When equipped with a coil of any variant, the user can as an action-point-free reaction resist the total damage of two kinetic/normal damage attacks per round. If the device is aimed specifically to be destroyed, it has 5 HP in total (place HP count in other). Repair requires a CFT DC 15. It is considered part of the torso when body-type aiming and does not take up an armor slot. 	 	 	 	 	Waist. 	2 	Smith recipe LVL 5 	???
Coil Tube 	Arm-Sleeve 	+1 HP addition 	??? 	A coil user can fill up a cannister with harvested blood and utilize it to increase healing gains from coil species actions. 	??? 	Tubed Adrenaline: The user twice per encounter can use the HP points gained during the turn to increase an attack roll. This is a free bonus action. 	 	 	Bicep. 	1 	Smith recipe LVL 2 	???
Blood Brace 	Arm-Sleeve 	2d4 armor
+6 HP 	??? 	The user has a metal brace that latches onto their skin. They will be able to transfuse blood and restore HP to themselves after beating a MED DC 12. This can only be done twice per encounter. 	HP +1 per round 	If the user is a coil, they can transfuse and shoot out a pellet of blood towards another target. This will grant them temporary HP regeneration for three rounds but the user loses 1 HP. Costs 1 action point. 	 	 	Bicep. 	3 	Smith recipe LVL 5 	???
Speed Demon Boots 	Footwear/Boots 	1d4 armor 	??? 	Grants the user a MVT bonus of +5 always when utilizing the boots, giving them a temporary air propelling lift for extra speed and power. 	 	 	 	 	Feet and ankles. 	1 	Smith recipe LVL 5 	???
Armor Name 	Armor Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Body-Part Coverage 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance
Intangible Specter 	Full-Body Cloak 	2 armor 	??? 	Costs 1 action point to activate invisibility. Stealth rolls gain an increase of +6 while this cloak is activated and it lasts for 4 turns before shutting down with a cooldown of 4 turns. This can resist thermal sights but not X-Ray which loses its stealth bonus to this type of perception. Repair requires CFT 20. 	 	 	 	 	Back, scalp, and forehead. 	2 	Smith recipe LVL 5 	x20 Chameleon Glass
x20 Fabric
Absent Call 	Mask 	2 armor
1d4 sonic damage (no crit) 	??? 	While utilizing this sonic-disruption-based device, cancel out other incoming sonic damage by yelling as a free reaction with this device. Requires CHA dice roll for attacking. 	 	 	 	 	Mouth, Jaw. 	1 	Smith recipe LVL 3 	???
The Reverberate 	Mask 	1 armor
2d6 sonic damage (no crit) 	??? 	Shouts two large drums of energy which generate heat, applying the burn verb x2 on targets within its line of fire. Requires CHA dice roll for attacking and attack rolls with this device is reduced by 1 always, outside of crits. Costs 2 action points. 	 	 	 	 	Mouth, Jaw, and neck. 	2 	Smith recipe LVL 3 	???
Lucent 	None 	2d8 armor 	??? 	A highly advanced arm bracelet with firewall level 5. It was designed with white hard-light attributes and the capability to reform to one body-part section at a time. The user can switch the section which this armor protects once a round as a bonus action. It defaults to protecting the entire torso of the user. Repair requires a CFT DC 18 to beat. It is considered part of the limb its attached to when body-type aiming and does not take up an armor slot.	+10 blocking roll 	Heaven's Archangel: The user can focus his hard-light into wings, allowing the ability to fly for two rounds before going into a one round cooldown. These wings can be used as a shield, improving blocking rolls. Costs 2 action points. 	4d4 armor +3 	Heaven's Lightbringer: Overcharging Lucent allows the user to form bright hard-light armor over their entire body, covering everything. This lasts for two rounds and has a three round cooldown. Costs 1 action point. 	Depends 	5 	Smith recipe LVL 5 	???
Armor Name 	Armor Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Body-Part Coverage 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality 	Campaign Book: Aeronautic Causality
Space Mechanic's Goggles 	Goggles 	1 armor 	??? 	Protects the user's eyes while in space and has an attachment that allows for breathing with one oxygen tank that lasts 12 hours. 	 	 	 	 	Eyes, nose, mouth. 	1 	Smith recipe LVL 4 	???
Grav-ton Suit 	Full-Body Skin 	1d6 armor
Grav resist +5
+2 grav usage	??? 	Combat armor for OHSS military which is capable of resisting grav-based attacks adding to the counter roll with a bonus of +5. It also increases gravity-based equipment usage by +2. 	 	 	 	 	Whole Body. 	1 	Smith recipe LVL 4 	???
Astronaut Suit 	Full-Body Skin 	1d4 armor 	??? 	Protects the user from the void of space and allows the user to utilize CON breathing techniques in space. With the ability to breathe, the suit can hold two oxygen tanks which last 12 hours each. 	 	 	 	 	Whole Body. 	3 	Smith recipe LVL 4 	???
Body Convertible 	Full-Body Skin 	1 armor
1d12 sonic armor
2 sonic damage (no crit)
+5 sprinting	??? 	Gauss: A specialized skin suit that protects the body at high speeds and sonic damage. When wearing this, the user can increase their sprint speed with this bonus and when bumping into targets, deal sonic damage. They have a low glow around them while sprinting. 	1d4 sonic damage each (no crit)
+5 movement attack rolls	Lethal Rush: The user can sprint and appear as they somewhat blink thrice, attacking three different targets at the same time or one single target in different positions with sonic energy. MVT attacking bonus has a bonus always with this ability. Users cannot utilize perception-weapons in this state. The sonic damage overrides melee damage. Costs 1 action point. 	 	 	Whole Body. 	3 	Smith recipe LVL 5 	???
Magnet Boots 	Footwear/Boots 	1d2 armor 	??? 	Boots that allow the user to walk along metal sides and retain their position along those parts. MVT bonuses cannot be used while along metal. 	 	 	 	 	Feet. 	3 	Smith recipe LVL 4 	???
Armor Name 	Armor Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Dice Mod (3) 	Action/Perk Details (3/Attachment) 	Body-Part Coverage 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy
Gyro-Chest 	Bullet-Proof Vest 	1d6 armor
?d4 damage 	??? 	Chest Burst: For every kinetic strike towards the user's chest (the attacking roll must be a 16 or higher), add a 1d4 with a cap of 5d4. For 3 action points, the user can blast a powerful laser of kinetic energy generated, reducing the count back to 0d4. The attack roll of this blast has a bonus of +5 and applies the burn verb x2. 	 	 	 	 	Chest. 	2 	Smith recipe LVL 3 	???
Jet-Strapped Engine Leggings 	Leggings 	1d8 armor
2d2 damage 	??? 	High Leg Day: Utilizing unstable jet-like attachments on the side of the user's armor, propel one direction at high speeds with a MVT bonus of +3. Targets struck by the user's flames on the sides receive a guaranteed burn verb x2. 	 	 	 	 	Legs, ankles. 	1 	Smith recipe LVL 4 	???
Solar Gauntlet 	High-Tech Gauntlet (Arm-Sleeve) 	1d12 armor
2d6 damage 	??? 	Fire Glove: Empowered by the Celestial Heart cybernetic, the user can grab targets and scorch them with a miniature ball of thermal energy. Guaranteed burn verb x5 for all abilities from this glove with no verb specification. At level 4, the glove has access to three more abilities which can be used but takes up an additional equipment slot when prepared. 	1d4 damage on impact 	Sun Throw: Create four balls of thermal energy which hover around the user. Throwing the balls at targets sets an explosion S-B verb when it lands. Ability's damage on impact replaces the verb's usual. Every throw has a reduced PER of 3. Costs 2 action points to generate all balls at once. Maximum four. 	4d4 damage 	Sun Spots: Spread all generated balls of thermal energy outward excluding the ball in the palm and create a pillar of scorching light with a 5 tile radius. Targets must beat PER DC 12 to see and avoid this. Each light sets an explosion S-B verb x2. Costs 3 action points.	Arm, and hand. 	3 	Smith recipe LVL 5 	???
Solar Gauntlet 	High-Tech Gauntlet (Arm-Sleeve) 	1d8 damage 	??? 	Sure-fire: Using the ball of thermal energy in the glove, create a beam that can pierce through targets within a 20-tile line forward. Targets behind a target has +5 to their MVT dodge-counter roll. Costs 2 action points. 	1d4 damage on impact 	When the user receives damage, as a reaction, cast an existing ball of thermal energy with no PER reduction. This reaction is free. 	1d8 damage 	Melting Point: Create a burst of thermal energy outward which acts like an EMP that guarantees the breaking of concentration and deals minor damage if they fail a MVT DC 3. Costs 3 action points. 	Arm, and hand. 	4 	Smith recipe LVL 5 	???
Probability Undergarment Exo-Skeleton	Full-Body Skin 	None 	??? 	With this outfit, the user can utilize probability manipulation to enhance the user's physique. This is dependent on having a High-Tech Game Tool PDA game called: exo-fight. 	 	 	 	 	Whole Body. 	3 	Smith recipe LVL 5 	???
Oil Walkers 	Leggings 	2d4 armor 	??? 	These leggings-boots are immune to burn verb, allowing the user to step into or resist flames that are lower towards their waist. This also allows the user to avoid slipping on oil or grease tiles/surfaces. 	None 	Oil Filling: The user can slip oil into a pipe machine on the side of the armor. These oil walkers can only hold x12 oil in total. Costs 1 action point. 	 	 	Legs, ankles, and feet. 	3 	Smith recipe LVL 5 	???
Oil Walkers 	Footwear/Boots 	1d2 armor 	??? 	These leggings-boots are immune to burn verb, allowing the user to step into or resist flames that are lower towards their waist. This also allows the user to avoid slipping on oil or grease tiles/surfaces. 	2 wax damage if targets fall. 	Oily Road: As a bonus action once per three rounds, the user can generate oil 2 tiles around their position, leaving a trail that stays for the three round cooldown for every tile they step on. The oil sprayed out can be set on fire to deal burn verb during the cooldown. These boots can be hacked with a quick hack that applies burn verb to set the oil underneath on fire. Targets who step on the oil tiles must roll a MVT DC 8 to avoid falling prone. If they fall, they receive this damage. Costs 2 action points and x1 oil.	 	 	Legs, ankles, and feet. 	3 	Smith recipe LVL 5 	???
=== Special Attachments ===
 	 	 	 	 	 	 	
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas
Insanity's Bayonet 	Firearm Attachment Slot 	1d8 (no crit) 	??? 	Use a bonus action against a target up close to attack them with a melee strike. The Melee attack roll is decreased by -10. 	2 	Smith recipe LVL 4 	???
Desert Dragon 	Firearm Attachment Slot 	1d4 (no crit) 	??? 	An attached hose that shoots out flames as a bonus action. The attack roll is decreased by -10 and applies a guaranteed burn verb x3 when it lands. 	2 	Smith recipe LVL 4 	???
Altoraga's Defense 	Firearm Attachment Slot 	1d4 armor 	??? 	As a bonus reaction, if the user has the weapon with this attachment equipped, they can roll armor using a projected forcefield from the firearm. 	2 	Smith recipe LVL 4 	???
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance
Laser-Grid Aim Assistance 	High-Tech Firearm Attachment Slot 	None 	Common Plate (usually) 	Creates a temporary laser grid along the floor around the user within 20 tiles. Targets within the grid must roll MVT DC 5 to avoid detection. If detected, the weapon gains a bonus +10 PER attack roll on a target's position during the user's turn.	1 	Smith recipe LVL 5 	???
Quick Hack Firewall LVL 2 Universal Attachment	High-Tech Attachment Slot 	None 	Unknown 	Gives a high-tech firearm an LVL 2 firewall for any quick hacks coming from a lesser operator device. 	1 	Smith recipe LVL 4 	???
