POTF Starter Equipment

<--POTF RPG
-- --
Players have 5 items points with which to choose their starting equipment, and 1 additional item point that can only be used to choose an item from the Other Items section; for a total of 6 item points. 
Each piece of armor or shield, with any substantial effect, costs 1 item point to select. 
Weapons, with any substantial effect, costs 1 item point to select; except for certain 2H weapons or special weapons, which cost 2 item points to select. 
Ammunition costs 0 item points to select, except for special ammunition which cost 1, but a character may only select a maximum of 2. 
Boots and gloves cost 0 item points to select, except for Magboots which cost 1, but a character may only select a maximum of 2. 
All other items cost 1 item point to select.
A character may also choose to start with player-defined items; player-defined items have no value, weight, or effect and are exclusively for roleplaying purposes. An example of a player-defined item might be a bar of soap, a blanket, or a locket with a picture inside.
Although a player may select several items of the same type, only one item can be equipped in any one slot at a time.
In addition, all players start with the following currency regardless of their other selections:
200 Credits. (200c)
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-- --
=== Equipment ===
==Armor==
Armor occupies two slots, as armorwear and as a helmet.
Bonuses from armor are applied regardless of if the character’s shield is active or broken.
A Soldier may initially equip Unarmored, Light and Medium Armor; but may learn an ability to equip Heavy Armor at level 1.
A Specialist may initially use Unarmored and Light Armor; but the Arbalest, Sabreur, Dragoon, and Demolition subclasses may learn an ability to equip Medium Armor at level 1; and the Dragoon and Demolition subclasses may learn an ability to equip Heavy Armor at level 15.
A Support may initially only use Unarmored; but may learn an ability to equip Light Armor at level 1; and the Monitor subclass may learn an ability to equip Medium Armor at level 15. 
To equip a piece of armor, your character must be capable of meeting its individual stat and/or level requirements.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Unarmored’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Businessman Suit]
Unarmored – Armorwear
50 Credits - 2 Itemslots - Common Rarity
+1 CHA
-- -- -- --
[Thinking Cap]
Unarmored - Helmet
40 Credits - 1 Itemslot - Common Rarity
+1 INT
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Light Armor’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Selarmor]
Light Armor - Armorwear
50 Credits - 2 Itemslots - Common Rarity
+1 Armor
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Medium Armor’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Miliarmor]
Medium Armor - Armorwear
50 Credits - 2 Itemslots - Common Rarity
+2 Armor
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Heavy Armor’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Points
-- -- -- ---- -- -- --
[Hevarmor]
(Requires 6 STR)
Heavy Armor - Armorwear
50 Credits - 2 Itemslots - Common Rarity
+2 Armor
-- -- -- --
[Hevarmor Cap]
Heavy Armor - Helmet
40 Credits - 1 Itemslot - Common Rarity
+1 Armor
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Various’’
Rating: N/A
-- -- -- ---- -- -- ---- -- -- --
Cost: 0 Points
-- -- -- ---- -- -- --
[Tarnished Selarmor Cap]
Light Armor - Helmet
20 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Tarnished Miliarmor Cap]
Medium Armor - Helmet
20 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Tarnished Hevarmor Cap]
Heavy Armor - Helmet
20 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Normal Clothes]
Unarmored - Armorwear
30 Credits - 2 Itemslots - Common Rarity
-- -- -- --
[Traveler's Clothes]
Unarmored - Armorwear
30 Credits - 2 Itemslots - Common Rarity
-- -- -- --
[Posh Clothes]
Unarmored - Armorwear
30 Credits - 2 Itemslots - Common Rarity
-- -- -- --
[Downtrodden Clothes]
Unarmored - Armorwear
30 Credits - 2 Itemslots - Common Rarity
-- -- -- --
[Hat]
Unarmored - Helmet
20 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Bandana]
Unarmored - Helmet
20 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Hood]
Unarmored - Helmet
20 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Cowl]
Unarmored - Helmet
20 Credits - 1 Itemslot - Common Rarity
--
-- -- --
==Boots & Gloves==
Boots and gloves each occupy a separate slot of equipment.
Boots and gloves are not considered armor and do not provide AC.
To equip a piece of armor, your character must be capable of meeting its individual stat and/or level requirements.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Boots & Gloves’’
Rating: N/A
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Points
-- -- -- ---- -- -- --
[Magboots]
Equipment - Footwear
50 Credits - 1 Itemslot - Common Rarity
Allows the wearer to grip to a metal surface by their feet.
