Gear

Misc Gear You can carry up to 3 misc items for no CU. Each Misc item over 3 is 1 CU. Ignore any listed weight value.

Gear Cost Weight effect
Pen 1 It Writes!
Invisible Ink 3 Writes hidden messages. Has a trigger that makes it appear such as heat, vinegar, oil, etc.
Paper 1 1 100 sheets, you can write on it.
Sealing Wax 1 Complete with a sealing stamp! Unbroken seals convey this message is real.
Books 2 1 Books, Varies
Playing Cards 1 Playing Cards
Marbles 1 Marbles
Backpack 4 A high quality backpack. Increase your CU by 1.
Camera 4 1 Take high resolution photos. Grants recall of a situation and can be published.
Gas Mask 4 +10 to saves vs inhaled poison and toxins.
Goggles 2 +2 to saves vs blind and flashbangs.
Binocular 3 reduce the penalty for detection for range by 10.
Thermal Binocular 12 reduce the penalty for detection for range by 10. +2 to detection. Darkvision.
Rappelling gloves 5 1 Can be used as unarmed weapons equivalent to Plated fist. Can be enhanced as a weapon. Cannot wield an item. +3 to athletics check to climb.
Grappling Hook 2 (weight of rope) Can be thrown and attached to a ledge with an athletics check, needing 1 net hit for every 3 hexes high. If attached with a rope the climb is set to easy (2).
Grappling Gun 5 (weight of rope)+1 Used as grappling hook but automatically attaches up to the maximum length of the rope.
Lantern 2 1 Increases the light level by 2 in a 5 hex radius and by 1 level in an additional 5 hex radius.
Flashlight/Bullseye Lantern 3 1 Increases the light level by 2 for 20 hexes in a cone in front of you, and 1 level for an additional 20 hexes.
Miners Helmet 7 1 As a flashlight but hands free.
Torch 1 1 Increases light level by 1 in a 3 hex radius. Can be used as an improvised weapon that does +2 fire damage with catch fire (1).
Glow Stick 1 Increases light level by 1 in a 1 hex radius. Can be worn.
Saddle 2 2 Grants a +1 on ride checks to avoid falling off.
Saddlebags 2 2 Doubles the carry capacity of its mount or vehicle. Saddlebags add no CU for being worn, the weight is for if someone is carrying it.
Saddle & bags 3 2 Grants a +1 on ride checks to avoid falling off. Doubles the carry capacity of its mount or vehicle. Saddlebags add no CU for being worn, the weight is for if someone is carrying it.
Masterwork Saddle 5 2 Grant a +1 on all ride checks.
Masterwork Saddle & Saddlebags 6 2 Grant a +1 on all ride checks. Doubles the carry capacity of its mount or vehicle. Saddlebags add no CU for being worn, the weight is for if someone is carrying it.
Exotic Saddle 5 2 Grants a +1 on ride checks to avoid falling off of unusual mounts.
Exotic Saddle & bags 6 2 Grants a +1 on ride checks to avoid falling off of unusual mounts. Doubles the carry capacity of its mount or vehicle. Saddlebags add no CU for being worn, the weight is for if someone is carrying it.
Exotic Masterwork Saddle 8 2 Grant a +1 on all ride checks for unusual mounts.
Exotic Masterwork Saddle & bags 9 2 Grant a +1 on all ride checks for unusual mounts. Doubles the carry capacity of its mount or vehicle. Saddlebags add no CU for being worn, the weight is for if someone is carrying it.
Bandolier/Quiver 4 - reduces the total weight of ammo by 1 CU
Holster/Scabbard 3 You may draw your weapon as a free action.
Concealed Holster/Scabbard 5 You may draw your weapon as a free action. You gain a +1 to Legerdemain to hide the weapon on your body.
Speed Loader 4 You reduce the reload time of a revolver by 1.
Soap 1 A bar of soap
Compass 1 +1 on survival checks to avoid getting lost
Map 2 +2 on survival checks to avoid getting lost in a specific region.
Fishing Net 2 3 +2 on survival checks to gather food when water is nearby.
Fishing Pole 3 1 +1 on survival checks to gather food when water is nearby.
Flint 1 With steel grants a +3 to survival to start a fire.
Rope 1 2 20 hexes of rope. Cannot fall more than 10 feet when falling and tied off.
Silk Rope 4 1 20 hexes of rope. Cannot fall more than 10 feet when falling and tied off. Sets climb threshold to a maximum of 2.
Crowbar 1 1 Grants a +3 to strength checks to open locked or stuck objects. If used as an improvised weapon it is a medium weapon and has +1 to DV. May be enhanced as a weapon if so desired.
Glue 1 Sticks things together.
Glue Solvent 1 Breaks things stuck together with glue or other adhesives.