Quick Hack Firewall LVL 3 Universal Attachment	High-Tech Attachment Slot 	None 	Unknown 	Gives a high-tech firearm an LVL 3 firewall for any quick hacks coming from a lesser operator device. 	1 	Smith recipe LVL 5 	???
Quick Hack Firewall LVL 2 Rifle Attachment 	High-Tech Firearm Attachment Slot 	None 	Unknown 	Gives a high-tech firearm an LVL 2 firewall for any quick hacks coming from a lesser operator device. 	1 	Smith recipe LVL 4 	???
Quick Hack Firewall LVL 3 Rifle Attachment 	High-Tech Firearm Attachment Slot 	None 	Unknown 	Gives a high-tech firearm an LVL 3 firewall for any quick hacks coming from a lesser operator device. 	1 	Smith recipe LVL 5 	???
Substance Scanner Scope 	High-tech Firearm Attachment Slot 	None 	Unknown 	A special scope with the ability to scan different substances (alchemic mixtures and toxins), giving the user its information. This can only be used once per round and costs 1 action point. 	2 	Smith recipe LVL 5 	???
Bullet Poisoner 	High-tech Firearm Attachment Slot 	None 	Unknown 	Insert an alchemic mixture into the tube of this overwrap attachment which applies the poison automatically to a weapon's bullet. It can only apply x3 of the mixture to three attacks before needed to be re-filled for 1 action point. 	2 	Smith recipe LVL 5 	???
Attachment Name 	Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy
Assisted Aiming System 	PDA Attachment 	None 	Unknown 	Creates an eye-cover hologram that projects an assisting program for aiming and targeting body-parts but utilizes the probability aim tech program to do so. 	4 	Smith recipe LVL 4 	???
=== Special Ammo & Drones ===
 	 	 	 	 	 	 	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment)	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo 	Special Ammo
The Shell of Many Targets 	Firearm Ammo (x/10) 	Uses weapon dice 	An advanced bullet type that is universal to all firearms excluding gas throwers, rockets, and grenade launchers. When fired, it separates into multiple different shells that re-align their trajectory which allows one shot to hit multiple targets. The bullet splits into 5, allowing the user to fire at 5 more different targets from the position of the original target with a limited range of 20 tiles from the original target position.	 	 	 	4 	Smith recipe LVL 5 	x1 Plate
x1 Spring
x2 EMP Mesh
x1 Computer Chip
Bifrost Shell 	Firearm Ammo (x/10) 	Uses weapon dice 	An advanced bullet type that is universal to all firearms excluding gas throwers, rockets, and grenade launchers. When fired, it applies the bifrost verb to targets and appears bright magenta when shot. 	 	 	 	4 	Smith recipe LVL 5 	x1 Plate
x5 EMP mesh
x1 Computer Chip
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment)	Radius 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas
Light Drop Drone 	High-Tech Drone 	1d8 	A drone that hovers high in the sky which shoots down a beam of light. Targets must roll an MVT DC 12 or have an upper cover to avoid the light. 	Depends 	Drone Attachment Slot 	5 tiles 	1 	Fusion-Core recipe LVL 1 	x35 Plate
x6 Spring
x2 Medium Fusion Battery
Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance
EMP Bubble Drone 	High-Tech Drone 	None 	A roundish drone that utilizes a mesh bubble that utilizes the EMP verb to targets that are absorbed. As a bonus action, it can either fly to position. As a reaction, it can absorb a target, weapon, or projectile 10 tiles near its position with a counter roll deducted by -5 to its roll. Any absorbed target receives the EMP verb. 	Depends 	Drone Attachment Slot 	5 tiles 	1 	Fusion-Core recipe LVL 1 	x35 Plate
x6 Spring
x10 EMP Mesh
x1 Medium Fusion Battery
SNG Drone 	High-Tech Drone 	2d4 damage (no crit) 	SNG, short for solar nitrogen gun. A sleek black drone that looks close to a futuristic jet. It can fire a miniature blue laser that heats flammable sources, especially oil. When this laser strikes the oil, it causes it to burst and apply the superheat verb onto a target. This can also directly damage a target with the laser but only deals burn verb x2. 	Depends 	Drone Attachment Slot 	5 tiles 	2 	Fusion-Core recipe LVL 1 	x45 Plate
x6 Spring
x2 Medium Fusion Battery
=== Special Mechs ===
 	 	 	 	 	 	 	 	 	Put Mech HP in "Other" on the character sheet action list.
Requires CFT to repair HP.	 	 	
Equipment Name 	Equipment Type 	Damage 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Radius 	Dice Mod (3) 	Action/Perk Details (3/Attachment)	MECH HP 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet 	Campaign Book: Izanami Gauntlet
Reaper Mech 	High-Tech Mech 	1d8 damage (crit: +2)
MVT +8
1d6 armor	A mech designed by the Izanami Gauntlet It has one scythe shaped arm it poses while sliding on its transforming sled-shaped legs to attack targets with a MVT +8 bonus. Costs 2 action points. 	+10 	The mech can go into stealth mode, turning invisible and improving stealth rolls with a bonus. It also has silenced steps. Everything inside becomes invisible.	 	Depends 	Mech Attachment slot 	15/15 	3 	Fusion-Core recipe LVL 2 	x99 Plate
x99 Spring
x1 Large Fusion Battery
Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas	Campaign Book: Warlords of Texas
Crab Mech 	High-Tech Mech 	1d4 damage (crit: +2)
MVT +6
1d10 armor	A crab-shaped mech with two large claws. It was made to dig into large heaps of sand and clamp onto targets. The feet are designed to scale up walls. Used by the Austin Rover settlement mostly as scouts. 	Depends 	Mech Attachment slot 	 	 	 	20/20 	3 	Fusion-Core recipe LVL 2 	x99 Plate
x99 Spring
x1 Large Fusion Battery
Death Race Security Mech 	High-Tech Mech 	1d6 damage (crit: +1)
STR +6
MVT -2
1d4 lead & heat-resistant armor	A large mech designed to guard the finish lines and open areas around the Austin Rover when it stops moving for the Death Race festival. It appears to have a large oval-shaped head and deals decent damage with its physical body. 	Depends 	Mech Attachment slot 	 	Depends 	Mech Attachment slot 	20/20 	3 	Fusion-Core recipe LVL 2 	x99 Plate
x99 Spring
x1 Large Fusion Battery
Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance	Campaign Book: Bunker Brilliance
Undercity Construction Mech 	High-Tech Mech 	2 damage (crit: +1)
STR +1
1d10 armor	A generic construction-based mech that has incredible armor which is used by construction working in Golden Kansas. This mech has a built-in attachment that allows it to drill into stone. 	1d6 damage (crit: +1)
1d10 environmental damage (no crit)	Use a drill built into its left or right arm, depending on the model. This deals extra damage to environmental. Costs 2 action points. 	 	Depends 	Mech Attachment slot 	20/20 	3 	Fusion-Core recipe LVL 2 	x99 Plate
x99 Spring
x1 Large Fusion Battery
Old World American Mech 	High-Tech Mech 	1d4 damage (crit: +2)
STR +3
PER +3
1d6 armor	A military mech utilized in land war a century ago and was kept in supply within military bunkers throughout different wastelands. This mech has built-in aiming support. 	Depends 	Mech Attachment slot 	 	 	 	20/20 	3 	Fusion-Core recipe LVL 2 	x99 Plate
x99 Spring
x1 Large Fusion Battery
Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt 	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt 	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt 	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt	Campaign Book: Metal Tsar Revolt
Frost Giant 	High-Tech Mech 	1d10 damage (crit: +5)
STR +7
MVT -6
8 armor	A gigantic mech that can be remote-controlled or driven. This being has massive hands and stands at around 44ft tall and have the ability to let out a deadly cryogenic steam from their feet and stomach with a 20 tile radius around them, applying the frostbite verb x2. while also lowering PER by 2 within the range for one round only.	 	 	 	 	 	30/30 	5 	Fusion-Core recipe LVL 2 	x199 Plate
x199 Spring
x5 Large Fusion Battery
== 2E Cybernetic Lists ==
Cybernetics that take up equipment slots and sometimes armor slots. Unlike held equipment or armor, these directly influence the body of the user.
==== Cyberware Sanity Rule ====
If a user's sanity counter surpasses their INT, the user will need to roll INT and beat a DC of 18 every time while using cyberware equipment. If the user fails this DC, they must roll 1d4 which decides their next action based on the number they land on:
# Landing on this number causes the user to use their cybernetic action on an ally. If there is no ally, attacking any moving entity will do.
# Landing on this number causes the user to hallucinate and lose all their action points.
# Landing on this number causes the user to damage themselves by rolling a 1d6 self damage.
# Landing on this number causes the user to do everything from 1-3.
This 1d4 is called the cyber sanity 1d4 roll.
==== More Cyberware Equipment Rules ====
Equipping Cybernetics Rule List
Only one of each cybernetic type can be equipped unless specified otherwise or if it goes as an upgrade cyberware.
If the cyberware offers armor, the user will have to slot it into a suitable armor slot.
=== Base Cybernetics ===
 	 	 	 	 	 	 	 	Sanity Limiter depends on user's total INT.
Put Sanity in "Other" on the character sheet action list.	 	 	
Cybernetic Name 	Cybernetic Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2)	Action/Perk Details (2/Attachment) 	Body-Part Coverage	Sanity Influence	LEVEL REQUIREMENT	Recipe Type 	Ingredients
 	 	 	 	 	 	 	 	 	 	 	
Water-Cooling 	Head Cyberware 	None 	Computer Chip	Utilize CFT instead of INT for the sanity counter. 	 	 	Head's Temple 	0 	0 	Cyberware Recipe	x35 Plate
x6 Spring
Processor 	Head Cyberware 	None 	Computer Chip	Decrease the sanity of cyberware, allowing the user to retain more cybernetics with little stress to the mind. 	Depends 	Mind Cooling: Activate this function to temporary ignore a cyber sanity roll once per IRP day. This can be used as a bonus action. 	Head's Temple 	-3 	0 	Cyberware Recipe	x35 Plate
x6 Spring
Operator's Mind Chip 	Head Cyberware 	Depends
20 RAM 	Computer Chip	x1 Quick Hack Slot 	Depends 	x1 Quick Hack Slot 	Head's Temple 	+1 	0 	Cyberware Recipe	x35 Plate
x6 Spring
Reflex Tuner 	Nerves 	+2 	Computer Chip	A bonus to dodging. This can be used as a bonus action once per turn. 	+2 	Nicely Pitched: Overload the reflex tuner, temporarily increasing the sanity by 1 and improve dodging by an additional bonus. This can only be used as a reaction. Costs 2 action points the user's next turn.	Nerves 	+1 	1 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Twin Hearts 	Torso Life Source 	+5 HP 	Computer Chip	Blood Start: Start with extra HP after recovery or during the start of an IRP day. 	 	Beating Factory: Recover the bonus HP. Costs 3 action points and takes two rounds to apply recovery. 	None. 	+2 	1 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Bayonet Sleeve 	Left or Right or both Arm Cyberware	1d6 damage (no crit)	??? 	Have a blade appear from the arm to deal cut verb damage. Costs 1 action point. 	 	 	None. 	+1 	1 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Hard Scope 	Eyes 	+2 	??? 	Sight for sore eyes: Improve PER accuracy shooting with marksman, bows, or sniper rifles with a bonus but requires to keep concentration. Lasts two rounds and has a one turn cooldown. Costs 1 action point. 	 	 	None. 	0 	1 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Blood Pump 	Veins 	None 	??? 	Spend 2 action points during an exhaustion turn and ignore all roll + HP deductions of that turn. 	 	 	None. 	+1 	1 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Thermal Sight 	Eyes 	None 	??? 	Detect targets with heat signatures. Spend 3 action points to increase PER with a weapon by +3 during aiming. PER effectiveness is reduced always in warm seasons by -3 when aiming. 	 	 	None. 	0 	1 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Maneuver Disposition 	Spine 	None 	Computer Chip	Roll MVT twice for every sprinting, dodging, and climbing roll and choose the highest numbered roll. 	 	 	None. 	+1 	2 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Howitzer Wrist 	Wrists 	4 damage (crit: +2) 	Computer Chip	Fire a large ball a wrist generated from a built-in 3D printer that deals a guaranteed blunt verb. Has a range of 20 tiles. Costs 1 action point. 	 	 	Wrist. 	+1 	2 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Lung Filter 	Lungs 	+3 	??? 	While rolling CON for breathing, and holding breath; the user gains a consistent bonus. The user can also filter out different poison/toxin-based gases if they identify it by beating a PER vs stealth roll. 	 	 	None. 	+1 	3 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Force Reduction 	Forehead 	1d6 armor 	??? 	Guarantees the avoidance of blunt verb stun and any physical trauma to the head. Also acts as armor. 	 	 	Forehead, scalp. 	+1 	3 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
Synthetic Torso 	Torso (Vest) 	1d6 magnet armor 	??? 	Grants the user armor against magnet damage and improved facilities for handling organ-based cyberware. 	 	 	Whole torso. 	-1 	3 	Cyberware Recipe	x1 Synthetic
Consumption Indicator	Neck-Guard 	1d4 armor 	Computer Chip	With a processor, the user can internally activate this indicator to specify a type of poison they wish to resist after sampling it once. With or without a processor, this cyberware improves CON consuming rolls by 1.	 	 	Whole neck. 	+1 	3 	Cyberware Recipe	x35 Plate
x6 Spring
x1 Medium Fusion Battery
=== Special Cybernetics ===
 	 	 	 	 	 	 	 	Sanity Limiter depends on the user's total INT.