-- -- -- ---- -- -- ---- -- -- --
Cost: 0 Points
-- -- -- ---- -- -- --
[Petty Plain Boots]
Equipment - Footwear
5 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Petty Plain Gloves]
Equipment - Handwear
5 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Petty Leather Boots]
Equipment - Footwear
5 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Petty Leather Gloves]
Equipment - Handgear
5 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Petty Metal Greaves]
Equipment - Footwear
5 Credits - 1 Itemslot - Common Rarity
-- -- -- --
[Petty Metal Guantlets]
Equipment - Handgear
5 Credits - 1 Itemslot - Common Rarity
--
-- --
==Energy Shields==
Energy shields occupy a unique slot when equipped.
Bonuses from energy shields are only applied while the character’s shield is active.
Energy shields provide an additional layer of SP that must be depleted before a character may take damage to their HP.
Damage from an attack that would cause a character’s SP to reduce below 0 is not carried over to their HP.
When combat resolves, energy shields restore to 50% of their maximum value.
When a character’s energy shield is broken, their defense type defaults to KE rather than the type provided by their equipped shield.
To equip a shield, your character must be capable of meeting its individual stat and/or level requirements.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Energy Shields’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Heavy Kinetic Shield Layer]
(Requires 10 INT)
KE Defense - Shield
75 Credits - 2 Itemslots - Common Rarity
+20 SP
Vulnerable to CE attacks.
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Points
-- -- -- ---- -- -- --
[Kinetic Shield Layer]
(Requires 6 INT)
KE Defense - Shield
50 Credits - 1 Itemslot - Common Rarity
+10 SP
Vulnerable to CE attacks.
-- -- -- --
[Chemical Shield Layer]
(Requires 8 INT)
CE Defense - Shield
50 Credits - 1 Itemslot - Common Rarity
+10 SP
Extra effective against CE attacks, but vulnerable to TE attacks.
-- -- -- --
[Electric Shield Layer]
(Requires 8 INT)
EE Defense - Shield
50 Credits - 1 Itemslot - Common Rarity
+10 SP
Extra effective against EE attacks, but vulnerable to LE attacks.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Exotic Energy Shields’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Plasma Shield Layer]
(Requires 10 INT)
TE Defense - Shield
75 Credits - 1 Itemslot - Common Rarity
+10 SP
Extra effective against TE attacks, but vulnerable to KE attacks.
-- -- -- --
[Lambent Shield Layer]
(Requires 10 INT)
LE Defense - Shield
75 Credits - 1 Itemslot - Common Rarity
+10 SP
Extra effective against LE attacks, but vulnerable to DE attacks.
--
-- --
==Weapons==
Weapons occupy one of or both the Left/Right Hand or Other Equip slots.
Damage bonuses and attack effects from weapons are only applied when those weapons are used to make an attack.
Passive bonuses from weapons apply as long as the weapon is equipped, regardless of if that weapon is being used to make an attack.
Attacks may be made with any equipped weapons, including those equipped in the other equip slot.
To dual-wield two weapons, your character must be capable of meeting their combined stat requirements and their level requirements individually.
When dual-wielding, the first attack made on a turn is a Major Action and deals full damage while the second attack made on a turn is a Minor Action and takes a penalty of -50% damage.
Successful critical attack rolls made with dual-wielded weapons deal their normal critical damage.
To equip a weapon, your character must be capable of meeting its individual stat and/or level requirements.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Mid-Range Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require KE or CE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Heavy Avenrifle]
(Requires 12 ACC) (Requires KE or CE ammo)
2H Artillery Weapon - Left/Right Hand 
75 Credits - 2 Itemslots - Common Rarity
+6 Damage 
(10 Range)
An attack and a movement action can't be made on the same turn.
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Avenrifle]
(Requires 11 ACC) (Requires KE or CE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+3 Damage 
(10 Range)
-- -- -- --
[Avengun]
(Requires 10 ACC) (Requires KE or CE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+4 Damage 
(8 Range)
-- -- -- --
[Avenpistol]
(Requires 6 ACC) (Requires KE or CE ammo)
1H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+2 Damage 
(8 Range)
-- -- -- --
[Hideaway Avenpistol]
(Requires 3 ACC) (Requires KE or CE ammo)
.5H Artillery Weapon - Left/Right Hand 
30 Credits - 1 Itemslot - Common Rarity
(5 Range)
-- -- -- --
‘’Type: Long-Range Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require KE or CE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Saba Ultrarifle]
(Requires 12 ACC) (Requires KE or CE ammo)
2H Artillery Weapon - Left/Right Hand 
75 Credits - 2 Itemslots - Common Rarity
+4 Damage 
(1-30 Range)
An attack and a movement action can't be made on the same turn.
