Mutations List
The GM is free to veto this Negative character is supposed to be able to
Complication if they do not think you remember during these amnesia
will respect the limits of what your spells.
Reduced Attribute (Major)
Some part of you has been severely • 5= -3 Charisma
diminished by the work of the virus. • 6= -3 Intelligence
• 7= -3 to GM’s Choice
You may take this Mutation up to three • 8= -3 to Player’s Choice
times. Each time you take it, roll 1d8
and consult the following chart. This Mutation may not decrease an
Attribute below 1. If that would
• 1= -3 Strength happen, you instead do not take this
• 2= -3 Health Mutation, and you are locked out of
• 3= -3 Reflexes attempting to take it again.
• 4= -3 Willpower
Seizures
Under stress, you sometimes go into Each fit of seizures lasts for for 1d6
convulsions. At the start of each Rounds. If a teammate gets to you and
combat, make a Challenging Health spends 1 Action to inject an
Saving Throw (TN 9) or go into anticonvulsant, your seizures stop at
seizures. While you are seizuring, you the end of the current Round and you
are unable to act and take 1d4 Drain may act normally in the next one.
damage at the end of each Round.
Vocal Outbursts
They just seem to happen, whether Throw (TN 9) from you. On a failure,
you want them to or not. Any time you you shout out something that—at
are in a stressful situation, the GM can best—breaks your cover, and at worst
call for a Challenging Willpower Saving gives useful information to the enemy.
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Nanotech List
host. Once there, they consume the
body’s iron to reproduce and build
colonies that perform specific
functions, doing everything from
subtly rewiring how their host’s
nervous system works to giving them
the ability to shoot lightning from their
palms.
Characters may spend their
Metahuman Points to acquire
Nanotech during character creation, or
they may acquire them during play by
spending Experience Points.
Compared with Cybertech, Nanotech is
always illegal.
Nanotech is derived from closely The amount of Nanotech a character
guarded, trade-secret corporate can have is capped by their
serums that are injected into the Technology Limit Range.
bloodstream of a willing (or unwilling)
Mutants and the Non Powered
Archetype may not acquire Nanotech.
Advanced Antibodies
A highly specialized nanocolony Range: Self
roams your blood, filtering out toxins Metahuman Point Cost: 1
and pathogens. Despite the product Credits Cost: 500
name, no actual antibodies are Limit Points: 1
involved. Notes:
Activation: Passive You receive a -2 TN bonus on all rolls
Energy Point Cost: N/A to resist sickness, disease, and
Duration: Permanent poison.
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Analgesic Floodgate
Whenever your body’s discomfort Range: Self
passes a certain threshold, your Metahuman Point Cost: 1
system floods itself with endorphins Credits Cost: 5,000
and painkillers. Limit Points: 1
Notes:
Activation: Passive
Energy Point Cost: N/A You receive a -2 TN bonus on rolls to
Duration: Immediate resist pain, stun, or unconsciousness.
Artemis Colony Dispersal
A wave of nanites sweeps through You may take this power multiple
your system, congregating along times at no additional Limit Point cost.
peripheral nerve pathways and in your Each time you do, pick a different
skin. These nanites are highly category of weapons (handguns,
conductive and form relays that shotguns, machetes, etc). You receive
enhance the speed of nerve signals, -2 TN to hit with that category of
subtly increasing reaction times and weapons..
input processing, with the minor
tradeoff that you feel vaguely like Gib (Artemis Colony Dispersal
they’re hallucinating most of the time. required)
Activation: Passive Your target’s vitals are highlighted,
Duration: Permanent encouraging you to aim for the spots
that will deal the most damage.
Select one or more sub-abilities,
paying the appropriate costs for each. Activation: Reflexive
Minor: +1d6 damage
Aimbot (Artemis Colony Dispersal Moderate: +2d6 damage
required) Energy Point Cost: 0 Minor, 1
Moderate
The colony tells you where to shoot. Duration: Immediate
Range: Self
Activation: Reflexive Metahuman Point Cost: 2 Minor, 3
Energy Point Cost: 1 Moderate
Duration: Scene Credits Cost: 25,000 Minor, 50,000
Range: Self Moderate
Metahuman Point Cost: 2 Limit Points: 3
Credits Cost: 10,000 Notes:
Limit Points: 2
Notes: You may take this power multiple
times at no additional Limit Point cost.
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Each time you do, pick a different Range: Self
category of weapons (handguns, Metahuman Point Cost: 2
shotguns, machetes, etc). You deal Credits Cost: 20,000
additional damage with that category Limit Points: 1
of weapons. Notes:
Twitchspeed (Artemis Colony Attempts to hit you suffer a +1 TN
Dispersal required) penalty.
Subtle stimulation of your nervous Selective Joint Reinforcement
system keeps you jittery and ready for (Artemis Colony Dispersal required)
violence.
The places where your body is most
Activation: Reflexive vulnerable have been subtly shored up
Energy Point Cost: 1 with impact-absorbing cushions made
Duration: Scene of durable nanofiber.
Range: Self
Metahuman Point Cost: 2 Activation: Passive
Credits Cost: 20,000 Energy Point Cost: N/A
Limit Points: 1 Duration: Permanent
Notes: Range: Self
Metahuman Point Cost: 2
You receive +3 Initiative. You may Credits Cost: 50,000
activate this nanotech once per Scene. Limit Points: 3
Notes:
Bulletdodge (Artemis Colony
Dispersal required) You receive +7 Protection to the Arms,
Hands, Legs, and Feet Hit Locations.
The Artemis Colony analyzes incoming These Hit Locations no longer get
attacks and assists in moving you out disabled when they sustain 25% of
of the way. your maximum Hit Points in a single
blow. Instead they must take 60% of
Activation: Passive your maximum Hit Points in a single
Energy Point Cost: N/A blow in order to snap.
Duration: Permanent
Audio-Crusher (P)
Speakers in your chest generate sonic Moderate: 2d8 damage
frequencies that can mangle solid Major: 3d8 damage
material. Add-Ons: +4 Metahuman Points or
+20,000 Credits to gain the Crusher
Activation: Action special ability (see Notes)
Minor: 1d8 damage Energy Point Cost: 1 Minor, 2
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Moderate, 3 Major If you have the Crusher special ability
Duration: Immediate (see Add-Ons) and you attack a
Range: 10 yards nonliving target, they must make an
Metahuman Point Cost: 2 Minor, 3 Opposition Roll using their Willpower
Moderate, 5 Major Saving Throw vs the total damage you
Credits Cost: 30,000 credits Minor, rolled on your attack. If they fail, their
60,000 credits Moderate, 90,000 ears start ringing and they take a +1
credits Major TN penalty on all rolls until the end of
Limit Points: 3 the Scene. Multiple hits with the
Notes: Crusher special ability can stack this
penalty up to +3 TN.