Put Sanity in "Other" on the character sheet action list.	 	 	
Cybernetic Name 	Cybernetic Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Body-Part Coverage 	Sanity Influence 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game 	Base Game
Chilling Cough 	Mouth 	1d6 sonic damage (crit: +1) 	??? 	Utilize a built-in vocal weapon which utilizes CHA for its attack roll. When targets within its attack range of 5 tiles is struck, they will receive the frostbite verb x2. Costs 2 action points. 	 	 	 	+1 	3 	??? 	???
Light Absorbers 	Both Arms 	1d10 damage (crit: +1)
1d6 armor 	??? 	Built arms designed to block incoming laser ammunition. If the user successfully blocks two shots, discharge it as a laser beam back to a target. Using this as a reaction spends 1 action point in the user's next turn. Costs 2 action points to fire beam when charged. 	 	 	Whole arms. 	+2 	4 	??? 	???
Bladed Legs 	Both Legs 	1d8 damage (crit: +2)
1d6 armor 	??? 	Built legs that appear like swords. If the user slashes targets with their kicks, they receive cut verb x3. 	 	 	Whole legs. 	+2 	4 	??? 	???
Slow Motion 	Hips 	+10 PER 	??? 	The user's reaction time increases incredibly to the point the world looks like it goes into slow motion when this activates. The user can apply this bonus to dodging when activating this as a free reaction once per round. Costs 1 action point. 	 	 	None. 	+5 	5 	??? 	???
Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas 	Campaign Book: Warlords of Texas
Coil's Adrenaline Potion Bag 	Back Cyberware 	+1 healing
1d4 armor 	??? 	A cannister which contains the serum that rejuvenates itself with the coil's regenerative blood, allowing a coil character to gain an additional point in HP when utilizing species actions that heal the user. 	 	 	Back. 	+3 	2 	??? 	???
Altoraga Eldritch Feeder 	Stomach Cyberware 	None 	??? 	Allows the user to eat poisonous fresh meat, reversing the reduction to an addition. This was made for the feeders to survive off the same food as the eldritch. 	 	 	None. 	+1 	2 	??? 	???
Cybernetic Name 	Cybernetic Type 	Damage 	Material 	Action/Perk Details (1) 	Dice Mod (2) 	Action/Perk Details (2/Attachment) 	Body-Part Coverage 	Sanity Influence 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance 	Campaign Book: Bunker Brilliance
Holo-Blast Arm 	Right-Arm Cyberware 	1d8 on impact
1d6 armor 	??? 	From the hand, using 2 action points, fire a large white beam that casts an expanding white hard-light cube. It begins small, covering 20 tiles at its maximum and forces squashed targets to roll STR DC 15. 	 	 	Right Arm. 	+0 	1 	??? 	???
Core Heart 	Moving Torso Life Source 	None 	??? 	Capable of absorbing fusion cores that grant different possible cybernetic abilities. As a bonus action every turn, the user can switch the position of the core to avoid lethal kills. If it is struck, the user will lose all their HP right away. There are only six spots that can be chosen along the chest and if someone is trying to target the core, they must choose between spots 1-6. 	Upgrade Cyberware 	Can equip in equipment slots Upgrade Cyberware with "Fusion Core" in the name. 	None. 	+0 	1 	??? 	???
Laser-Grid Zipline Leg 	Right-Leg Cyberware 	MVT 6 Override 	??? 	Utilizing bunker trap technology, this cybernetic leg allows the user to generate temporary rope-like lasers allowing the user to grapple 20 tiles away onto different surfaces while also being able to keep two temporary ziplines that last 1 round before fading. While grappling, the user does not use their base MVT bonus and instead utilizes the cybernetic's MVT bonus of 6. Once they are grounded, the user must use their usual MVT. Costs 1 action point.	1d6 damage 	Use the rope to deal direct damage and apply the possible burn verb. Uses MVT to deal damage. The rope can be used to light wood/metal bolts on fire and apply the burn verb as a coating. Costs 1 action point. 	Right Leg. 	+0 	1 	??? 	???
Platinum-Grade Fusion Core 	Upgrade Cyberware 	None 	??? 	Air Walk: Requires Core Heart. Absorbing this allows the user to use this ability. As an action, the user can stay mid-air for one round with a temporary air leap keeping them stationary. The jump limit is 5 ft. Costs 1 action point. Using this to dodge has a bonus to the roll. 	+2 	Air Jet: Requires Core Heart. Absorbing this allows the user to use this ability. As a bonus action while mid-air, the user can eject themselves through the sky with an air burst, covering 10 tiles maximum. This improves the MVT of the user and can be utilized in attacks. 	None. 	+0 	2 	??? 	???
Gold-Grade Fusion Core 	Upgrade Cyberware 	1d6 damage (no crit) 	??? 	Air Slash: Requires Core Heart. Absorbing this allows the user to use this ability. As an action, the user can generate a powerful turbine slash when swinging an object, tool, or weapon. This slash deals decent damage and applies the cut verb x3. 	4 armor 	Air Shield: Requires Core Heart. Absorbing this allows the user to use this ability. As a free reaction once per round, the user can activate a wind shield that reduces incoming damage but it does not defend against laser or frostbite verb. 	None. 	+0 	2 	??? 	???
Silver-Grade Fusion Core 	Upgrade Cyberware 	+4 	??? 	Air Push: Requires Core Heart. Absorbing this allows the user to use this ability. As an action, the user can create a temporary gust of air to push multiple targets within 3 tiles back. This increases the users STR for pushing dice rolls. Costs 1 action point. 	 	 	None. 	+0 	2 	??? 	???
Bronze-Grade Fusion Core 	Upgrade Cyberware 	+2 	??? 	Air shift: Requires Core Heart. Absorbing this allows the user to use this ability. As free reaction or bonus action twice per round, the user can dodge and shift 1-3 tiles away with a bonus to the roll. 	 	 	None. 	+0 	2 	??? 	???
Plasma Alter 	Torso Life Source 	2d2 electric damage (no crit) 	??? 	The user can generate green plasma along their body, allowing them to propel themselves into a powerful cloak of energy. They are capable of doing three special actions from this cybernetic but two can only be activated or have active during a round.
Glinting green: When the user activates this, they generate an over shield that applies 1d6 armor to any attacks towards them. Lasts 2 rounds and has a 3 round cooldown. Costs 1 action point. 
Palm Chi: The user can focus their plasma into their palms, allowing them to fire a pellet of green plasma which causes a target to be knocked back. Can only be shot once per round as a free bonus action and deals this equipment's damage.	MVT +4 	Green Flight: The user can propel themselves upwards with green plasma, superheating the floor beneath their feet. This lets them propel into the sky for three turns before needing to land and has a MVT bonus. If a target is underneath the user, they receive the superheat verb. Costs 1 action point.	None. 	+1 	2 	??? 	???
Plasma Alter 	Torso Life Source 	2d8 electric damage (no crit) 	??? 	Verdant Volt: Focusing a powerful beam of plasma, the user can fire this with a 12 tile range. If it hits a target, it applies this action's damage and the superheat verb. This can be held with concentration for a second round. Costs 2 action points. 	MVT +1 	Constant Green: In this state, the user can constantly fly with concentration but cannot utilize any other technique or equipment action, including ones from this cybernetic. The user however has a lower MVT bonus compared to green flight. Costs 3 action points. 	None. 	+1 	5 	??? 	???
Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy 	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy	Campaign Book: California Aristocracy
Fairy Wings 	Spine 	1d8 armor 	??? 	The user has the ability to constantly float when necessary and fly slowly over obstacles. With this, the user can avoid going prone and ignore DCs related to climbing or jumping. This has small programmable holographic wings appear around the user when installed; a cosmetic feature which can be disabled. 	 	 	None. 	+1 	1 	??? 	???
Celestial Heart 	Inner Torso (Chest) 	1d12 armor 	??? 	Solar System: Have access to using Solar cybernetics & Equipment set. Immune to passive radiation but not casted damage. 	None 	The engine can only run one Solar Constant function at a time and requires a bonus action to switch them. 	Chest, 	+1 	1 	??? 	???
Solar Flare 	Solar Constant Function 	1d4 rad damage (no crit) 	??? 	Create a constant heat signature around the user which applies burn verb x2 to targets that are 3 tiles close. This will constantly keep the burn active on affected targets until they are a distance away. If the user keeps this function active for more than one round, they will set the burn verb on themselves. 	 	 	None. 	+0 	2 	??? 	???
Solar Flight 	Solar Constant Function 	MVT +10
PER Counter -5 	??? 	While in a constant state of Solar Flight, the user can fly with a MVT bonus. Movement actions while flying cost the same as ground movement for distance. The user is vulnerable to PER attacks while flying, reducing counter rolls against PER attacks. 	 	 	None. 	+0 	3 	??? 	???
Solar Siphon 	Solar Constant Function 	+2 	??? 	Melting x1 plate ingredient grants the user a temporary boost to all rolls for two rounds after this turn. Costs 3 action points to melt ingredient in chest. 	 	 	None. 	+0 	3 	??? 	???
Solar Heat Shield 	Solar Cybernetic 	1d8 armor
Laser-Resistant 	??? 	When installed, the user cannot wear any metal armor unless it was made for heat resistance. This generates a thermal forcefield that generates reactive armor against fast projectiles while also absorbing total damage from lasers always. Higher armor rolls for specified coverage override this armor roll. 	 	 	Whole body. 	+3 	4 	??? 	???
Solar Jetstream 	Solar Cybernetic 	1d6 wax damage (no crit) 	??? 	While flying, the user as a bonus action can create a path of steam from their feet which reduces the PER of others by 5 and can be set off with heat. 	 	 	None. 	+1 	4 	??? 	???
== 2E Poisons & Toxins Lists ==
This is a section dedicated to the mixing/crafting of poisons, medicine, and alchemic mixtures in general.