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Sabarifle]
(Requires 10 ACC) (Requires KE or CE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+4 Damage 
(15 Range)
An attack and a movement action can't be made on the same turn.
-- -- -- --
[Sabapistol]
(Requires 7 ACC) (Requires KE or CE ammo)
1H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+1 Damage 
(12 Range)
-- -- -- --
‘’Type: Automatic Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require KE or CE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Heavy Autogun]
(Requires 11 ACC) (Requires KE or CE ammo)
2H Artillery Weapon - Left/Right Hand 
75 Credits - 2 Itemslots - Common Rarity
+0 Damage 
(5 Range)
Make 3 separate attack rolls with a penalty of -50% damage to the second and third attack rolls.
Make one critical attack roll that applies to all three attack rolls.
The AC of the target applies individually to each attack roll.
An attack and a movement action can't be made on the same turn.
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Autogun]
(Requires 9 ACC) (Requires KE or CE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+1 Damage 
(5 Range)
Make 2 separate attack rolls with a penalty of -50% damage to the second attack roll.
Make one critical attack roll that applies to both attack rolls.
The AC of the target applies individually to each attack roll.
-- -- -- --
[Autopistol]
(Requires 6 ACC) (Requires KE or CE ammo)
1H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+0 Damage 
(3 Range)
Make 2 separate attack rolls with a penalty of -50% damage to the second attack roll.
Make one critical attack roll that applies to both attack rolls.
The AC of the target applies individually to each attack roll.
-- -- -- --
‘’Type: Spreadshot Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require KE or CE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Ultra Grungun]
(Requires 11 ACC) (Requires KE or CE ammo)
2H Artillery Weapon - Left/Right Hand 
75 Credits - 2 Itemslots - Common Rarity
(4 Range)
Hits up to 3 additional enemy targets along the path to the target; dealing damage to nearest targets first; with a penalty of -50% damage to all targets after the first.
Deals +5 damage to targets at melee range.
Deals +4 damage to targets at 1 range.
Deals +3 damage to targets at 2 range.
Deals +2 damage to targets at 3 range.
An attack and a movement action can't be made on the same turn.
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Grungun]
(Requires 8 ACC) (Requires KE or CE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
(3 Range)
Hits up to 2 additional enemy targets along the path to the target; dealing damage to nearest targets first; with a penalty of -50% damage to all targets after the first.
Deals +5 damage to targets at melee range.
Deals +4 damage to targets at 1 range.
Deals +3 damage to targets at 2 range.
-- -- -- --
‘’Type: Infiltration Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require KE or CE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Points
-- -- -- ---- -- -- --
[Elgin Pistol]
(Requires 8 DEX) (Requires KE or CE ammo)
.5H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+2 Damage
(5 Range)
Deals an additional +2 Damage for attacks made at melee range.
Attacks made with this weapon are determined by DEX.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Exotic Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require TE or LE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Enrifle]
(Requires 12 ACC) (Requires TE or LE ammo)
2H Artillery Weapon - Left/Right Hand 
75 Credits - 1 Itemslot - Common Rarity
+4 Damage 
(15 Range)
An attack and a movement action can't be made on the same turn.
-- -- -- --
[Engun]
(Requires 10 ACC) (Requires TE or LE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+4 Damage 
(8 Range)
-- -- -- --
[Automatic Engun]
(Requires 9 ACC) (Requires TE or LE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+1 Damage 
(5 Range)
Make 2 separate attack rolls with a penalty of -50% damage to the second attack roll.
Make one critical attack roll that applies to both attack rolls.
The AC of the target applies individually to each attack roll.
-- -- -- --
[Spreadshot Engun]
(Requires 8 ACC) (Requires TE or LE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
(3 Range)
Hits up to 2 additional enemy targets along the path to the target; dealing damage to nearest targets first.
Deals +5 damage to targets at melee range.
Deals +4 damage to targets at 1 range.
Deals +3 damage to targets at 2 range.