Your target must be in Earshot for you
to use this ability on them.
Backup Heart
It’s always good to have a spare. Credits Cost: 8,000
Limit Points: 4
Activation: Passive Notes:
Energy Point Cost: N/A
Duration: Permanent You receive a -2 TN bonus on all
Range: Self Health Saving Throws.
Metahuman Point Cost: 2
COBRA Nanite Spray (P)
Pores in your wrists open and a Make an Opposition Roll using Power
predatory nano-colony billows out, Use: COBRA Nanite Spray + Health vs
invading your target and attacking your target’s Health Saving Throw. If
their nerve-endings. you succeed, they are paralyzed for
the next 1d3 Rounds. Subsequent hits
Activation: Action with this power while they are still
Add-Ons: +3 Metahuman Points or paralyzed deal 3d6 Drain damage and
+20,000 credits to add +7 yards Range add +1 Round of paralysis.
Energy Point Cost: 9
Duration: Immediate You may use this ability on drones,
Range: 7 yards vehicles, or other artificial targets as
Metahuman Point Cost: 8 long as they have wiring or other
Credits Cost: 50,000 internals that resemble a nervous
Limit Points: 3 system.
Notes:
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Colonized Gyri
Nanites infest the folds of your brain, Range: Self
enhancing your processing power. Metahuman Point Cost: 2 Minor, 3
Moderate, 4 Major, 5 Supermajor
Activation: Passive Credits Cost: 35,000 Minor, 70,000
Minor: +1 Intelligence, +4 Skill Points Moderate, 105,000 Major, 140,000
Moderate: +2 Intelligence, +8 Skill Supermajor
Points Limit Points: 1
Major: +3 Intelligence, +12 Skill Points Notes:
Supermajor: +4 Intelligence, +16 Skill
Points This may not increase your
Energy Point Cost: N/A Intelligence over 9.
Duration: Permanent
Colonized Musculature
Nanites infest your muscle fiber, You must spend this power’s Energy
allowing you to use great feats of Point Cost to receive its boost to your
strength. Melee Damage Bonus and carrying
capacity. The boost lasts for a single
Activation: Reflexive roll or Action, and may only be
Minor: +2 to Melee Damage Bonus, activated once per roll or Action.
+900 lbs carrying capacity
Moderate: +3 to Melee Damage Bonus, If you have this power at Minor, you
+1,800 lbs carrying capacity also gain a Passive +3 maximum Hit
Major: +5 to Melee Damage Bonus, Points and +1 Strength.
+3,800 lbs carrying capacity
Supermajor: +7 to Melee Damage If you have this power at Moderate,
Bonus, +6,000 lbs carrying capacity you also gain a Passive +6 maximum
Ultramajor: +9 to Melee Damage Hit Points and +2 Strength.
Bonus, +20,000 lbs carrying capacity
Energy Point Cost: 1 If you have this power at Major, you
Duration: Permanent also gain a Passive +9 maximum Hit
Range: Self Points and +3 Strength.
Metahuman Point Cost: 4 Minor, 5
Moderate, 6 Major, 8 Supermajor, 10 If you have this power at Supermajor,
Ultramajor you also gain a Passive +12 maximum
Credits Cost: 45,000 Minor, 90,000 Hit Points and +4 Strength.
Moderate, 135,000 Major, 180,000
Supermajor, 225,000 Ultramajor If you have this power at Ultramajor,
Limit Points: 2 you also gain a Passive +15 maximum
Notes: Hit Points and +5 Strength.
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Coloring Change
Chromatophores in your skin can Metahuman Point Cost: 1
change your pigmentation in seconds. Credits Cost: 2,000
Limit Points: 1
Activation: Action Notes:
Energy Point Cost: N/A
Duration: Permanent Changing your coloration gives you a
Range: Self -2 TN bonus on disguising yourself.
Daedalus System (P)
Discreet boosters in your hands and Metahuman Point Cost: 3 Minor, 5
feet allow you to fly. Moderate, 8 Major, 13 Supermajor
Credits Cost: 50,000 Minor, 100,000
Activation: Reflexive Moderate, 150,000 Major, 200,000
Minor: +80 mph flight Supermajor
Moderate: +150 mph flight Limit Points: 3
Major: +300 mph flight Notes:
Supermajor: +500 mph flight
Energy Point Cost: 3 Flight speed from this ability stacks
Duration: Scene with other sources of flight speed.
Range: Self
Endocrine Boosters When you select this ability, pick an
Attribute. When you use this ability,
Your system can unleash a riptide of you boost that Attribute by +2.
tailored hormones, briefly boosting
your performance on certain tasks. You may take this Nanotech multiple
times at no additional Limit Point cost,
Activation: Reflexive selecting a different Attribute each
Energy Point Cost: 2 time. If you have multiple Endocrine
Duration: Scene Boosters, whenever you use this
Range: Self ability, they all activate.
Metahuman Point Cost: 3
Credits Cost: 12,000 You may not use this ability more than
Limit Points: 2 once per Scene.
Notes:
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Enhanced Sensory Suite
A series of nanosurgical Range: Self
improvements to your nervous system Metahuman Point Cost: 1 Minor, 2
has sharpened your senses. Moderate
Credits Cost: 1,000 Minor, 3,000
Activation: Passive Moderate
Minor: -1 TN on all Observation rolls Limit Points: 1
Moderate: -3 TN on all Observation Notes:
rolls
Energy Point Cost: N/A N/A
Duration: Permanent
Epidermal Keratinization
Nanites lace your skin with the same Credits Cost: 5,000
protein found in hair and fingernails. It Limit Points: 2
makes you tougher. Notes:
Activation: Passive You gain +2 Protection to all Hit
Energy Point Cost: N/A Locations.
Duration: Permanent
Range: Self You may take this Nanotech up to 8
Metahuman Point Cost: 2 times at no additional Limit Point cost.
Flesh Pockets
You have a creepy but effective way to You can hide objects up to the size of
hide small objects on yourself. a handgun within a smooth patch of
flesh on your lower back. Placing an
Activation: Passive object into the pocket or retrieving one
Energy Point Cost: N/A costs an Action. Objects in your flesh
Duration: Permanent pocket are not naturally shielded
Range: Self against x-ray scans.
Metahuman Point Cost: 1
Credits Cost: 5,000 You may purchase this Nanotech a
Limit Points: 1 second time at no additional Limit
Notes: Point cost.
Ganzfeld Organ (P)
An extraordinary nanocluster brain, unlocking your telekinetic
stimulates dormant areas of your potential.