Flask (x2) 1 Carries liquid. Potions or booze, and many styles
Manacles 2 1/2 (0 if only 1 unit carried) Set Legerdemain escape threshold to 3
Masterwork Manacles 5 1/2 (0 if only 1 unit carried) Set Legerdemain escape threshold to 4
Transport Cuffs 6 1/2 (0 if only 1 unit carried) Set Legerdemain escape threshold to 5
Masterwork Transport Cuffs 9 1/2 (0 if only 1 unit carried) Set Legerdemain escape threshold to 6
Lock, Low 1+threshold Varies Threshold 1-2 locks. Could be door locks, pad locks, etc.
Lock, Medium 2+threshold Varies Threshold 3-4 locks. Could be door locks, pad locks, etc.
Lock, Hard 3+threshold Varies Threshold 5-6 locks. Could be door locks, pad locks, etc.
Lock, Impossible 11 Varies Threshold 7 locks. Could be door locks, pad locks, etc.
Flotation Device 2 1 +1 on athletics checks to swim while staying above water.
Whistle 1 Can be heard clearly from a quarter mile away. Can be heard from further but every quarter mile after requires a +1 threshold check vs detection.
Instrument 2 Varies Can make a perform check.
Masterwork Instrument 4 Varies Can make a performance at +1
Handheld PC/Cellphone 12 1
Lineman Telephone 8® 3 1 With a successful security you hack into a hard line and may listen in
Cellular Interceptor 14 I (4) 4 With a successful security you may hack a cellular or Wifi device with in 200 meters and listen in on the conversation.
Bug 9® 7 Plant somewhere and listen on any conversation within 5 meters of the bug.
Alchemists Lab 9 25 Can brew potions at a lab. Reduce the resource cost of potions by another 25%
Alchemists Lab 14 25 Can brew potions at a lab. Reduce the resource cost of potions by another 25% Brew 1 additional potion with lab.
Life Style Cost effect
Meal, Low Quality 1 Fast Food, Slop.
Meal, Standard 2 Low qua
Buy a round of drinks 3
Room, Dump 2 Renting a dump!
Long Term Room, Loft 2 A one room studio
Gear Cost Weight effect
Bedroll 2 2 Helps keep warm. +1 on saves vs cold elements.
Hammock 1 Sleep above the ground.
Thermal Bedroll 6 2 Gives the user +3 on saves vs cold.
Small Tent 3 2 Holds 2 people. Helps protect from elements. +1 to save vs the elements.
Medium Tent 5 4 Holds 4 People. Helps protect from elements. +1 to save vs the elements.
Large Tent 8 6 Holds 6 People. Helps protect from elements. +1 to save vs the elements.
Pavilion Tent 10 8 Holds 10 creatures. Can accommodate a fire. Helps protect from elements. +1 to save vs the elements.
Desktop PC 12 18
Laptop 12 6
Provisions – Food/water 2 1 1 week of food and water. May include cookers, Flint salt as appropriate for the setting.
Kits Cost Weight Uses Notes
Pick Lock Kit 2® 1 - Can be used to pick locks.
Masterwork Thieves Tools/Autopicker 5® 3 - +1 to security checks made with these tools.
Tools 2 4 Various tools depending on the craft.
Masterwork Tools 5 4 Various tools depending on the craft. Grants a +1 to the required check when using these tools.
Healers Kit 4 3 5 As a full round action you can attempt to heal or cure as the spell.
Masterwork Healers Kit 6 3 5 As a full round action you can attempt to heal or cure as the spell at a +1
Surgeons Kit 8 4 5 As a full round action you can attempt to cure or Heal as their respective spells at a +2. You may perform a surgery with this kit.
Masterwork Surgeons Kit 10 4 5 As a full round action you can attempt to ccue or Heal as their respective spells at a +3. You may perform a surgery with this kit at +1.
Climbers Kit 5 3 Pitons, rope and hammer. Grants a +2 to climb checks and can’t fall when using.
Masterwork Climbers Kit 7 3 Pitons, rope and hammer. Grants a +3 to climb checks and can’t fall when using.
Disguise Kit 2 3 5 This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
Masterwork Disguise Kit 5 3 5 This kit contains tools like makeup and fake facial hair, and provides a +3 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
Forgers Kit 7® 2 1 +2 to forgery.
Masterwork Forgers Kit 9® 4 1 +3 to forgery.
Alchemists Kit 4 2 5 You may make potions in the field. Reduce the resource cost of potions by another 25% Makes 5 batches of potions before expended.
Masterwork Alchemists Kit 6 2 5 You may make potions in the field. Reduce the resource cost of potions by another 25% Makes 5 batches of potions before expended. Make 1 additional potion per successful craft.

Gear

BASICS 2.0 underableedingsun