-- -- -- --
[Enpistol]
(Requires 6 ACC) (Requires TE or LE ammo)
1H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+2 Damage 
(8 Range)
-- -- -- --
[Hideaway Engun]
(Requires 3 ACC) (Requires TE or LE ammo)
.5H Artillery Weapon - Left/Right Hand 
30 Credits - 1 Itemslot - Common Rarity
(5 Range)
-- -- -- --
[Elgin Enpistol]
(Requires 8 DEX) (Requires TE or LE ammo)
.5H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+2 Damage
(5 Range)
Deals an additional +2 Damage for attacks made at melee range.
Attacks made with this weapon are determined by DEX.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Electric Melee and Artillery Weapons’’
Rating: Level 1
‘WARNING: These weapons require EE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Zaprifle]
(Requires 10 ACC) (Requires EE ammo)
1.5H Artillery Weapon - Left/Right Hand 
60 Credits - 1 Itemslot - Common Rarity
+3 EE Damage
(10 Range)
If the target has no shield left, deals an additional +3 Fatigue Damage.
-- -- -- --
[Zapgun]
(Requires 8 ACC) (Requires EE ammo)
1H Artillery Weapon - Left/Right Hand 
50 Credits - 1 Itemslot - Common Rarity
+2 EE Damage 
(7 Range)
If the target has no shield left, deals an additional +2 Fatigue Damage.
-- -- -- --
[Zapper]
(Requires 7 STR) (Requires EE ammo)
1H Electric Melee Weapon - Left/Right Hand
50 Credits - 1 Itemslot - Common Rarity
+3 EE Damage
If the target has no shield left, deals an additional +3 Fatigue Damage.
-- -- -- --
[Hideaway Zapgun]
(Requires 5 ACC) (Requires EE ammo)
.5H Artillery Weapon - Left/Right Hand 
30 Credits - 1 Itemslot - Common Rarity
+0 EE Damage 
(5 Range)
If the target has no shield left, deals an additional +1 Fatigue Damage.
-- -- -- --
[Mini-Zapper]
(Requires 5 STR) (Requires EE ammo)
.5H Electric Melee Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
+1 EE Damage
If the target has no shield left, deals an additional +1 Fatigue Damage.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Power Sabres’’
Rating: Level 1
‘WARNING: Requires mastery in Power Sabres, a Sabreur unique ability, otherwise receives a penalty of -50% damage.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Lambent Daisabre]
(Requires 12 DEX)
2H Sabre - Left/Right Hand
75 Credits - 2 Itemslots - Common Rarity
+6 LE Damage 
If the target has no shield remaining, deals an additional +6 Damage. 
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Lambent Sabre]
(Requires 9 DEX)
1.5H Sabre - Left/Right Hand
60 Credits - 1 Itemslot - Common Rarity
+4 LE Damage
If the target has no shield remaining, deals an additional +4 Damage. 
-- -- -- --
[Lambent Dagger]
(Requires 6 DEX)
.5H Blade Weapon - Left/Right Hand or Other Equip
50 Credits - 1 Itemslot - Common Rarity
+2 LE Damage
If the target has no shield remaining, deals an additional +2 Damage. 
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Power Lances’’
Rating: Level 1
‘WARNING: Requires mastery in Power Lances, a Dragoon unique ability, otherwise receives a penalty of -50% damage.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Plasma Greatlance]
(Requires 12 DEX)
2H Sabre - Left/Right Hand
75 Credits - 2 Itemslots - Common Rarity
+4 TE Damage 
(2 Range)
If the target has shield remaining, deals an additional +4 Damage.
 
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Plasma Lance]
(Requires 9 DEX)
1.5H Sabre - Left/Right Hand
60 Credits - 1 Itemslot - Common Rarity
+3 TE Damage 
(1 Range) 
If the target has shield remaining, deals an additional +3 Damage. 
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Power Bows’’
Rating: Level 1
‘WARNING: Requires mastery in Power Bows, an Arblast unique ability, otherwise receives a penalty of -50% damage.