=== Base Medicine, Poison & Toxin Attachments ===
 	 	 	 	 	 	 	
Attachment Name 	Item/Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Ingredients
Poison Containers 	Poison Containers 	Poison Containers 	Poison Containers 	Poison Containers 	Poison Containers 	Poison Containers 	Poison Containers
Toxin Container 	Tool (x/1) 	Depends 	Toxin 	Can contain a toxin for use. Requires MED roll for usage dice rolls. 	0 	Smith recipe LVL 1 (tool)	x5 Plate
x5 Glass
Liquid or Gas Poison Container	Tool (x/1) 	Depends 	Alchemic Mixture 	Can contain an alchemic mixture for use. Requires MED roll for usage dice rolls. 	0 	Smith recipe LVL 1 (tool)	x5 Plate
x5 Glass
Vacuum Flask 	Tool (x/1) 	Depends 	Alchemic Mixture 	Can contain liquid nitrogen. Requires INT roll for usage dice rolls. 	0 	Smith recipe LVL 3 (tool)	x5 Plate
x5 Glass
Poison Wipe 	Handle Attachment Slot	Depends 	Alchemic Mixture 	The poison wipe allows the safe transferring of a poison to a melee weapon. This replaces the empty material of a base melee weapon. If the base weapon has a special material already in place with a perk, this adds to the perk. 	0 	Poison recipe LVL 1 	x1 Fabric
x1 Alchemic Mixture
Poison Sprayer 	Firearm Attachment 	Depends 	Alchemic Mixture 	The poison sprayer allows the safe transferring of a poison to a firearm. This replaces the empty material of a base firearm weapon. If the base weapon has a special material already in place with a perk, this adds to the perk. This makes the bullets of a firearm poisoned. 	0 	Poison recipe LVL 1 	x5 Plate
x5 Glass
x2 Spring
x1 Alchemic Mixture
Tipped Arrow 	Handle Attachment Slot	Depends 	Alchemic Mixture 	This allows the safe transferring of a poison to an arrow head. This replaces the empty material of a base bolt/arrow-based weapon. If the base weapon has a special material already in place with a perk, this adds to the perk. This makes the arrows/bolts of a bolt weapon poisoned. 	0 	Poison recipe LVL 1 	x1 Fabric
x1 Alchemic Mixture
Medicine Attachments 	Medicine Attachments 	Medicine Attachments	Medicine Attachments 	Medicine Attachments 	Medicine Attachments	Medicine Attachments 	Medicine Attachments
Anesthesia Sub-Generator 	Tool (x/1) 	Depends 	Anesthesia Fluid x(0/99) 	This sub-generator device attaches onto the hip and arm of a user. It has a hose and box-shaped main body. It contains four types of modes which can be switched between with a free bonus action. The generator requires the anesthesia mixture and spends x1 per usage, capping at x99 for storage.
* General Anesthesia: A gas is sprayed from the hose with a range of 5 tiles. If the target fails a CON DC 6 if this is shot from a distance, they will be put to sleep in two rounds. Unless they continue receiving this anesthesia, the target will awaken in two rounds. Costs 1 action point. The target will receive a pain tolerance bonus of +10 while on anesthesia.
* Regional Anesthesia: Injecting this weaker variation of anesthesia from the hose which switches to a needle, the target body-part will become numb and have an increase to pain tolerance by +10 for six rounds. 
* Local Anesthesia: In its needle form, it would instead leak out a secreted gel which can be used on wounds to increase pain tolerance by +10 and numbs a smaller portion of the area applied. This heals a user when used once per IRP day with +1 to HP.	1 	Medical recipe LVL 2 	x8 Plate
x5 Rubber
x3 Spring
Burst Sleeper Attachment 	Firearm Attachment 	Depends 	Concentrated Anesthesia Fluid x(0/99)	Fire a concentrated amount of anesthesia gas which costs 1 action point. A gas is sprayed from the hose with a range of 5 tiles. If the target fails a CON DC 6 if this is shot from a distance, they will be put to sleep in two rounds. Unless they continue receiving this anesthesia, the target will awaken in two rounds. The target will receive a pain tolerance bonus of +10 while on anesthesia.	1 	Medical recipe LVL 2 	x4 Plate
x2 Rubber
x1 Spring
=== Medicine, Poison & Toxin Mixing Recipe List ===
Find all ingredients and Material selections that may grant perks for poisoning! 
==== How does the Mixture Limit work? ====
The mixture limit implicates how noticeable a change will be when mixing different completed recipes together (like a poison to a regular meal). For example, poison A has a limit of 1 while meal A has a limit of 2. That means the poison will not be noticeable unless it surpasses 2. If it surpasses the mixture limit, the meal will be visibly noticeable and a PER roll is not required to discern the change.
==== Alchemic Mixtures (Toxins, Venom, Poisons, Cures, Antidotes) ====
 	 	 	 	 	 	 	 	 	 	
DC 	Substance Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Recipe Ingredients/Found 	Stack Limit 	Recipe Type
MED	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	Material Perk: Common Poisons 	
2 	Oxidizing Agent 	Alchemic Mixture 	None 	None 	This can be potassium perchlorate, potassium chlorate, or barium nitrate. Or other necessary agents for mixing. 	0 	1 	Depends 	XX/99 	Poison recipe LVL 1
2 	Potassium Chloride 	Alchemic Mixture 	None 	None 	A necessary ingredient for mixtures. This can be used for weaponization and medicine. 	0 	1 	x1 Chlorine
x1 Potassium 	XX/99 	Poison recipe LVL 1
4 	Sulfuric Acid 	Alchemic Mixture 	None 	None 	Sulfuric acid is a colorless oily liquid. It is soluble in water, releasing heat. Corrosive to metals and tissue. This mixture chars wood and most other organic matter upon interaction, applying 3 acid damage, yet unlikely to cause a fire. 	0 	2 	x1 Water Source
x1 Sulfur Source 	XX/99 	Poison recipe LVL 1
4 	Nitric Acid 	Alchemic Mixture 	None 	None 	Nitric acid is a colorless liquid, yellow/red fumes that can cause irritation to eyes, skin, and mucous membrane. This liquid is highly corrosive, applying 6 acid damage when interacted with by organic material. 	0 	2 	x1 Water Source
x1 Methane Source 	XX/99 	Poison recipe LVL 1
6 	Potassium Nitrate 	Alchemic Mixture 	None 	None 	Potassium Nitrate is a transparent, white or colorless, crystalline (sand-like) powder or solid with a sharp, salty taste. A key ingredient to making explosives, matches, fertilizer, fireworks, glass and rocket fuel. 	0 	1 	x1 Potassium Chloride
x1 Nitric Acid/Nitrate Source 	XX/99 	Poison recipe LVL 1
12 	RDX Powder 	Alchemic Mixture 	None 	None 	An ingredient commonly used in explosives. Apply the explosion S-B verb for different equipment. 	0 	3 	x3 Nitric Acid 	XX/99 	Poison recipe LVL 1
12 	Tranquilizer Sedative 	Alchemic Mixture 	None 	None 	An ingredient commonly used to put targets with brains to sleep. Only applies if the target's organic part connected to the mental is successfully struck. Immediately succeeds when the mental is struck. This places a target to sleep for three rounds. 	0 	1 	x3 Concentrated Anesthesia Fluid
x1 Plastic 	XX/99 	Poison recipe LVL 1
12 	Flash Mix 	Alchemic Mixture 	None 	None 	An ingredient commonly used in flashbangs. Apply blind verb for different equipment. 	0 	3 	x1 Aluminum/Magnesium
x1 Oxidizing Agent 	XX/99 	Poison recipe LVL 1
12 	Improvised Black Powder 	Alchemic Mixture 	None 	None 	A gunpowder alchemic mixture. Requires 1 IRP week to process with daily check ups. 	0 	1 	x1 Sulfur Source
x1 Potassium Nitrate
x1 Charcoal 	XX/99 	Poison recipe LVL 2
12 	Smokeless Powder 	Alchemic Mixture 	None 	None 	A gunpowder alchemic mixture. Requires 1 IRP week to process with daily check ups. This is also known as Nitrocellulose. 	0 	1 	x1 Nitric Acid
x1 Sulfuric Acid 	XX/99 	Poison recipe LVL 2
22 	Liquid Nitrogen 	Alchemic Mixture 	None 	None 	Cryogenic: Instantly freeze an interacted entity with living matter that usually contains water. Apply the frostbite verb x3. Requires PER DC 2 to notice the poison in mixtures or anywhere in general. 	0 	3 	x1 Nitrogen Gas 	XX/99 	Poison recipe LVL 2
DC 	Substance Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Recipe Ingredients/Found 	Stack Limit 	Recipe Type
MED	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	Material Perk: Common Toxins 	
18 	Eldritch Stomach Acid 	Toxin 	1d2 acid damage (no crit) 	Organic 	A target that receives eldritch stomach acid also receive reduced NTR and MVT rolls of -3 for three rounds. 	0 	2 	Eldritch mutants and animals stomach fluids usually. 	XX/99 	Poison recipe LVL 1
16 	Corpse Rock Toxin 	Toxin 	None 	Organic 	When a target receives the corpse rock toxin, their skin temporarily solidifies similar to a brownish rock which weighs a target down. The body-part becomes heavier, causing STR and MVT to be reduced to -5 and stamina disabled. These struck areas receive 2d2 armor. This lasts for two rounds. 	0 	1 	Farming x1 toxin from the Corpse Rock seed. 	XX/99 	Poison recipe LVL 1
16 	Sandbox Afreet Toxin 	Toxin 	None 	Organic 	If the fruit bomb does not kill a target or if the poison is applied separately, this toxin causes the target to immediately vomit and experience intense cramping as well as diarrhea. The target's INT and CON is dropped to -10 for the rest of the IRP day. There is no specific cure but three IRP days to recover. 	0 	1 	Farming x1 toxin from the Sandbox Afreet seed. 	XX/99 	Poison recipe LVL 1
18 	Jester Toxin 	Toxin 	None 	Organic 	If the user fails an INT DC 8, this applies the hysteria verb x2. 	0 	1 	A toxin found from different sources. 	XX/99 	Poison recipe LVL 2
18 	Minor Jelly Paralysis Venom 	Toxin 	 	Organic 	Jellyfish venom which temporarily paralyzes a target for one round. They are incapable of doing physical actions and are prone. This only applies to a target that fails a CON DC 14. 	1 	1 	Jellyfish. 	XX/99 	Poison recipe LVL 1
18 	Insect Toxin: Eldritch Overheat Bomb	Toxin 	+2 damage 	Organic 	When a target receives this poison through touching, they receive additional damage to explosion verbs for the next two rounds. 	1 	1 	Found in different bugs and eldritch insects. 	XX/99 	Poison recipe LVL 2
18 	Insect Toxin: Paralysis 	Toxin 	None 	Organic 	When a target receives this poison through touching, they receive the stun effect from the blunt verb. If the target is struck by the poison again in the same round or received a x2 dosage, they also lose an action point next turn only for turn-based. 	1 	1 	Found in different bugs and eldritch insects. 	XX/99 	Poison recipe LVL 2
18 	Insect Toxin: Shimmer 	Toxin 	None 	Organic 	The poison temporarily applies the blind verb onto a target for one round. 	1 	1 	Found in different bugs and eldritch insects. 	XX/99 	Poison recipe LVL 2
18 	Eldritch Plant Hallucinogen 	Toxin 	None 	Organic 	A gaseous hallucinogen which causes a target who inhales this by failing a CON DC 14 to perceive two different situations of the visual area. This does not influence blind targets. This lasts three rounds if used in turn-based, allowing the user to apply two different actions for their final action in a turn to the target (but one is fake). If only one target is influenced, an ally of said target can state the real action. This will always apply in areas that constantly release this gas.	2 	1 	Found in heavily infested eldritch plant forests. 	XX/99 	Poison recipe LVL 2
18 	Crimson Basilisk Tear-Gas Toxin 	Toxin 	2d6 damage 	Organic 	Shuts down three random stats of the target inhaling or touching this while also damaging them for two turns (ignoring armor). The stat shutdown lasts until the poison is removed. This can be decided by rolling or spinning a wheel. If this poison is left for longer than one IRP day, the organic will die. This is cured by reverse-engineering the toxin to make its antidote. 	3 	1 	Found from a hydrasilisk eldritch plant. 	XX/99 	Poison recipe LVL 3
18 	Orange Viper 	Toxin 	None 	Organic 	Turning plantae into a powerful, orange poison; when the liquid interacts with an organic target, it would turn their skin lightly green which would then quickly wilt like a plant. If the user does not apply the wet verb onto the wilting body-part in one round, the user loses 5 HP and a chunk of flesh. This only spreads a couple centimeters from where it is applied. 	3 	1 	Requires an advanced bunker Processor & plantae matter	XX/99 	Poison recipe LVL 3
20 	Black Marsh Seizure Toxin 	Toxin 	None 	Organic 	Causes the target(s) to have a seizure on the spot. They lose all their action points next turn and recover the turn after. 	3 	3 	x1 Black Marsh Fluid 	XX/99 	Poison recipe LVL 3
20 	Black Marsh Plasma Toxin 	Toxin 	None 	Organic 	Red acid that sprays from black marsh creatures which causes a target to have -8 to CFT, MED, and INT rolls while also breaking any concentration upon impact. This de-buff lasts for 2 rounds. Targets that receive this will also lose 2 HP upon impact. 	3 	3 	x3 Black Marsh Fluid 	XX/99 	Poison recipe LVL 3
20 	Black Marsh Gas Toxin 	Toxin 	None 	Organic 	Causes the target(s) to lose 7 HP if they roll a NAT 1. Upon failing a CON DC 10 from interacting with the smog, the target will fall into a weakened, coughing-state. If they interact with the smog again, they must roll a CON DC 10 again. Failing will cause the target to hallucinate and lose 2 action points per turn. If they interact with the smog one more time in another turn or circumstance, failing the DC will result in 7 HP lost each time the CON fails. 	3 	3 	x3 Black Marsh Fluid 	XX/99 	Poison recipe LVL 3
20 	Black Marsh Insidious Toxin 	Toxin 	Depends 	None 	Before preparing this, the user must roll a MED DC. Depending on the number sets the danger of this poison.
