| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Burning sigils |
| Tags |
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
STUN
Those damaged by this weapon cannot move or act until their current HP changes. |
Generate gear
| Weapon |
Bolt-action rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Alligator skin accents |
| Tags |
ARMOR-PIERCING
Attacks with this weapon ignore ARMOR bonuses granted by physical means.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
ARMOR-PIERCING
Attacks with this weapon ignore ARMOR bonuses granted by physical means. |
| Armor |
Combat shield
0 ARMOR, (accessory) |
|---|
| Contents | 1D6 Armor |
|---|
| Contents | Uniforms (Standard, or 1-in-1D6: High-ranking) |
|---|
| Vehicle |
Fighter aircraft
12 HP, 1 ARMOR |
|---|---|
| Attachments |
Mounted grenade launcher
1D6 DAMAGE
Mine dropper
1D6 DAMAGE, 1D6 mines
Side hazards (e.g. spikes, laser jets)
3 DAMAGE |
| Tag |
BANE
Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected. |
|---|
| Cyclops Gadget |
Teleporter relay
The chest-mounted teleporter relay instantly transports the user to the nearest CYCLOPS facility when the cord is pulled. CYCLOPS has no way to identify who is using a relay until target-site atomic reconstruction is complete, which can lead to major confusion if the incoming user turns out to be an enemy operative. |
|---|
| Tag |
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
|---|
| Contents | Ammunition (1D6 types, e.g. bullets, rockets, etc.) |
|---|