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Activation: Reflexive Activation: Action
Minor: Lift and move 80 lbs Minor: 1d8 damage +1d4 Drain
Moderate: Lift and move 350 lbs damage
Major: Lift and move 700 lbs Moderate: 2d8 damage + 2d4 Drain
Supermajor: Lift and move 1,500 lbs damage
Ultramajor: Lift and move 3,000 lbs Major: 3d8 damage +3d4 Drain
Energy Point Cost: 1 Minor, 2 damage
Moderate, 3 Major, 4 Supermajor, 5 Energy Point Cost: 1 Minor, 2
Ultramajor Moderate, 3 Major
Duration: 1 Round Duration: Immediate
Range: 10 yards Range: 10 yards
Metahuman Point Cost: 3 Minor, 4 Metahuman Point Cost: 2 Minor, 3
Moderate, 5 Major, 6 Supermajor, 7 Moderate, 4 Major
Ultramajor Credits Cost: 35,000 Minor, 70,000
Credits Cost: 35,000 Minor, 70,000 Moderate, 105,000 Major
Moderate, 105,000 Major, 140,000 Limit Points: 4
Supermajor, 175,000 Ultramajor Notes:
Limit Points: 1
Notes: To attack someone using this ability,
make an Opposition Roll using your
On your turn, twice per Round, you can Power Use: Extrasensory Attack +
move one object (or a cluster of Willpower vs. their Health Saving
objects) with your mind. You can move Throw. If you succeed, they take this
the object anywhere within this ability’s damage. The Drain damage,
power’s Range, and you can position it like all Drain damage, bypasses their
above someone and then drop it, but Protection. The regular damage does
you cannot hurl it at a target or move it not.
fast enough to sideswipe someone
with it for damage. You must have Line of Sight to target
someone with this ability.
Taking this power allows you to learn
the Extrasensory Attack and Extrasensory Defense (Ganzfeld
Extrasensory Defense sub-powers. Organ Required)
Extrasensory Attack (P) (Ganzfeld You can ward off attacks with a
Organ Required) telekinetic shove.
Enhancements to the cerebral Activation: Action
nanocluster allow you to reach inside Add-Ons: +2 Metahuman Points or
of living creatures with your +20,000 credits to add +5 Protection to
telekinesis, doing incredible harm to the effect.
their organs. Energy Point Cost: 1 to activate, and
then 3 per attack received
Duration: Until your next turn
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Range: Self While this ability is active, whenever
Metahuman Point Cost: 3 you are attacked by a target that is
Credits Cost: 40,000 Willpower yards away or less, after
Limit Points: 3 making their attack, that target must
Notes: make an Opposition Roll using their
Strength Saving Throw vs your
When you activate this ability, you gain Willpower Saving Throw. If they fail,
+12 Protection to all Hit Locations. they are knocked down.
Hardier System
Nanocolonies embedded in your bones Range: Self
and tissues assist with wound repair Metahuman Point Cost: 3 Minor, 4
and blood replenishment. Moderate
Credits Cost: 15,000 Minor, 20,000
Activation: Passive Moderate
Minor: +10 max Hit Points Limit Points: 2
Moderate: +15 max Hit Points Notes:
Energy Point Cost: N/A
Duration: Permanent N/A
Hardlight Emitters
Emitters in your joints project a wall of Locations. You may spend up to 2
impassible light, protecting you from more Energy Points to get an
harm. additional +5 Protection each (to a
maximum of +15 Protection from this
Activation: Action power).
Add-Ons: +2 Metahuman Points or
+20,000 credits to increase range by While active, your hardlight shield still
+5 yards. +2 Metahuman Points or allows air and vapors to pass
+20,000 credits to add a 3 yard radius through—it does not force you to hold
hardlight bubble under which multiple your breath for the duration.
characters can shelter.
Energy Point Cost: 1 If you take more damage in a turn than
Duration: Scene your hardlight shield can prevent, at
Range: 6 yards the end of the turn it shatters. You may
Metahuman Point Cost: 3 re-establish it by spending an Action
Credits Cost: 35,000 from your next turn. This imposes a
Limit Points: 3 Multiple Action Penalty, just as a
Notes: Dodge attempt would.
When covered in your hardlight shield, Bonuses from this ability do not stack
with bonuses from other forcefields,
you gain +5 Protection to all Hit
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and you may not stack hardlight
shields on top of themselves.
Ion Condensers (P)
A system of capacitors and micro- Range: 17 yards
reactors in your body allows you to Metahuman Point Cost: 3 Minor, 4
gather energy and release it in Moderate, 6 Major
devastating blasts. Credits Cost: 30,000 Minor, 60,000
Moderate, 90,000 Major
Activation: Action Limit Points: 4
Minor: 1d10 damage Notes:
Moderate: 2d10 damage
Major: 3d10 damage Blasts from this ability are AP 6
Add-Ons: +3 Metahuman Points or against forcefields. If you have the AP
+30,000 credits to increase the range Half Add-On, blasts from this ability
by +65 yards. +3 Metahuman Points or are instead AP All against forcefields.
+30,000 credits to make each blast
cost +2 Energy Points but do AP Half. Your target must also be within Line of
Energy Point Cost: 1 Minor, 2 Sight for you to attack them with Ion
Moderate, 3 Major Condensers.
Duration: Immediate
Ion Screen
Nanorelays, discreetly threaded
through your skin, allow you to
channel a barrier of crackling
electromagnetic force into being
around yourself.
Activation: Action
Minor: 1d8 damage
Moderate: 2d8 damage
Energy Point Cost: 1 Minor, 2
Moderate
Duration: Scene
Range: Self
Metahuman Point Cost: 2 Minor, 3
Moderate
Credits Cost: 50,000 credits
Limit Points: 3
Notes:
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Any target that strikes you with an they must also make a Challenging
unarmed or melee attack takes Intelligence Saving Throw (TN 9) or
damage as appropriate for whatever lose an Action from their next turn
level you have this ability at. Against when they are damaged by your Ion
machines, this damage is Drain, and Screen.
Iron Lung
Originally called the Internal Duration: Permanent
Respiratory Operations Nanotech lung, Range: Self
this nano-organ sits right behind the Metahuman Point Cost: 1
lungs, generating and distributing Credits Cost: 300
oxygen through the bloodstream when Limit Points: 1
you are not able to acquire it from the Notes:
outside environment.
You can hold your breath for Health
Activation: Passive hours.
Energy Point Cost: N/A
Knuckle Spurs
A thick layer of subdermal smart- Range: Self
material coats your knuckles, forming Metahuman Point Cost: 1
itself into black blades when you will it Credits Cost: 3,000 credits
to. Limit Points: 1
Notes:
Activation: Passive
Energy Point Cost: 1 You deal +1d4+1 damage, AP 3, with
Duration: Permanent unarmed attacks.
Lazarus Colonies
The nanites in your system are Energy Point Cost: 2
extraordinarily dedicated to keeping Duration: 10 Minutes
you alive. Should you flatline, they will Range: Self
begin a program of electric shocks and Metahuman Point Cost: 5
chemical injections to keep your Credits Cost: 50,000
system operating. Limit Points: 4
Notes:
Activation: Action
Add-Ons: +3 Metahuman Points or At the end of the Duration, you recover
50,000 credits, plus add +4 to Energy your Heal Rate in Hit Points. You may
Cost, to change the Duration to 1 not activate this power again until the
Round. Duration has expired.