* DC 10 or lower: The poison generates roots around the target, trapping their limbs and limiting any usage of their upper and lower body-parts. These roots must be cut down and requires a STR DC 18 to beat every turn trapped without assistance. The burn verb will instantly melt the roots.
* DC 11+: The poison also roots the torso and slowly crushes the target's chest. Target loses 1 HP every turn trapped if they fail a CON DC 16 before doing a STR DC to escape.	3 	3 	x3 Black Marsh Fluid
x1 Black Marsh Mushroom 	XX/99 	Poison recipe LVL 3
DC 	Substance Name 	Material Type 	Damage 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Recipe Ingredients/Found 	Stack Limit 	Recipe Type
MED	Material Perk: Common Buffs & Cures 	Material Perk: Common Buffs & Cures	Material Perk: Common Buffs & Cures	Material Perk: Common Buffs & Cures	Material Perk: Common Buffs & Cures 	Material Perk: Common Buffs & Cures	Material Perk: Common Buffs & Cures	Material Perk: Common Buffs & Cures 	Material Perk: Common Buffs & Cures	
3 	Common Healing Fluid 	General Recovery Fluid 	+2 HP 	Organic 	Used to close a small wound and restore HP directly, stopping any form of bleeding and easing pain. Target receives +2 HP. If the target is 5 HP or lower, this does not recover HP. 	0 	1 	x1 Factory Recovery Fluid 	XX/99 	Medical recipe LVL 2
5 	Anesthesia Fluid 	Toxin 	+0 HP 	Organic 	Used to put a target that consumes this to sleep while also numbing said target for a pain tolerance bonus of +5. CON DC 4 to beat when consumed to avoid falling asleep. 	0 	1 	x1 Fluorite Crystal
x1 Salt 	XX/99 	Medical recipe LVL 2
8 	Concentrated Anesthesia Fluid 	Toxin 	+1 HP 	Organic 	Used to put a target that consumes this to sleep while also numbing said target for a pain tolerance bonus of +7. CON DC 14 to beat when consumed to avoid falling asleep. 	0 	2 	x3 Fluorite Crystal
x3 Salt
or
x3 Anesthesia Fluid 	XX/99 	Medical recipe LVL 3
18 	Advanced Nano-Recovery Fluid 	General Recovery Fluid 	+3 HP 	Organic 	Used to close small or large wounds and restore HP directly, stopping any form of bleeding and easing pain. Target receives +3 HP and until max HP, receives +1 HP per round unless the user is at 2 HP or lower. 	0 	1 	x1 Factory Recovery Fluid
x1 Nano-heal pod 	XX/99 	Medical recipe LVL 2
6 	Animal Power Steroid Mix 	Steroid Mixture 	+2 STR
-2 MVT 	Organic 	Improves an organic companion's STR and decreases its MVT stat. Too low a dosage to affect anything humanoid, larger, or level 2+. 	0 	1 	x1 Hormone Testosterone 	XX/99 	Medical recipe LVL 3
7 	Animal Speed Steroid Mix 	Steroid Mixture 	+2 MVT
-2 STR 	Organic 	Improves an organic companion's MVT and decreases its STR stat. Too low a dosage to affect anything humanoid, larger, or level 2+. 	0 	1 	x1 Hormone Testosterone 	XX/99 	Medical recipe LVL 3
16 	Crimson Basilisk Cure 	Antidote 	+1 HP 	Organic 	Cures the Crimson Basilisk Tear-Gas Toxin from an organic target. 	0 	0 	x1 Crimson Basilisk Tear-Gas Toxin
x1 Factory Recovery Fluid	XX/99 	Medical recipe LVL 3
=== Plant Splicing ===
A system that utilizes MED and NTR to re-program plants for different usages, a type of bioengineering and farming. 
 	 	 	 	 	 	 	 	 	
DC 	Attachment Name 	Item/Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Size Limit 	Ingredients
NTR	Base Splice-able Farm Plants	Base Splice-able Farm Plants	Base Splice-able Farm Plants 	Base Splice-able Farm Plants	Base Splice-able Farm Plants 	Base Splice-able Farm Plants	Base Splice-able Farm Plants	Base Splice-able Farm Plants	Base Splice-able Farm Plants
14 	Super Grafter 	Farm Plant 	12 HP 	None 	An eldritch plant that can quickly merge its stem with two level 1 or 2 different eldritch plants into a large growing crop that generates six seeds maximum which can be picked each day, growing in the next two days. This plant has a thick and fat stem with a green petal flowering top, similar to a palm tree. 	3 	 	10x10 tiles 	x1 Flesh Fertilizer
x1 Any Eldritch Plant Seed
18 	Rage Thistle 	Farm Plant 	+10 grappling
1d6 damage
5 HP 	None 	A large glowing red springy weed that can be utilized as a farm plat. It utilizes its spring-like tentacles to pull small insects to eldritch as a means of protecting weaker eldritch plants nearby but delaying a farm plant's seed growth by one day if it does not kill a predator before the end of the day. This plant can be trained to not attack certain targets depending on the types of animal hormones it was exposed to before being born from a seed. This takes three IRP days to fully grow and be usable.	4 	 	10x10 tiles 	x1 Rage Thistle Seed
22 	Tube Tree 	Farm Plant 	+10 for seed's first two rounds	None 	This tall tree grows to heights of 9ft tall with oversized leaves coming from the central, medium white stem similar to bamboo in appearance. This plant can only grow one type of seed based on the eldritch plant nesting inside this tree. These seeds when grown have a bonus +10 to rolls for its first two rounds. This tree takes two IRP weeks to fully grow. 	5 	 	10x10 tiles 	x1 Tube Tree Seed
DC 	Attachment Name 	Item/Attachment Type 	Damage 	Material 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Recipe Type 	Stack Limit 	Ingredients
MED	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants 	Enhance Eldritch Plants
10 	Flesh Fertilizer 	Fertilizer Mixture 	None 	None 	Utilizing x1 eldritch meat and x1 potassium, the user can create a powerful eldritch plant fertilizer. This makes an eldritch farm plant speed up the process, decreasing seed growth time by one IRP day for one IRP week. This cannot be stacked. 	1 	Poison recipe LVL 1 	XX/99 	x1 Eldritch Meat
x1 Potassium
== 2E Cooking Recipe Lists ==
=== Cooking Recipe List ===
Find all ingredients and Material selections that may grant buffs or de-buffs for cooking! Note that eating meals do not stack buffs/de-buffs unless a perk allows this.
Please note that CON technique actions can only be applied once per recipe. Multiple for one recipe cannot occur. 
 	 	 	 	 	The buffs and de-buffs given to eating the meal 	Recipe Level required to make the recipe.	How noticeable would the meal look poisoned. Also known as the poison ratio.	 	 	
Cooking DC	Cooking Recipe 	Material Type 	Modifier 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Butcher/Cooking Process 	Recipe Ingredients/Found 	Stack Limit
CON 	Full-Course Meals 	Full-Course Meals	Full-Course Meals	Full-Course Meals	Full-Course Meals 	Full-Course Meals 	Full-Course Meals 	Full-Course Meals 	Full-Course Meals 	Full-Course Meals
2 	Non-Specified Recipes 	Depends 	None 	Organic 	Ensures the user is energized, capable of utilizing stamina and recover. This applies to all healthy food consumption. 	0 	1 or 2 (depends) 	Depends 	Depends 	x/2
2 	Non-Specified Animal Chow 	Depends 	None 	Animal Chow 	Ensures the animal companion is energized, capable of utilizing stamina and recover. 	0 	1 or 2 (depends) 	Depends 	Depends 	x/10
2 	Demon Honey Garlic (Meat) 	Empty 	Depends 	Organic 	Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: MVT+1 for 1 round.
* CON DC 12: MVT+2 for 1 round.
* CON DC 22: MVT+4 for 1 round. 	0 	2 	Ferment honey and the eldritch sap. Cook beef or meat alternative. 	x1 Fermented Honey
x1 Fermented Eldritch Sap
x1 Meat alternative or Beef	x/2
2 	Cannibal's Meat Balls 	Empty 	HP +1 	Organic 	Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: Reduce counter rolls for all targets of the same humanoid species consumed when attacked by the user by 5. 
* CON DC 22: On top of the effect from the DC 2, the user can also utilize a related level 1 species action of the eaten humanoid for a free bonus action only once in a single IRP day. 	0 	1 	Learned from the cannibals of the underground caves in the north. 	x1 Humanoid Species Meat alternative 	x/2
2 	Mutate Road Runner Egg 	Empty 	Depends 	Organic 	Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: MVT+1 for 2 rounds.
* CON DC 12: MVT+1 for 3 rounds.
* CON DC 22: MVT+1 for 4 rounds. 	0 	1 	Can be prepared in any way with just the egg on its own as a generic ingredient. 	x1 Mutate Road Runner Egg 	x/2
2 	Steamed Gargantuan Clam 	Empty 	HP +2 	Organic 	Consuming a gargantuan clam heals the user quickly and improves their CON breathing rolls by +1 for the entire IRP day. 	0 	1 	With medium heat, steam the large clam inside water with a lid, sealing it inside a container. 	x1 Gargantuan Clam 	x/2
2 	Bluefin Recipes 	Empty 	HP +1 	Organic 	Utilizing the Giant Bluefin eldritch fish in any type of meal will apply this buff. Consuming the bluefin allows the user to heal while also improving their movement underwater by +1 for the entire IRP day. 	0 	1 	Can be learned in many areas, most places being fishing markets and restaurants. 	x1 Giant Bluefin 	x/2
2 	Ground Biter Turkey Recipes 	Empty 	Depends 	Organic 	Utilizing Biter Turkey in any type of ground turkey recipe will apply this buff. Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: NTR+1 when downed for the first time only during one IRP day.
* CON DC 12: NTR+1 when downed twice only during one IRP day.
* CON DC 22: NTR+1 when downed thrice only during one IRP day. 	0 	1 	Can be learned in many areas, most places being hunting grounds and restaurants. 	x1 Ground Biter Turkey 	x/2
2 	Carne Green Salad 	Empty 	Depends 	Organic 	Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: The exhaustion turn roll reductions are reduced by 1 for the first time going into an exhaustion turn in one IRP day.