These weapons require LE, TE, or EE ammo to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 2 Points
-- -- -- ---- -- -- --
[Ultra Arblast]
(Requires 12 DEX)
2H Arblast - Left/Right Hand 
75 Credits - 2 Itemslots - Common Rarity
+4 Damage 
(1-12 Range)
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Arblast]
(Requires 9 DEX)
1.5H Arblast - Left & Right Hand
60 Credits - 1 Itemslot - Common Rarity
+3 Damage
(1-7 Range)
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Kinetic Melee and Ranged Weapons’’
Rating: Level 1
‘WARNING: A character should not rely exclusively on this type of weapons.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Fancy Cane]
(No Requirements)
1.5H Blunt Weapon - Left/Right Hand
30 Credits - 2 Itemslots - Common Rarity
+1 CHA
Ignores shields.
Deals damage to fatigue.
-- -- -- --
[Military Backsword]
(Requires 5 STR)
1H Blade Weapon - Left/Right Hand
40 Credits - 1 Itemslot - Common Rarity
+2 KE Damage
Ignores shields.
-- -- -- --
[Fireaxe]
(Requires 5 STR)
1H Blade Weapon - Left/Right Hand
40 Credits - 1 Itemslot - Common Rarity
+2 KE Damage
Ignores shields.
-- -- -- --
[Billyjack]
(Requires 5 STR)
1H Blunt Weapon - Left/Right Hand 
40 Credits - 1 Itemslot - Common Rarity
+2 KE Damage
Ignores shields.
Deals damage to fatigue.
-- -- -- --
[Dueling Space Rapier]
(Requires 5 DEX)
1H Piercing Weapon - Left/Right Hand
40 Credits - 1 Itemslot - Common Rarity
+2 KE Damage
Ignores shields.
-- -- -- --
[Throwing Billyjacks]
Bundle of Jacks
(Requires 5 STR, 6 DEX)
1H Blunt Weapon - Left/Right Hand
40 Credits - 1 Itemslot - Common Rarity
+1 KE Damage 
(3 Range)
Ignores shields.
Deals damage to fatigue.
-- -- -- --
[Smart Pointing Stick]
(No Requirements)
.5H Blunt Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
+1 INT
Ignores shields.
Deals damage to fatigue.
-- -- -- --
[Shank]
(Requires 3 STR)
.5H Blade Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
+1 KE Damage
Ignores shields.
-- -- -- --
[Utility Hatchet]
(Requires 3 STR)
.5H Blade Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
+1 KE Damage
Ignores shields.
-- -- -- --
[Baton]
(Requires 3 STR)
.5H Blunt Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
+1 KE Damage
Ignores shields.
Deals damage to fatigue.
-- -- -- --
[Throwing Shanks]
Bundle of Daggers
(Requires 3 STR, 5 DEX)
.5H Blade Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
(3 Range)
Ignores shields.
-- -- -- ---- -- -- ---- -- -- --
Cost: 0 Points
-- -- -- ---- -- -- --
[Walking Staff]
(No Requirements)
1.5H Blunt Weapon - Left/Right Hand
30 Credits - 2 Itemslots - Common Rarity
+1 KE Damage
Ignores shields.
-- -- -- --
[Throwing Darts]
Bundle of Darts
(Requires 4 DEX)
.5H Piercing Weapon - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
(5 Range)
No critical attack rolls.
Ignores shields.
--
-- --
==Ammunition==
Ammunition occupies a unique slot when equipped.
Bonuses from ammunitions are only applied while the character’s ammunition is not depleted.
Multiple ammunitions can be equipped, if multiple weapons are equipped.
Damage type caused by attacks are determined by the type of ammunition equipped.
Each attack roll drains 1 ammunition, unless the ammunition supply is unlimited.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Ammunition’’
Rating: Level 1
‘WARNING: These ammunitions require compatible weapons to be used.’
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Armor-Piercing Rounds]
20/20 Ammo
Kinetic Bullets – Ammunition
30 Credits - Common Rarity
+1 KE Damage
Ignores up to 3 points of AC.
-- -- -- --
[Hollowpoint Rounds]
20/20 Ammo
Kinetic Bullets – Ammunition
30 Credits - Common Rarity
+1 KE Damage
If the target has 0 AC and 0 SP, deals 200% the combined equipped weapons and ammo Damage bonus.
-- -- -- --
[Acid Rounds]
20/20 Ammo
Chemical Bullets – Ammunition
30 Credits - Common Rarity
+1 CE Damage
Reduces the targets AC by -1, for 1 turn; this effect stacks.
-- -- -- --
[Burning Component Rounds]
20/20 Ammo
Chemical Bullets – Ammunition
30 Credits - Common Rarity
+1 CE Damage
Deals 1 damage each turn, for 3 turns; this effect stacks.