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This Nanotech gives you a passive -3
TN bonus on Death Saves, regardless
of whether it is active.
Nano-Assisted Neuraltech
Discreet colonies in your fingertips Metahuman Point Cost: 4
and the nape of your neck allow you to Credits Cost: 15,000
interact with computer networks as Limit Points: 1
full-sensory metaphors, manipulating Notes:
complex volumes of code intuitively
and by hand. You can jack into computer systems
and perform Full-Dive hacking.
Activation: Passive
Energy Point Cost: N/A You receive a -2 TN bonus on all rolls
Duration: Permanent to interact with computer systems.
Range: Self
Nanomask
You can change your face. Each time you do, you get another
“backup face”.
Activation: Passive
Energy Point Cost: N/A At any time, you may switch to a
Duration: Scene backup face. Anyone who is searching
Range: Self for you suffers a +3 TN penalty to
Metahuman Point Cost: 1 recognize you if you are using a face
Credits Cost: 5,000 they haven’t seen before.
Limit Points: 3
Notes: This may not be taken in conjunction
with the Facial Reconstruction
You may take this Nanotech multiple Cybertech.
times at no additional Limit Point cost.
Nanotoxic Barbs (P)
You have a small colony dedicated to Moderate: 1d8 primary damage, 1d12
flash-growing toxic spines on your poisoning damage
fingertips. You can fling them at Major: 2d8 primary damage, 3d6
targets with a simple flick. poisoning damage
Energy Point Cost: 2 Minor, 3
Activation: Action Moderate, 4 Major
Minor: 1d4 primary damage, 1d6 Duration: Immediate
poisoning damage Range: 6 yards
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Metahuman Point Cost: 5 Minor, 6 power is briefly infested with hostile
Moderate, 8 Major nanites. The target may not make a
Credits Cost: 40,000 Minor, 80,000 Saving Throw to prevent this. The
Moderate, 120,000 Major poisoning lasts for 2 more Rounds,
Limit Points: 4 and the victim takes poisoning
Notes: damage appropriate for whatever level
of Nanotoxic Barbs you inflicted at the
To hit with this Nanotech, make a start of each of those Rounds. Multiple
ranged attack using Nanotoxic Barbs + hits with this ability do not increase
Reflexes. If the attack hits, it inflicts the poisoning damage on the target,
Corrosion. but they do add 2 Rounds of Duration
each.
Any organic target that takes Hit Point
damage from an attack from this
Orsted Manipulator (P)
Powerful electromagnets allow you to While this power is active, once per
pull or push metallic objects at high Round you may pull or push a single
speeds. magnetic object (or person wearing
magnetic objects) by spending an
Activation: Action Action. If you do so, they move your
Minor: pull or push 80 lbs Willpower x 2 in yards instantly. If they
Moderate: pull or push 200 lbs strike something, both parties take the
Major: pull or push 400 lbs. 2d4 damage listed above.
damage, AP All, on collision
Supermajor: pull or push 800 lbs. 3d4 If your target wishes to resist you, they
damage, AP All, on collision may automatically make an Opposition
Ultramajor: pull or push 1,600 lbs. 5d4 Roll using their Strength Saving Throw
damage, AP All, on collision vs your Power Use: Orsted
Energy Point Cost: 3 Minor, 4 Manipulator + Intelligence. If they
Moderate, 5 Major, 6 Supermajor, 7 succeed, you do not affect them.
Ultramajor
Duration: 1d4 Rounds You can launch yourself with this
Range: 10 yards power, but keep in mind that you will
Metahuman Point Cost: 3 Minor, 4 take the damage listed above if you
Moderate, 5 Major, 6 Supermajor, 7 strike something.
Ultramajor
Credits Cost: 20,000 Minor, 40,000 Taking any level of this Nanotech
Moderate, 60,000 Major, 80,000 allows you to learn the two Orsted
Supermajor, 100,000 Ultramajor Enhancement sub-powers.
Limit Points: 4
Notes:
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Orsted Enhancement: Catastrophe If your target is carrying more than one
Field Generator (P) (requires Orsted metal weapon, the GM chooses which
Manipulator) one adds its damage.
Black nanogloves run like wax down Weapons with metal bullets in them
your hands, covering them in a flexible count as metal weapons.
interface that lets you trigger sudden
shifts in nearby magnetic fields. You Machines make an Intelligence Saving
have very little control over these Throw instead of a Strength Saving
shifts, but laboratory testing has Throw to resist having their own
proven them very effective at causing weapons used against them.
catastrophic misfires of other people’s
weapons. Orsted Enhancement: Nullification
Coils (requires Orsted Manipulator)
Activation: Action
Minor: 1d10 damage Discreet conductive rings that spiral
Moderate: 2d10 damage around your bones allow you to to emit
Major: 3d10 damage defensive pulses of magnetic force
Energy Point Cost: 1 Minor, 2 when startled.
Moderate, 3 Major
Duration: Immediate Activation: Reflexive
Range: 10 yards Energy Point Cost: 3 per point of
Metahuman Point Cost: 2 Minor, 3 penalty applied
Moderate, 5 Major Duration: Immediate
Credits Cost: 30,000 Minor, 60,000 Range: Self
Moderate, 90,000 Major Metahuman Point Cost: 4
Limit Points: 3 Credits Cost: 60,000
Notes: Limit Points: 3
Notes:
Make a ranged attack using Power
Use: Catastrophe Field Generator + When an enemy attacks you in a way
Reflexes against your target. If you hit, that involves bullets, flechette, a metal
they must make a Tough Strength melee or throwing weapon weapon,
Saving Throw (TN 12) or else you may magnetic fields, or electrical current,
add the damage from any one metal you may activate this Nanotech to
weapon they are carrying to your apply a +1 TN penalty to your enemy’s
damage roll. roll to hit you for every 3 Energy Points
you spend.
Pheromone Gland
A small sublingual nanocolony laces hormone that stimulates oxytocin
your breath with tailored chemicals: production.
mild sedatives, hypnotics, and a
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Another nanocolony roams your Metahuman Point Cost: 2
bloodstream, removing these Credits Cost: 8,000
chemicals, thereby keeping you from Limit Points: 1
inadvertently using your pheromone Notes:
gland on yourself—which was a
problem in early testing. You receive a -2 TN bonus on all social
interactions with targets within 10
Activation: Passive yards, provided there aren’t strong
Energy Point Cost: N/A crosswinds between you and provided
Duration: Scene that your target is breathing the air.
Range: Self
Rearranged Organs
Your vital organs have been moved Limit Points: 4
around your body in order to confuse Notes:
anyone who might try to target them.