* CON DC 12: The exhaustion turn roll reductions are reduced by 1 for the first three times going into an exhaustion turn in one IRP day. 	0 	1 	Basic methods to preparing salads. 	x1 Eldritch Pitcher Plant 	x/2
2 	Scrapper's Bean & Grime 	Empty 	HP +1 	Organic 	A wild meal beloved by many scrappers. Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: Blocking, collecting, and concentration rolls are improved by +1 for two rounds.
* CON DC 12: Blocking, collecting, and concentration rolls are improved by +2 for two rounds. 	1 	1 	Taught to many people within the great scrapyards. 	x1 Eldritch Dog meat
x1 Beans 	x/2
2 	Egyptian Rice Insect Bowl 	Empty 	HP +1 	Organic 	Consuming this meal at different levels offer different levels of this perk:
* CON DC 2: The user is immune to MVT decreasing for two rounds after consumption.
* CON DC 22: The user is immune to MVT decreasing for the whole IRP day. 	1 	1 	A recipe that was exported around the world from the Egyptian Wastelands. 	x1 Eldritch Sap Carrier
x2 Rice
x2 Vegetable alternative	x/2
8 	Hitcher Recipes 	Empty 	 	Organic 	Consuming this grants the user upper body strength, increasing climbing, grappling, and STR pushing/pulling rolls by +2. which lasts an IRP hour. This can be stacked up to three times in one IRP day. This includes other meals as well. 	1 	1 	A recipe utilizing hitchers as a potato ingredient. 	x1 Hitcher Potato Body 	x/2
8 	The Holy Mediterranean 	Empty 	HP +3 	Organic 	Consuming this grants the user a MED and CON bonus of +2 for three rounds. With the food handler lifestyle perk, the meal has a bonus of +3 instead. 	1 	1 	A special meal known for being quite healthy and accessible. 	x3 Vegetable alternative
x2 Nuts alternative
x2 Eldritch Pitcher Plant	x/2
8 	Mutate Centipede Roll Up 	Empty 	HP +1 	Organic 	A baked meal that when consumed, the user gains resistance to the rot and burn verbs x2 and lower for three rounds. This does not make the user immune to smoke or equipment being destroyed however. If not cooked properly, this meal will instead cause the user to receive direct damage when the rot and/or burn verb is placed onto them by an additional 1d2 for three rounds. 	1 	1 	A meal taught by those in the Florida territories and near Water 99. 	x1 Mutate Centipede
x1 Grain 	x/2
8 	Water 99's Pot Pie 	Empty 	 	Organic 	 	1 	1 	 	x1 Meat Equivalent
x2 Giant Gar Meat
x2 Grain	x/2
8 	Californian Flur Drake Pasta Bake	Empty 	 	Organic 	 	1 	1 	 	x3 Flur Drake Meat
x6 Pasta Equivalent 	x/2
8 	 	Empty 	 	Organic 	 	1 	1 	 	 	x/2
Cooking DC	Cooking Recipe 	Material Type 	Modifier 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Butcher/Cooking Process 	Recipe Ingredients/Found 	Stack Limit
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
10 	 	Empty 	 	Organic 	 	2 	1 	 	 	x/2
12 	 	Empty 	 	Organic 	 	3 	1 	 	 	x/1
12 	 	Empty 	 	Organic 	 	3 	1 	 	 	x/1
12 	 	Empty 	 	Organic 	 	3 	1 	 	 	x/1
12 	 	Empty 	 	Organic 	 	3 	1 	 	 	x/1
12 	 	Empty 	 	Organic 	 	3 	1 	 	 	x/1
12 	 	Empty 	 	Organic 	 	3 	1 	 	 	x/1
12 	Meat Jelly 	Empty 	 	Organic 	Buff only applies with Slug-Slime Chunk as ingredient. Consuming this grants the user constant soak verb for 1 IRP hour due to gaining the slug-slime's oozing trait temporarily. The user also gains the slug-slime companion perk for the IRP hour. 	3 	1 	This can be learned by researching Ukraine cooking books or via info databanks. 	x1 Animal Collagen or Eldritch Slug-Slime Chunk
x1 Meat alternative	x/1
12 	Lou Fassum 	Empty 	 	Organic 	Normal cabbage only gives the DC 10 buff or lower. Consuming this meal at different levels offer different levels of the perk:
* CON DC 2: Immune to Medusa verb for 1 round.
* CON DC 10: Immune to Medusa verb for 2 rounds. +1 heal to HP.
* CON DC 18: Immune to Medusa verb for 3 rounds. +2 heal to HP. 	3 	1 	This can be learned by researching cooking books or via info databanks. 	x1 Cabbage/Eldritch Cabbage
x1 Meat alternative	x/1
Cooking DC	Cooking Recipe 	Material Type 	Modifier 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Butcher/Cooking Process 	Recipe Ingredients/Found 	Stack Limit
14 	 	Empty 	 	Organic 	 	4 	 	 	 	x/1
14 	 	Empty 	 	Organic 	 	4 	 	 	 	x/1
14 	 	Empty 	 	Organic 	 	4 	 	 	 	x/1
14 	 	Empty 	 	Organic 	 	4 	 	 	 	x/1
14 	 	Empty 	 	Organic 	 	4 	 	 	 	x/1
14 	 	Empty 	 	Organic 	 	4 	 	 	 	x/1
16 	 	Empty 	 	Organic 	 	5 	 	 	 	x/1
16 	 	Empty 	 	Organic 	 	5 	 	 	 	x/1
16 	 	Empty 	 	Organic 	 	5 	 	 	 	x/1
18 	 	Empty 	 	Organic 	 	5 	 	 	 	x/1
18 	 	Empty 	 	Organic 	 	5 	 	 	 	x/1
22 	The Near Panacea 	Empty 	MAX HP 	Organic 	Consuming this grandiose plated meal revitalizes the user with an incredibly potent mutation that restores the user's entire HP, grants the user +5 to all stat rolls for one IRP day, and can restore broken nerves as well as senses like sight or hearing. The user must beat a CON DC 18 for pain tolerance. Failing this causes the user to go through extreme trauma and will be knocked out for two IRP weeks minimum.	5 	1 	It can be boiled and mixed. Then left out onto a plate to rest. The tentacle allows the rejuvenation and each ingredient is key for the user to survive consuming this meal. If one part is missing, the user will die.	x1 Nerve Wrecker
x1 Factory Recovery Fluid
x3 Eldritch Pitcher Plant
x1 Fermented Honey
x1 The Anchor octopus Tentacle	x/1
32 	Eldritch Fugu/Normal Fugu 	Empty 	 	Organic 	Normal Fugu does not give the buff. 
* Eldritch Fugu if cooked properly grants the user +10 temp HP and 1 extra action point for the rest of the IRP day. 
* If it is not cooked properly, upon consumption with a CON DC 24 difficulty, the user will receive -12 HP and -5 STR/MVT for five IRP days. 	5 	1 	Requires removal of pufferfish poison for buff. This can be learned by researching cooking books or via info databanks. 	x1 Eldritch Pufferfish/Normal Pufferfish	x/1
Cooking DC	Cooking Recipe 	Material Type 	Modifier 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Baking Process 	Recipe Ingredients/Found 	Stack Limit
CON 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts 	Baked Desserts
2 	 	Baked Goods 	 	Organic 	 	0 	1 	 	x1 Eldritch Sap
x1 Grain 	
4 	 	Baked Goods 	 	Organic 	 	0 	1 	 	 	
6 	 	Baked Goods 	 	Organic 	 	0 	1 	 	 	
8 	 	Baked Goods 	 	Organic 	 	0 	1 	 	 	
10 	 	Baked Goods 	 	Organic 	 	0 	1 	 	 	
Cooking DC	Cooking Recipe 	Material Type 	Modifier 	Limited to 	 	LEVEL REQUIREMENT 	Mixture Limit 	Mixing Process 	Recipe Ingredients/Found 	Stack Limit
CON/MED 	Drinks 	Drinks 	Drinks 	Drinks 	Drinks 	Drinks 	Drinks 	Drinks 	Drinks 	Drinks
2 	Fresh Water 	Water Source 	 	Organic 	Keeps the organic user's thirst down and alive. 	0 	1 	Oxygen and x2 hydrogen make a compound. 	Lakes, rivers. 	x/99
2 	Fusion Juice 	Power Source 	HP +2 	Android 	Androids that consume this increase their CFT and MVT rolls by +3 for three rounds. 	0 	0 	Mix the energy from the battery and oil. 	x1 Oil
x1 Small Fusion Battery 	x/99
 	 	Juice 	 	 	 	0 	1 	 	 	x/99
 	 	Juice 	 	 	 	0 	1 	 	 	x/99
 	Wine 	Alcohol 	 	Organic 	 	0 	1 	 	 	x/99
12 	Whiskey 	Alcohol 	 	Organic 	When a user drinks this, they must beat a CON DC 12 to avoid going into a drunk state. If they fail the first CON DC, they become tipsy. Drinking it a second time leads to them falling into a drunk state. All PER, INT, and MVT balancing rolls are reduced by 10 points for this drunk state. In turn-based, this state lasts 2 rounds. 	0 	1 	 	 	x/99
 	 	Alcohol 	 	 	 	0 	1 	 	 	x/99
 	 	Alcohol 	 	 	 	0 	1 	 	 	x/99
 	 	Alcohol 	 	 	 	0 	1 	 	 	x/99
32 	Ichor 	Blood 	 	 	 	5 	 	 	 	x/99
Cooking DC	Cooking Recipe 	Material Type 	Modifier 	Limited to 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Crafting Process 	Recipe Ingredients/Found 	Stack Limit
CFT 	Common Android 	Common Android 	Common Android 	Common Android 	Common Android 	Common Android 	Common Android 	Common Android 	Common Android 	Common Android
 	Infusive Drachma 	Oil 	 	Android 	 	 	 	 	 	
 	 	Fusion Battery 	 	Android 	 	 	 	 	 	
 	 	 	 	Android 	 	 	 	 	 	
 	 	 	 	Android 	 	 	 	 	 	
== 2E Quick Hack Programs Lists ==
=== Quick Hack, Virtual Hack & Radio Hack Recipes List ===
Find all ingredients and Material selections that may grant perks specifically to certain equipment! This also contains the special variants of certain hack types. 