-- -- -- --
[Magnetic Battery Pack]
20/20 Ammo
Electricity Generator – Ammunition
30 Credits - Common Rarity
+1 EE Damage
If the target is vulnerable to EE damage, adds an additional advantage to the attack.
-- -- -- --
[Shieldbreaker Cells]
20/20 Ammo
Plasma Generator – Ammunition
30 Credits - Common Rarity
+1 TE Damage
If the target has shield remaining, deals 200% the combined equipped weapons and ammo Damage bonus.
-- -- -- --
[Hyperburn Cells]
20/20 Ammo
Lambent Generator – Ammunition
30 Credits - Common Rarity
+1 LE Damage
If the target has no shield remaining, deals 200% the combined equipped weapons and ammo Damage bonus.
-- -- -- ---- -- -- ---- -- -- --
Cost: 0 Points
-- -- -- ---- -- -- --
[Kinetic Rounds]
Unlimited Ammo
Kinetic Bullets – Ammunition
5 Credits - Common Rarity
KE Damage
-- -- -- --
[Chemical Rounds]
Unlimited Ammo
Chemical Bullets – Ammunition
5 Credits - Common Rarity
CE Damage
-- -- -- --
[Battery Pack]
Unlimited Ammo
Electricity Generator – Ammunition
5 Credits - Common Rarity
EE Damage
-- -- -- --
[Plasma Cells]
Unlimited Ammo
Plasma Generator – Ammunition
5 Credits - Common Rarity
TE Damage
-- -- -- --
[Lambent Cells]
Unlimited Ammo
Lambent Generator – Ammunition
5 Credits - Common Rarity
LE Damage
--
-- --
==Other Items==
Other items may occupy various item slots.
Consumable items do not need to be equipped to be used.
Bonuses from other items are only applied as long as they are equipped.
Damage caused by grenades is decided by ACC or DEX, whichever is higher.
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‘’Type: Security Hacking’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Novice Hacking Interface]
Hacking Interface – Class Item
50 Credits - 1 Itemslot - Common Rarity
Allows the unlocking of up to Grade 3 locks, with the Security Hacking ability.
Can be used as a minor or major action during combat.
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‘’Type: Medical Equipment’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Novice Medkit]
15/15 Uses
Medicine – Class Item
50 Credits – 1 Itemslot - Common Rarity
Allows the healing of wounds, with Medic abilities.
Can be used as a minor or major action during combat.
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‘’Type: Grenades’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
2x [Frag Grenade]
Grenade - Consumable
30 Credits - Common Rarity
+2 KE Damage
(7 Range) (2 Splash Radius)
-- -- -- --
2x [Pyro Grenade]
Grenade - Consumable
30 Credits - Common Rarity
+0 CE Damage
(7 Range)(2 Splash Radius)
No critical attack rolls.
Deals an additional turn of damage to any targets hit by its original explosion.
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‘’Type: Restoration’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
3x [Minor Health Stimpaks]
Stimpak - Consumable
25 Credits - Common Rarity
Restores +10 HP when used; one stim is permanently consumed when used.
-- -- -- --
3x [Minor Stamina Stimpaks]
Stimpak - Consumable
25 Credits - Common Rarity
Restores -10 FP when used; one stim is permanently consumed when used.
-- -- -- --
3x [Minor Shield Regenerators]
Regenerator - Consumable
25 Credits - Common Rarity
Restores +10 SP when used; this can be used to restore a broken shield; one regenerator is permanently consumed when used.
-- -- -- ---- -- -- ---- -- -- ---- -- -- ---- -- -- --
‘’Type: Various’’
Rating: Level 1
-- -- -- ---- -- -- ---- -- -- --
Cost: 1 Point
-- -- -- ---- -- -- --
[Hololight Generation Orb]
Equipment - Left/Right Hand or Other Equip
30 Credits - 1 Itemslot - Common Rarity
Provides additional lighting in the dark; capable of placing temporary light sources.
-- -- -- --
[Tarnished Brass Ring]
Jewelry - Ring 1-4
30 Credits - 1 Itemslot - Common Rarity
+1 Maximum Fatigue
-- -- -- --
[Tarnished Brass Necklace]
Jewelry - Amulet
30 Credits - 1 Itemslot - Common Rarity
+2 Initiative
-- 
-- --
Category:Prophecy of the Fated