You receive a -3 TN bonus to Health
Activation: Passive Saving Throws to resist the effects of
Energy Point Cost: N/A being hit in particular Hit Locations.
Duration: Permanent
Range: Self Attempts to target your Brain, Heart,
Metahuman Point Cost: 3 Groin, or Kidney Hit Locations are
Credits Cost: 5,000 made at a +2 TN penalty.
Reinforced Skeleton Credits Cost: 15,000
Limit Points: 4
Nanites have integrated themselves Notes:
into your skeleton, increasing your
bone density and allowing you to You receive +10 maximum Hit Points
rapidly recover from fractures and and +1 Strength. This cannot take you
breaks. over 9 Strength.
Activation: Passive Any time you break or fracture a bone,
Energy Point Cost: N/A it heals on its own at the end of the
Duration: Permanent Scene.
Range: Self
Metahuman Point Cost: 4
Sealed Systems
A nano-lacquer flows from pores in through the lacquer and maneuver in
your skin, hermetically sealing your it, but—unless the lacquer is
body for ten minutes. You can still see
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specifically punctured—outside liquids While sealed in nano-lacquer, you are
and gasses can’t get in. unaffected by contact poisons,
breathable gasses, or submergence in
Activation: Action toxic liquids. Attacks that pierce the
Energy Point Cost: N/A skin to deliver their payload can still
Duration: 10 minutes affect you.
Range: Self
Metahuman Point Cost: 1 You can hold your breath for +10
Credits Cost: 10,000 minutes.
Limit Points: 1
Notes:
Secondary Vibrations (Shivering Strike Nodes or Synaptic
Overclock required)
As an unintended side-effect of your electrical current constantly running
incompletely-tested prototype through them.
nanotech, air-resistance slows you
down less, and you can sometimes Using this power does not cause you
walk through walls. to immediately fall through the floor;
you can choose which substances are
Activation: Action solid to you while you are phasing.
Energy Point Cost: 4
Duration: Scene Losing your phasing while inside of a
Range: Self solid object is highly damaging. If this
Metahuman Point Cost: 4 happens, you immediately take half
Credits Cost: 45,000 your maximum Hit Points as damage
Limit Points: 4 and fling yourself to safety the instant
Notes: before your entire body fuses
permanently with the object you were
You can walk through solid objects, co-located with.
but not objects that have been
designed to vibrate at the right You receive +4 Movement while using
frequencies or that have a powerful this ability.
Shivering-Strike Nodes (P)
Micro-colonies form at strategic points Activation: Action
along your hands, legs, and feet, Minor: 2d4 damage, AP All
adding vibrations to your strikes that Moderate: 2d6+1 damage, AP All
sends them cutting deep into the Major: 2d10+2 damage, AP All
enemy. Energy Point Cost: 1 Minor, 2
Moderate, 3 Major
Duration: Immediate
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Range: Touch automatically vibrate at the exact
Metahuman Point Cost: 4 Minor, 5 frequency to disrupt and deflect
Moderate, 6 Major incoming attacks. Unfortunately, this
Credits Cost: 35,000 Minor, 70,000 also makes it easier for attacks to
Moderate, 105,000 Major knock you around like an air-hockey
Limit Points: 4 puck.
Notes:
Activation: Action
You may use Shivering-Strike Nodes Energy Point Cost: 1
as part of an unarmed or melee attack, Duration: Scene
or instead of an unarmed or melee Range: Self
attack. If you are using the Nodes Metahuman Point Cost: 4
instead of an unarmed on melee Credits Cost: 40,000
attack, use Power Use: Shivering- Limit Points: 3
Strike Nodes + Reflexes to hit your Notes:
target and deal damage as appropriate
for whichever level of the ability you While this ability is active, all physical
are using. If you are using the Nodes and sonic attacks only deal half
with an unarmed or melee attack, damage to you (calculated before
ignore the damage listed above. applying Damage Resistance and
Instead, your unarmed or melee attack Protection), however you must pay an
gains AP All. additional 1 Energy Point each time
you are attacked.
Taking this ability allows you to learn
the Cancellation Frequency sub-ability, While this ability is active, each time
and to qualify for the Secondary you use it to reduce the damage from
Vibrations Nanotech. an attack, you may automatically move
1 yard.
Cancellation Frequency (Shivering
Strike Nodes required) You may not use this ability and the
Vibratory Defense Hereditary Power at
A highly invasive network of micro- the same time.
motors allows your body to
Somatic Rehearsal Node
A small, dense cluster of fused nanites sleep and has a dream, the SRN Node
that sits near the base of the rewrites the dream into a vivid combat
brainstem, the SRN Node harnesses a scenario in which the dreamer must
character’s natural restorative defend themselves. Over the course of
processes to propel them towards many, many of these scenarios, the
excellence in combat. Simply put, dreamer develops abilities that they
whenever a character who has may use after waking.
manifested an SRN Node lies down to
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If an SRN Node develops in a subject Duration: Immediate
with tendencies towards sleepwalking, Range: Self
most corporate labs are advised to Metahuman Point Cost: 2 Minor, 3
schedule them for a hasty termination. Moderate
Credits Cost: 25,000 Mild, 50,000
Activation: Passive Moderate
Duration: Permanent Limit Points: 1
Notes:
Select one or more sub-abilities,
paying the appropriate costs for each. You may spend this ability’s Energy
Point cost to add its bonus damage to
Preloaded Katas (Somatic Rehearsal any unarmed attack you make. You
Node required) may also spend its cost to add
damage in a grapple. You may only
A selection of movements from spend its cost this way once per
popular martial arts have been added attack.
to your muscle-memory.
Unthinking Reactions (Somatic
Activation: Reflexive Rehearsal Node required)
Energy Point Cost: 2
Duration: Scene Before the attack is coming, you’re
Range: Self already getting out of the way.
Metahuman Point Cost: 3
Credits Cost: 20,000 Activation: Reflexive
Limit Points: 2 Energy Point Cost: 2
Notes: Duration: Scene
Range: Self
You get a -2 TN bonus to hit with Metahuman Point Cost: 1
unarmed attacks and a -2 TN bonus to Credits Cost: 40,000
grapple your opponents. Limit Points: 2
Notes:
Pressure-Point Mapping (Somatic
Rehearsal Node required) You may activate this ability at any
time, even in reaction to the start of a
A comprehensive list of important combat, to give yourself +1 Initiative.
nerve clusters, vulnerable joints, and You can trigger this ability multiple
bodily pivot-points has been times to stack this bonus.
memorized for you.
While at least one stack of this ability
Activation: Reflexive is active, the first Dodge attempt you
Mild: +1d4 damage make in a Round doesn’t cost an
Moderate: +2d4 damage Action or inflict a Multiple Action
Energy Point Cost: 0 Minor, 1 Penalty.