 	 	 	 	 	 	 	 	
Quick Hack Program 	Attachment Type 	Modifier 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Recipe Type 	Recipe Ingredients/Found	Stack Limit
Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks 	Custom Quick Hacks
Wire Fry 	Quick Hack Slot 	1/2 Incomplete (Part A) 	Cut off wires on a hacked device which applies 2 guaranteed damage, causing it to also emit: (PART B) 	1 	Needs B 	Quick Hack Recipe 	x3 Computer chip 	x/18
Unhinged 	Quick Hack Slot 	1/2 Incomplete (Part A) 	Burst a trojan virus which other devices inherit around the hacked device always until said device is disabled (must be 5 tiles nearby). The user can roll a stealth roll to hide which device was hacked and this virus emits: (PART B). 	1 	Needs B 	Quick Hack Recipe 	x3 Computer chip 	x/18
Spark 	Quick Hack Slot 	1/2 Incomplete (Part B) 	(PART A): a large spark of electricity, dealing 1d6 electric damage to targets 1-2 tiles near the hacked device. 	1 	Needs A 	Quick Hack Recipe 	x2 Computer chip 	x/18
Cooling 	Quick Hack Slot 	1/2 Incomplete (Part B) 	(PART A): cooling which applies the frostbite verb on the target but speeds up their equipment's processor, reducing the action point(s) needed for the hacked device by 1 for their next round only. 	1 	Needs A 	Quick Hack Recipe 	x2 Computer chip 	x/18
Cancel 	Quick Hack Slot 	1/2 Incomplete (Part B) 	(PART A): apply an EMP verb onto the equipment, reducing the target's wearing the hacked device(s) MVT by 1 for only until their next turn. 	1 	Needs A 	Quick Hack Recipe 	x1 EMP Mesh
x1 Computer chip	x/18
Quick Hack Program 	Attachment Type 	Modifier 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Recipe Type 	Recipe Ingredients/Found	Stack Limit
Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks 	Base Quick Hacks
Override Operation 	Quick Hack Slot 	5 RAM Required 	The Override Operation perk allows the user to take control of an android or cyborg limb, aiming and using whatever tech is attached to it for the turn it was hacked as an additional action. It can also be disabled for the target their next turn but each choice spends an action point. This lasts only the turn the user activated it. Must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. Depending on the limb, if the user makes the target attack themselves or a target nearby, they utilize the damage of the weapon/equipment held but no perk bonuses are applied from the target. Utilizes the action point cost of the operator device. 	0 	 	Quick Hack Recipe 	x4 Computer chip 	x/9
Short Circuit 	Quick Hack Slot 	5 RAM Required
1d4 electric damage to organic (crit: +1) 
1d8 electric damage to androids and cyborgs (crit: +1)	The Short Circuit perk allows the user to cause a single specific high-tech equipment to burst with electricity, short-circuiting it. This has different damage to organic targets versus androids and cyborgs. Natural 20 when aiming for the 'mental' body part is guaranteed to stun no matter where the short circuit occurs. The target must have hackable equipment to target. Stun lasts target's next turn only. If this is used against large machines, they receive the same damage which androids and cyborgs receive. Must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. Utilizes the action point cost of the operator device. 	0 	 	Quick Hack Recipe 	x4 Computer chip 	x/9
Bad Ping 	Quick Hack Slot 	5 RAM Required 	Allows the user to create a diversion of their position if they have been scanned by a GPS or heat signature which lasts for one turn. If the target who sees this bad ping rolls a PER DC 15, they will figure out it is a fake ping. Costs 1 action point. Must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. Utilizes the action point cost of the operator device. 	0 	 	Quick Hack Recipe 	x4 Computer chip 	x/9
Field Down 	Quick Hack Slot 	5 RAM Required 	Hack a device that generates a forcefield by applying the gauss verb. Must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. Utilizes the action point cost of the operator device. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Overheat 	Quick Hack Slot 	5 RAM Required
1d4 damage (crit: 1d4)	Hack a level 1 requirement of high-tech equipment and apply a guaranteed burn verb on the target while also dealing damage. Must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. Utilizes the action point cost of the operator device. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Mirage 	Quick Hack Slot 	5 RAM Required 	Create a distracting visual in PER-based equipment or devices which lasts their next turn only. If the target fails an INT DC 15 save, they cannot use PER-related bonuses with the device. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Sonic Shiver 	Quick Hack Slot 	5 RAM Required
1d8 sonic damage (no crit)	Generate a deafening sonic burst that erupts equipment with sound-based utility or communication lines. This disables communication for the device and anyone connected for two rounds. Must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Glitch 	Quick Hack Slot 	5 RAM Required 	A hack that jams high-tech firearms as a free reaction but must roll a higher INT than the target to succeed in hacking unless the user is hacking a device of their own. This stops the target from using the firearm for the entire turn and forces them to spend the action point(s) used. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Critical Overload 	Quick Hack Slot 	5 RAM Required 	Hacking a connected device grants it the ability to utilize its critical bonus if it lands. The user must flip a coin (heads to succeed) with this hack. The equipment cannot receive another hack of this until after 1 turn cooldown. Utilizes the action point cost of the operator device. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Info Grab 	Quick Hack Slot 	5 RAM Required 	Hacking any device and/or vehicle gives the user information on the manufacturer, connected devices, and other general info. Depending on the INT roll, certain DCs give access to different amounts of information. Utilizes the action point cost of the operator device. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Park 	Quick Hack Slot 	5 RAM Required 	Force a high-tech vehicle to go into park for their next turn only. Utilizes the action point cost of the operator device. 	1 	 	Quick Hack Recipe 	x5 Computer chip 	x/9
Psycho Down 	Quick Hack Slot 	5 RAM Required 	Hacking a cyborg or android with this causes their head to scramble, forcing the target to lose an action point their next turn. Must roll a higher INT than the target to succeed in hacking. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Contaminate 	Quick Hack Slot 	10 RAM Required
1d4 rad damage (no crit)	Deal radiation damage from the tech substances. If there are targets 2 tiles nearby, this damage spreads to them guaranteed. Must roll a higher INT than the target to succeed in hacking. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Force 	Quick Hack Slot 	+1 FP 	Give a hacked device a temporary force field, granting a target wearing the device a temporary FP. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Cripple 	Quick Hack Slot 	5 RAM Required 	Disable an android or cyborg with cybernetic lower limbs the ability to move from their position next turn. Must roll a higher INT than the target to succeed in hacking. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Bait 	Quick Hack Slot 	5 RAM Required
+8 	Improves the user's next stealth roll creating a slight distraction that does not raise firewalls or detectors on a target's device. Must roll a higher INT than the target to succeed in hacking. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Frame Drop 	Quick Hack Slot 	5 RAM Required 	Hacking a cybernetic or android body-part reduces its movement efficiency, disabling the counter roll bonus points set to that particular body-part when combat rolling against it. This hack is retained and requires concentration to upkeep. Can only be set to one target at a time per inserted Frame Drop Quick hack. Must roll a higher INT than the target to succeed in hacking. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Digital Nitro 	Quick Hack Slot 	5 RAM Required 	Increase the speed of a fusion-core-powered vehicle. If the target does not expect their vehicle to be hacked, the user can use this hack to misdirect or crash them into something. Must roll a higher INT than the target to succeed in hacking. Utilizes the action point cost of the operator device. 	2 	 	Quick Hack Recipe 	x6 Computer chip 	x/9
Acid Trip 	Quick Hack Slot 	5 RAM Required
1d4 acid damage (crit: +2)	If the hacked device is contains a fusion battery, cause the hacked equipment to melt into acid. Utilizes three action points always. The user can only used this hack once per IRP day. 	3 	 	Quick Hack Recipe 	x7 Computer chip 	x/9
Magnet Martyr 	Quick Hack Slot 	5 RAM Required 	If the hacked equipment has metal, cause it to become more magnetic for an entire round. Utilizes the action point cost of the operator device. 	3 	 	Quick Hack Recipe 	x7 Computer chip 	x/9
Oil leak 	Quick Hack Slot 	5 RAM Required
1d4 wax damage (no crit)	Hacking a device or vehicle causes it to leak an oil that deals wax damage. This causes equipment that relies on such oil as fuel to run out entirely. Utilizes the action point cost of the operator device. 	3 	 	Quick Hack Recipe 	x7 Computer chip 	x/9
Cry 	Quick Hack Slot 	5 RAM Required 	Hacking a device causes it to smoke up and create a tear-gas explosion which reduces all targets within the vicinity's PER by 8 for two rounds, applying the explosion t-g verb. Utilizes the action point cost of the operator device. 	3 	 	Quick Hack Recipe 	x7 Computer chip 	x/9
High Frequency 	Quick Hack Slot 	10 RAM Required
1d8 sonic damage (crit: +2)	Create a high frequency noise that targets that are not deaf and with PER +3 or more will hear. Those targets will receive sonic damage and require hearing protection unless the devices hacked are the devices to protect. Utilizes three action points always. The user can only used this hack once per IRP day. 	4 	 	Quick Hack Recipe 	x8 Computer chip 	x/9
Turtle 	Quick Hack Slot 	10 RAM Required
1d12 rad armor	If a hacked device has a fusion battery, generate a temporary rad damage shield around the target, reducing incoming damage for that type. Utilizes the action point cost of the operator device. 	4 	 	Quick Hack Recipe 	x8 Computer chip 	x/9
Ludicrous 	Quick Hack Slot 	10 RAM Required 	Hacking a cyberware device puts the user into a forced cyber sanity 1d4 roll. This reduces the user's next INT roll by 4. Utilizes the action point cost of the operator device. 	4 	 	Quick Hack Recipe 	x8 Computer chip 	x/9
Kaboom 	Quick Hack Slot 	10 RAM Required
4 sonic damage (crit: 1d4)	Generate a powerful sound explosion from the hacked device, dealing guaranteed sonic damage and applying burn verb x3. Utilizes three action points always. The user can only used this hack once per encounter. 	5 	 	Quick Hack Recipe 	x20 Computer chip 	x/9
Core Infliction 	Quick Hack Slot 	10 RAM Required 	Hacking a device causes the target to experience several random statuses and verbs depending on a second INT roll after the prior hacking roll. This reduces the user's next INT roll by 4 points. These are listed below:
* 1: 1d4 damage
* 2-5: 1d6 sonic damage. Burn verb x2, frostbite x2, gauss x2, blind x2.
* 6-10: 1d6 wax damage. EMP verb x2, blind x2, medusa x2, gauss x2.
* 11-15: 1d6 lead damage. RAD verb x2, frostbite x2, cut x2, gauss x2.
* 16-19: 1d6 rad damage. Burn verb x2, emp x2, frostbite x2, medusa x2.