Moderate
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Instinctive Rush (Somatic Rehearsal 10,000 Simulated Blocks (Somatic
Node required) Rehearsal Node required)
Your body has been taught to run with You’ve blocked this attack before.
perfect efficiency. You’ve blocked every attack before.
Activation: Reflexive Activation: Passive
Energy Point Cost: 2 Energy Point Cost: N/A
Duration: Scene Duration: Permanent
Range: Self Range: Self
Metahuman Point Cost: 1 Metahuman Point Cost: 2
Credits Cost: 40,000 Credits Cost: 20,000
Limit Points: 2 Limit Points: 1
Notes: Notes:
You receive +4 Movement. If you only Incoming unarmed and melee attacks
move in a straight line during your suffer a +1 TN penalty to hit you. If a
turn, this bonus changes to +12 melee attack misses you, you may
Movement. immediately make an Opposition Roll
using your Strength Saving Throw vs
your target’s Saving Throw to knock
the weapon from their hands.
Sonic Shroud
Discreet speakers open up from rifts in to a +8 TN penalty if you are standing
your skin, masking your presence in a still, and the absolute lowest TN the
shimmering cloud of distorted air. GM should assign to attempts to
notice you should be Challenging (TN
Activation: Reflexive 9). You no longer produce sound
Energy Point Cost: 4 unless you wish to, but you still
Duration: Until next turn displace vapors and fluids, so it may
Range: Self be possible to spot you in heavy rain,
Metahuman Point Cost: 5 mist, or ankle-deep water. Pressure
Credits Cost: 65,000 sensors, thermal sensors, and laser
Limit Points: 4 tripwires still detect you.
Notes:
Attacking a target while your shroud is
You become extremely difficult to up drops your Sonic Shroud and
spot, even in plain sight. While this prevents you from reactivating it until
ability is active, attempts to notice you the start of your next turn.
suffer a +4 TN penalty, which doubles
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Synaptic Overclock
Your system has been updated to Slow-Time Dodge (Synaptic
process inputs much faster than the Overclock required)
human standard. To you, time seems
to stand still. To everyone else, you You can float between attacks like a
move at a blur. leaf on the breeze.
Activation: Reflexive Activation: Reflexive
Minor: +2 Initiative, +5 Movement, and Energy Point Cost: 2
you can take a fifth Action on your turn Duration: Immediate
Moderate: +3 Initiative, +20 Movement, Range: Self
and you can take a sixth Action on Metahuman Point Cost: 3
your turn Credits Cost: 35,000
Major: +5 Initiative, +50 Movement, Limit Points: 3
and you can take a seventh Action on Notes:
your turn
Add-Ons: +3 Metahuman Points or An attempt to hit you suffers a +2 TN
+20,000 credits to add +2 Initiative and penalty. If it is a ranged attack and you
+5 Movement attempt to Dodge it, you incur one
Energy Point Cost: 2 Minor, 2 point fewer of Multiple Action Penalty.
Moderate, 2 Major
Duration: Until your next turn Slow-Time Strike (Synaptic
Range: Self Overclock required)
Metahuman Point Cost: 3 Minor, 4
Moderate, 5 Major Moving faster than your opponent lets
Credits Cost: 25,000 Minor, 50,000 you slip in strikes through momentary
Moderate, 75,000 Major holes in their guard.
Limit Points: 4
Notes: Activation: Reflexive
Energy Point Cost: 2
Additional Actions that you receive via Duration: Until your next turn
this ability still impose a Multiple Range: Self
Action Penalty. Metahuman Point Cost: 3
Credits Cost: 35,000
You may only activate this ability once Limit Points: 3
per Round. Notes:
You may purchase this ability’s Add- While this ability is active, you receive
On any number of times. a -2 TN bonus to hit and gain AP 2 with
all unarmed and melee weapon
Taking this ability allows you to learn attacks.
the Slow-Time Dodge and Slow-Time
Strike sub-powers, and to qualify for
the Secondary Vibrations power.
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Cybertech List
Most Cybertech seen on the streets is or they may acquire them during play
clunky and medical in nature, but over by spending credits.
the last couple decades sleeker
devices have been trickling out of the Cybertech with obvious military or
military and luxury hobbyist sectors, espionage applications is suspicious,
and many of these pieces—though but never as illegal as Nanotech,
pricey—are better than the human Hereditary Powers, or Mutations.
parts they were created to replace.
The amount of Cybertech a character
Characters may spend their can have is capped by their
Metahuman Points to acquire Technology Limit Range.
Cybertech during character creation,
Interactions Between Cybertech And Nanotech
If you have a Cybertech limb, any flesh or plastic and metal—they’re
Nanotech that affects the rest of your happy to do their work regardless.
body also affects that limb. The
nanites in you don’t especially care So if you have a Cybertech arm and
whether you are made of blood and you have Nanotech Epidermal
Keratinization, that arm receives the
bonus Protection from Epidermal
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Cybertech List
Keratinization—even though that arm
doesn’t, strictly speaking, have an
epidermis.
What Happens If Someone Shoots Me In My
Cybertech Limb
Cybertech limbs do not house your your max Hit Points (or simply 30 Hit
vital organs and do not circulate your Points, whichever number is higher.) If
blood. Therefore getting shot in them a limb is reduced to zero Hit Points or
does not affect your Hit Points. below, it breaks and does not give you
any benefits until it has been repaired.
Instead, each Cybertech arm or leg has
its own Hit Points, equal to 30% of
Asclepius Module
A flexible box implanted in your lower Duration: Permanent
back injects you with synthetic blood Range: Self
and hormones stimulating wound Metahuman Point Cost: 2
recovery whenever it detects a drop in Credits Cost: 5,500
blood pressure. The box can be refilled Limit Points: 2
with simple injections into one of three Notes:
different receptor sites.
Triple your base Heal Rate. You heal
Activation: Passive based on your Heal Rate every 12
Energy Point Cost: N/A hours, instead of every 24.
Camo-Screen
A small projector fitted to the crown of Credits Cost: 10,000
your head cloaks you in a holograph Limit Points: 4
sampled from your surroundings. This Notes:
allows you to blend in perfectly for a
couple of seconds before the Attempts to detect you suffer a +3 TN
projector’s tiny processor overheats penalty and you can hide in plain sight
and the effect ends. without penalty.
Activation: Reflexive You cannot extend the Duration on this
Energy Point Cost: N/A ability, and you must wait a full Round
Duration: Until your next turn after its effect ends before you can
Range: Self activate it again.
Metahuman Point Cost: 3
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Cybertech Arm
Activation: Passive from the arm without risking internal
Add-Ons: See upgrades below strain snapping its muscles.
Energy Point Cost: N/A
Duration: Permanent Activation: Passive
Range: Self Energy Point Cost: N/A
Metahuman Point Cost: 1 per arm Duration: Permanent
Credits Cost: 3,500 per arm Range: Self
Limit Points: 2 per arm Metahuman Point Cost: 1
Notes: Credits Cost: 3,000
Limit Points: 0
You have a prosthetic arm. It can do Notes:
everything your organic arm could do,
and it’s modular. Your Strength improves by +1. This
cannot increase your Strength over 9.
Cybertech Arms are, to a certain
degree, custom built and match the On-Board Weapon (Cybertech Arm
musculature of the rest of your body. required)
Mechanically, this means that getting
a Cybertech Arm does not Your arm has a weapon integrated into
automatically increase or decrease it.
your Strength—although you can buy
specific upgrades to do that. Activation: Passive
Energy Point Cost: N/A
Once you have a Cybertech Arm, you Duration: Permanent
can customize it with any of the Range: Self
upgrades below. Each Cybertech Arm Metahuman Point Cost: 1
can only receive each of the upgrades Credits Cost: 3,000
once—but if you have two Cybertech Limit Points: 0
Arms, you can install the same Notes:
upgrade in each of them and stack the
bonuses. When you take this Cybertech, you
must also select and pay for a one-
Adding upgrades to your Cybertech handed melee weapon, a one-handed
Arm does not cost any Limit Points. ranged weapon, or a two-handed
ranged weapon. When you do, a skilled
Arm Strength (Cybertech Arm cybertechnician integrates that
required) weapon into your arm, making it a part
of you.
An improvement in the artificial
muscle fibers used by the arm allows a Your on-board weapon can be readied
cybertechnician to override its usual Reflexively. Otherwise it functions the
“safe use” range, coaxing more output same as any other version of that
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Cybertech List
weapon, and it can’t be disarmed opponent of your size or smaller is
without first breaking your Cybertech bound and unable to move or make
Arm. The only exception is if you have physical attacks unless they can
decided to integrate a two-handed spend an Action and beat a Tough
ranged weapon, in which case its Strength Saving Throw (TN 12) on
reload time changes. It now requires a their turn. Targets larger than you are
full Round to reload it (or two full merely inconvenienced, and suffer a
Rounds, if the weapon previously +2 TN penalty on all physical actions
required a full Round to reload). other than attempting to break free or
attacking you in unarmed or melee
You can change out one on-board combat unless they can spend an
weapon for another, but this requires Action and beat a Tough Strength
another trip to a cybertechnician, costs Saving Throw (TN 12) on their turn.
another 3,000 credits, and takes 1d4
hours to strip out the pieces of the old Weapon Compartment (Cybertech
weapon and integrate the new one. Arm required)
Tangler Arm (Cybertech Arm A compartment in your arm allows you
required) to go from empty-handed to
brandishing a blade in a single
A coil of adhesive filaments is stored gesture.
inside the arm. With a simple motion,
you can wield it like a whip, entangling Activation: Passive
your foes. Energy Point Cost: N/A
Duration: Permanent
Activation: Passive Range: Self
Energy Point Cost: N/A Metahuman Point Cost: 1
Duration: Permanent Credits Cost: 1,200
Range: Self Limit Points: 0
Metahuman Point Cost: 2 Notes:
Credits Cost: 1,500
Limit Points: 0 You can spend an Action to store up to
Notes: one one-handed melee or ranged
weapon inside your arm.
You can ready your tangler Reflexively
and make unique Unarmed attacks at Any weapon stored inside your arm
a range of 3 yards, dealing 0 damage. can be drawn Reflexively.
However, if you hit with an attack, any
Cybertech Ear
One of your ears has been replaced Activation: Passive
with a competent prosthetic. Add-Ons: See upgrades below
Energy Point Cost: N/A
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Cybertech List
Duration: Permanent Observation rolls that involve hearing.
Range: Self You also receive a -1 TN bonus on all
Metahuman Point Cost: 1 attempts to resist being stunned or
Credits Cost: 2,000 deafened with sound, and you can
Limit Points: 1 choose to filter out ambient sounds
Notes: such as loud music at a nightclub,
allowing you to hear nearby
You have a prosthetic ear. It can do conversations without penalty.
everything your organic ear could do,
and it’s modular. Sub-Vocal Communication
(Cybertech Ear required)
Once you have a Cybertech Ear, you
can customize it with any of the A series of conductive tubes that run
upgrades below. Each Cybertech Ear down into your jaw allow you to talk
can only receive each of the upgrades into your comms without moving your
once—but if you have two Cybertech mouth.
Ears, you can install the same upgrade
in each of them and stack the Activation: Passive
bonuses. Energy Point Cost: N/A
Duration: Permanent
Adding upgrades to your Cybertech Range: Self
Ear does not cost any Limit Points. Metahuman Point Cost: 1
Credits Cost: 500
Increased Hearing (Cybertech Ear Limit Points: 0
required) Notes:
The gain on your cybertech ear has You can synch this Cybertech up with
been boosted considerably, and—to any device you wish, including a
compensate for the increased Diversified Applications Beetle [p. 212]
volume—the ear’s filtering algorithms or an old-fashioned cellphone
have been tweaked, allowing it to designed to accept voice-commands.
screen out arbitrarily loud noises.
Voice Analyser (Cybertech Ear
Activation: Passive required)
Energy Point Cost: N/A
Duration: Permanent Improved algorithms allow your ear to
Range: Self recognize small changes in tone as
Metahuman Point Cost: 1 signs of a falsified voice or as an
Credits Cost: 800 indication that your target is lying to
Limit Points: 0 you.
Notes:
Activation: Passive
You can hear sounds at four times the Energy Point Cost: N/A
range of an average person, and you Duration: Permanent
receive a -2 TN bonus on all
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Cybertech List
Range: Self You can always tell when a voice is
Metahuman Point Cost: 1 being falsified or synthesized. You
Credits Cost: 800 also receive a -2 TN bonus on all
Limit Points: 0 attempts to detect when you are being
Notes: lied to or intentionally misled.
Cybertech Eye
You have a prosthetic eye that snychs ambient light level. This protects you
up adequately to your nerve-endings from glare, and from unintentional (or
and processes visual information just deliberate) light-based blinding.
as efficiently as a real one.
Activation: Passive
Activation: Passive Energy Point Cost: N/A
Add-Ons: See upgrades below Duration: Permanent
Energy Point Cost: N/A Range: Self
Duration: Permanent Metahuman Point Cost: 1
Range: Self Credits Cost: 5000
Metahuman Point Cost: 1 Limit Points: 0
Credits Cost: 2,000 Notes:
Limit Points: 1
Notes: Glare no longer affects you. You
receive a -3 TN bonus to resist all
You have a prosthetic eye. It can do attempts to resist being blinded or
everything your organic eye could do, stunned with bright flashes.
and it’s modular.