* 20: 1d6 rad and lead damage types. Burn verb x2, emp x2, blind x2, frostbite x2, medusa x2, gauss x2, cut x2, and blunt guaranteed stun for their next turn only. 	5 	 	Quick Hack Recipe 	x120 Computer chip 	x/9
Quick Hack Program 	Attachment Type 	Modifier 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	Mixture Limit 	Recipe Type 	 	Stack Limit
Special Quick Hacks 	Special Quick Hacks	Special Quick Hacks 	Special Quick Hacks 	Special Quick Hacks	Special Quick Hacks	Special Quick Hacks	Expansion 	
Inversal 	Quick Hack Slot 	5 RAM Required 	A bio-tech program that directly causes the regeneration of organic species to be disabled for two rounds. This hack must be produced from a high-tech device fitted with a computer chip or fusion battery to generate. Targets cannot use self-healing species actions if this succeeds. The saving throw for targets is NTR versus the user's INT. Utilizes the action point cost of the operator device. 	3 	 	 	Texas Wastelands 	x/3
Bifrost 	Quick Hack Slot 	5 RAM Required 	Super-freeze no fire-wall equipment, causing the target to receive an applied frostbite verb x2. The equipment will also glow a light purple and if it is struck by a bullet or melee strike (kinetic damage), the damage will guaranteed max. This effect disappears when the equipment is removed or after two rounds. Utilizes the action point cost of the operator device. 	3 	 	 	Bunker Brilliance 	x/3
Attraction 	Quick Hack Slot 	5 RAM Required 	Hacking an artificial-gravity based device forces the gravity zone it conjures to activate. Utilizes the action point cost of the operator device. 	3 	 	 	Aeronautic Causality 	x/3
Virtual Hack Program	Attachment Type 	Modifier 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	 	 	Found 	Stack Limit
Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks 	Base Virtual Hacks
Generate Anti-Virus 	Virtual Hack Slot 	1d6 lag armor 	As a reaction or normal action which costs 1 action point, the user can generate a shield to stop incoming lag damage. It appears with a hexagonal pattern. Costs 1 action point. 	0 	 	 	Network Program/Shops 	x/1
Generate Weapon 	Virtual Hack Slot 	5 RAM Required
1 lag damage (crit: +1)	Generate a melee weapon that deals lag damage to targets struck. Costs 1 action point to create. Will be destroyed if it is parried with another generate weapon. 	1 	 	 	Network Program/Shops 	x/1
Video Refresh 	Virtual Hack Slot 	5 RAM Required
1d4 VR heal 	Recover one's own VR HP to retain stability in the network. Costs 2 action points. 	1 	 	 	Network Program/Shops 	x/1
Switch Surface 	Virtual Hack Slot 	None 	Be capable of walking sideways or upside down as if the user was right-side up. Costs 1 action point to switch walking state. 	2 	 	 	Network Program/Shops 	x/1
Generate Grenade 	Virtual Hack Slot 	1d8 lag damage (no crit) 	Generate a lag grenade that blows up upon impact. This does not apply any verb and just deals direct lag damage. Costs 1 action point to create. 	2 	 	 	Network Program/Shops 	x/1
Limb Ping 	Virtual Hack Slot 	10 RAM Required
1d6 lag damage (crit: +2)	Fire a pellet of corrupt video footage to a target which applies lag damage and disables an upper or lower limb of their virtual entity. 	3 	 	 	Network Program/Shops 	x/1
Video Comet 	Virtual Hack Slot 	10 RAM Required
2 lag damage (crit: +2)	Fire a thin beam of corrupt video footage to a target which applies lag damage and disables a quick hack for one round only. 	3 	 	 	Network Program/Shops 	x/1
Swiftly Slow Vortex 	Virtual Hack Slot 	10 RAM Required
4 lag damage (crit: +2)	Create a swirling vortex which applies lag damage in that zone of 10x10 tiles for three rounds. Targets within this zone must roll a MVT DC 10 to avoid it every round inside it. 	4 	 	 	Network Program/Shops 	x/1
Video Meteor 	Virtual Hack Slot 	15 RAM Required
18 lag damage (crit: +2)	Form a massive video-glitched meteor onto targets within a 30 tile radius. It lands in the next round. All targets must escape the radius to escape. Can only be used once per IRP day. 	5 	 	 	Network Program/Shops 	x/1
Radio Hack Program 	Attachment Type 	Modifier 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	 	Recipe Type 	Recipe Ingredients/Found	Stack Limit
Radio Hacks 	Radio Hacks 	Radio Hacks 	Radio Hacks 	Radio Hacks 	Radio Hacks 	Radio Hacks 	Radio Hacks 	Radio Hacks
Wire Tap 	Radio Hack Slot 	+5 	Listen into a normal communication radio with a successful hack. The radio must be 20 tiles nearby for initial hack. PER bonus for listening in on a single channel for all connected targets. Costs 3 action points to setup once for a new channel. Hacking rolls utilize CFT vs CFT instead if the target knows they are being hacked. Stealth hack attempts with radio require the user to flip a coin. If it is heads, the user can let a GM know to keep the hack source a secret from another player. If there is no mediator, the other player can choose to roll insight DC 10 to see if they figure out its the radio. This hack is required to send more radio hacks. If the hacked radios are 10 tiles nearby, this applies.	0 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Radio Talk Show Host	Radio Hack Slot 	+8 	Mask one's voice using different recordings of those the user listened into. CHA deception rolls improved with a bonus. This is always applied to the radio channel the user is connecting the hack for. Requires being wire-tapped into said channel already. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. 	1 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Horrifying Lure 	Radio Hack Slot 	None 	Send a silent sound only eldritch can hear, forcing the target to flip a coin. Landing on heads lures a nearby eldritch. The target must always flip a coin each round. This is always applied to the radio channel the user is connecting the hack for. Requires being wire-tapped into said channel already. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. 	1 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Radio Static 	Radio Hack Slot 	1 electric damage (no crit)	Send out an electrical current every round to the target radio(s) connected to the user's radio hack channel. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. Targets do not notice this without beating an INT Insight DC 16. 	1 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Secret Poison 	Radio Hack Slot 	1 rad damage (no crit) 	Send out a radioactive current every round to the target radio(s) connected to the user's radio hack channel. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. Targets do not notice this without beating an INT Insight DC 16. 	1 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
White Noise 	Radio Hack Slot 	None 	Silence out an entire channel, disabling communication through it entirely. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. 	1 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Gauss Radio 	Radio Hack Slot 	1d6 sonic damage (no crit) 	Applies the gauss verb on the target radio(s) and set off a sonic explosion to their devices. This will immediately alert targets their radios are contaminated. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. 	2 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Its Too Loud 	Radio Hack Slot 	+5 	Create really loud noise which can disrupt concentration for those capable of hearing. Has a bonus to concentration disrupting dice rolls. This lasts for one round and must be reactivated again. Costs 1 action point always when used. This hack can alert those capable of hearing at least 10 tiles nearby. If the hacked radios are 10 tiles nearby, this applies. 	2 	 	Smith recipe LVL 1 	x5 Plate
x1 Stereo 	x/1
Lightning Break 	Radio Hack Slot 	1d6 electric-rad damage 	Between the tile space of two radios, the user can create a heated burst of electricity and radiation in a 10 tile radius which applies electrical damage. Costs 1 action point always when used. If the hacked radios are 10 tiles nearby, this applies. 	2 	 	Smith recipe LVL 3 	x5 Plate
x1 Stereo 	x/1
High Alert 	Radio Hack Slot 	1d10 radio hack armor 	Set off a tuning anti-hack that protects the user from certain radio hack damage as a free reaction every turn. If the hacked radios are 10 tiles nearby, this applies. 	3 	 	Smith recipe LVL 3 	x5 Plate
x1 Stereo 	x/1
Magnetic Wave-Pulse 	Radio Hack Slot 	3 magnet damage 	Send out a magnetic pulse towards the target radio(s) connected to the user's radio hack channel every two rounds. Costs 1 action point to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. Targets do not notice this without beating an INT Insight DC 12. 	3 	 	Smith recipe LVL 3 	x5 Plate
x1 Stereo 	x/1
Heated Podcast 	Radio Hack Slot 	None 	Overheat the radios of targets, destroying them and setting them on fire if they are not high-tech radios. Targets receive burn verb x4. If they keep the radio on them, they will continue to receive the burn. If the hacked radios are 10 tiles nearby, this applies. 	4 	 	Smith recipe LVL 3 	x5 Plate
x1 Stereo 	x/1
Muscle Tension 	Radio Hack Slot 	MVT -3 to targets 	Using a silent sound frequency, targets with hacked radios near (5 tiles) or on them will have reduced MVT rolls and be in a constant state of stamina exhaustion at level 4. Costs 2 action points to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. 	4 	 	Smith recipe LVL 3 	x5 Plate
x1 Stereo 	x/1
Uranium Speaker 	Radio Hack Slot 	2d4 rad damage 	Send out a radioactive current every round to the target radio(s) connected to the user's radio hack channel. Costs 2 action points to setup once for a channel. If the hacked radios are 10 tiles nearby, this applies. Targets do not notice this without beating an INT Insight DC 8. 	5 	 	Smith recipe LVL 5 	x5 Plate
x1 Stereo 	x/1
Gigahertz Trauma 	Radio Hack Slot 	4 sonic damage (no crit)
-10 to targets	Send a massive influx of painful sound that erupts onto target radio(s). Targets within 3 tiles from these radios will receive the damage and lose 2 action points their next turns while also being stunned with reduction to all rolls for the victims for two rounds. Costs 3 action points and has a five round cooldown. If the hacked radios are 10 tiles nearby, this applies. 	5 	 	Smith recipe LVL 5 	x5 Plate
x1 Stereo 	x/1
Hack Program 	Attachment Type 	Modifier 	Action/Perk Details (1) 	LEVEL REQUIREMENT 	 	 	 	Stack Limit
Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks 	Ultimate Hacks
Black USB 	Virtual Hack Slot 	None 	A special virtual hack that's capable of opening and entering the virtual abandoned internet's vetting wall without alarming rogue AIs. 	5 	 	None 	 	x/1
Vintage CPU 	Virtual Hack Slot 	None 	Utilize old-world 2000s computer programs as virtual weapons. 
* Mouse clicker can be utilized as a dragging weapon that deals 1d4 damage.
* Selector tool can trap a target temporarily for one turn before releasing.
* Frame by frame animator tool can create animated environmental structures. 	5 	 	None 	 	x/1
== 2E Tech & Game Programs Lists ==
=== Tech & Game Program List ===
Each PDA game slot attachment to ever exist is found here, including built-in ones and other programs found in different types of technology. These items apply small minigames. 
Net type represents the type of network the programs runs on. 
* LAN: Private, disclosed and strictly that device. Can be hacked by quick and virtual hacks within vicinity of technology hosting program.
* NEW: New Web, a gated and controlled sea of network types only connected via draw bridges. The program can be carried between different settlement networks. Depending on network, can be prone.
* OLD: Old Internet, a walled of danger zone considered the hell of virtual and program realities. Dangerous and prone.
 	 	 	 	 	The tech/game rule description of the program does not need to be put into the equipment slot description. 	 	 	 	
DC 	Attachment Name 	Item/Attachment Type 	Damage 	Usable Stats 	Action/Perk Details (1)
TECH RULES 	LEVEL REQUIREMENT	Net Type 	Limited to 	Expansion
 	Tech Programs 	Tech Programs 	Tech Programs 	Tech Programs	Tech Programs 	Tech Programs 	Tech Programs	Tech Programs 	Tech Programs
PER 8 	Probability Aim Program	Default PDA Attachment Program 	None 	LCK 	If the user beats the PER DC, this successfully activates. If the program scans the target and has every body-part highlighted in sections with certain parts highlighted as possible weak points (parts that don't have armor). It will then calculate each body-part and it will be listed below. Instead of utilizing PER for attacks (the user cannot use PER for this device when attacking), it assists the user with possible predictions depending on where they aim while taking to account a firearm and the target's MVT bonus.
# Rules:
* Mental: (Counter +4) + (MVT) + (Perks)
* Upper Limbs: (Counter +1) + (MVT) + (Perks)
* Torso: (Counter +0) + (MVT) + (Perks)
* Yellow: (Counter +2) + (MVT) + (Perks)
Select the body-part the user wishes to target, generating predictions on it for 1 action point. Other parts will no longer be able to receive this change. The user can then decide to either disable the target from using its MVT bonus, conflict/lifestyle perk bonuses, or counter bonus (only one can be picked). This lasts until the target dies and/or the user spends 1 action point to change the target during the encounter. The other downside is the disabled function to the counter roll also denies the user to utilize that type of bonus to their attack roll. With a positive LCK stat bonus, the user can subtract or add between the points to alter their base attack roll towards the chosen target. If the user manages to alter the roll to a 20, the attack is critical.	4 	LAN 	Firearms & High-Tech Firearms	California Aristocracy
Install DC	Attachment Name 	Item/Attachment Type 	Damage 	Usable Stats 	Action/Perk Details (1)
GAME RULES 	LEVEL REQUIREMENT	Net Type 	Game Type 	Expansion
 	Game Programs 	Game Programs 	Game Programs 	Game Programs	Game Programs 	Game Programs 	Game Programs	Game Programs 	Game Programs
INT 2 	 	Default High-Tech Game Tool Program	FREE RAM 	PER 	 	0 	LAN/NEW 	Single Player 	California Aristocracy
INT 2 	Kill Steal 	Default High-Tech Game Tool Program	FREE RAM 	INT 	A telegraphing-based game of predicting opponents and hitting the closest mark to a coded, animated eldritch. There can be up to four players in Kill Steal. Each player can select one type of in-game character from a roster and roll initiative. To find out the full rules of this game, head to this page: SSE 2E Dice Games.	0 	LAN/NEW 	Multi-Player 	California Aristocracy
INT 2 	 	Default High-Tech Game Tool Program	FREE RAM 	LCK 	 	0 	LAN/NEW 	Multi-Player 	California Aristocracy
CFT 2 	 	PDA Game Slot 	10 RAM Required	LCK 	 	1 	LAN/NEW 	 	California Aristocracy
CFT 2 	 	PDA Game Slot 	10 RAM Required	LCK 	 	1 	LAN/NEW 	 	California Aristocracy
CFT 2 	 	PDA Game Slot 	10 RAM Required	LCK 	 	1 	LAN/NEW 	 	California Aristocracy
CFT 2 	Exo-Fight 	PDA Game Slot 	10 RAM Required	LCK 	 	3 	LAN/NEW 	 	California Aristocracy
Category:Dice System
Category:2E - Second Edition