Bio Reading HUD (Cybertech Eye
Once you have a Cybertech Eye, you required)
can customize it with any of the
upgrades below. Each Cybertech Eye Your eye constantly gathers data
can only receive each of the upgrades about your health and any medical
once—but if you have two Cybertech conditions, temporary or long-term
Eyes, you can install the same upgrade that you might have.
in each of them and stack the
bonuses. A series of warranty-violating, after-
market modifications prevents the eye
Adding upgrades to your Cybertech from turning around and selling this
Eye does not cost any Limit Points. data to advertisers.
Anti-Flash (Cybertech Eye required) Activation: Passive
Energy Point Cost: N/A
Your prosthetic eye has been coated Duration: Permanent
with a spray that can be quickly Range: Self
polarized by sudden increases in the Metahuman Point Cost: 1
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Cybertech List
Credits Cost: 2,500 Credits Cost: 2,000
Limit Points: 0 Limit Points: 0
Notes: Notes:
You can access a detailed, digitized You can watch media and pay a
readout about your current health and monthly subscription for certain
biometrics at any time. You also channels, all without having to leave
receive a -3 TN bonus when making the comfort of your own skull.
First Aid or Physician rolls on yourself,
and any medic who is granted access Remote Eye Camera (Cybertech Eye
to your eye can receive the same required)
bonus when working on you.
Developed originally as a joke, this
You only receive these benefits for upgrade has stuck around because of
installing this upgrade in one eye. You its dubious utility in corporate
do not receive any benefits for espionage. This upgrade also comes
installing it in your other eye. with a complementary bottle of
disinfectant spray—for when you want
Infrared (Cybertech Eye required) to pop the eye that’s been rolling
around on the street back into your
You can see in thermal. head.
Activation: Passive Activation: Passive
Energy Point Cost: N/A Energy Point Cost: N/A
Duration: Permanent Duration: Permanent
Range: Self Range: Self
Metahuman Point Cost: 1 Metahuman Point Cost: 1
Credits Cost: 2,000 Credits Cost: 3,000
Limit Points: 0 Limit Points: 0
Notes: Notes:
You can see heat sources. You can detach your eye, set it on the
ground, and have it rapidly roll to any
Media HUD (Cybertech Eye required) destination within 100 yards,
controlling it remotely. While being
You can surf the web with your eye. operated this way, your eye feeds you
Most people just get a Beetle, but in audio and video (and the video is not a
certain circles this is trendier. whirling, carnival mess; the eye has
stabilizing gyros in it to keep its
Activation: Passive perspective steady). Your eye can
Energy Point Cost: N/A record up to four hours of footage,
Duration: Permanent which you can then offload onto your
Range: Self other devices, making room for more
Metahuman Point Cost: 1 recordings.
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Targeting HUD (Cybertech Eye Activation: Passive
required) Energy Point Cost: N/A
Duration: Permanent
Your eye has an adaptable digital Range: Self
reticule built in, which narrows or Metahuman Point Cost: .5
expands based on the kind of weapon Credits Cost: 1,000
you are carrying. It also has a distance Limit Points: 0
readout and—if you enable it—a hit Notes:
chance calculator that generates a
percentage based on a running You receive a -1 TN bonus on all
analysis of previous attacks you have attempts to hit targets.
made.
Cybertech Leg
You have a prosthetic leg that snycs can only receive each of the upgrades
up naturally with your nerve endings. once—but if you have two Cybertech
Legs, you can install the same upgrade
Activation: Passive in each of them and stack the
Add-Ons: See upgrades below bonuses.
Energy Point Cost: N/A
Duration: Permanent Adding upgrades to your Cybertech
Range: Self Leg does not cost any Limit Points.
Metahuman Point Cost: 1
Credits Cost: 4,000 Leg Compartment (Cybertech Leg
Limit Points: 2 required)
Notes:
You have a pair of spacious
You have a prosthetic leg. It can do compartments in your leg that you can
everything your organic leg could do, use to store weapons.
and it’s modular.
Activation: Passive
Cybertech Legs are, to a certain Energy Point Cost: N/A
degree, custom built and match the Duration: Permanent
musculature of the rest of your body. Range: Self
Mechanically, this means that getting Metahuman Point Cost: 1
a Cybertech Leg does not Credits Cost: 1,200
automatically increase or decrease Limit Points: 0
your Movement—although you can buy Notes:
specific upgrades to do that.
You can spend an Action to store up to
Once you have a Cybertech Leg, you two one-handed melee or ranged
can customize it with any of the weapons inside your foot.
upgrades below. Each Cybertech Leg
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Speed Increase (Cybertech Leg Metahuman Point Cost: .5
required) Credits Cost: 1,000
Limit Points: 0
Your legs have been optimized for Notes:
peak performance.
Increase your base Movement by 50%
Activation: Passive (round up.)
Energy Point Cost: N/A
Duration: Permanent You may buy this upgrade twice.
Range: Self
Cyber Skeleton Credits Cost: 10,000
Limit Points: 3
Your skeleton has been restructured Notes:
and improved, piece by piece.
You gain +8 max Hit Points and +2
Activation: Passive Strength. This may not increase your
Energy Point Cost: N/A Strength above 9.
Duration: Permanent
Range: Self
Metahuman Point Cost: 4
EMP Shielding
An intrusive network of subdermal Metahuman Point Cost: 2
wiring creates Faraday shields around Credits Cost: 3,000
all of your important inner technology. Limit Points: 1
Notes:
Activation: Passive
Energy Point Cost: N/A Effects that would short out Nanotech
Duration: Permanent or Cybertech in your body instead do
Range: Self not short out anything.
Facial Reconstruction
Your face has been replaced with Metahuman Point Cost: 2
something much like a mask. It looks Credits Cost: 6,000
human enough, but it can be toggled Limit Points: 2
between settings with an app. Notes:
Activation: Passive You can switch to one of three pre-
Energy Point Cost: N/A programmed faces with an Action.
Duration: Permanent Wearing a new face imposes a +3 TN
Range: Self penalty on anyone who is searching
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Cybertech List
for you, as long as they haven’t seen This may not be taken in conjunction
that face before. with the Nanomask Nanotech.
Neuraltech: Advanced
This upgraded neuraltech is designed You can jack into computer systems
especially for hackers or programing and perform Full-Dive hacking.
defense specialists.
You receive a -1 TN bonus on all rolls
Activation: Passive to interact with computer systems, and
Energy Point Cost: N/A you can carry 1 additional Program
Duration: Permanent with you when you Full-Dive a system.
Range: Self
Metahuman Point Cost: 4 This Cybertech overrides Neuraltech:
Credits Cost: 30,000 Basic.
Limit Points: 3
Notes:
Neuraltech: Basic
You have a basic neuraltech interface. You can jack into computer systems
It still gives you more freedom than a and perform Full-Dive hacking.
Beetle.
You can only carry 2 Programs with
Activation: Passive you if you Full-Dive a system using
Energy Point Cost: N/A this Cybertech.
Duration: Permanent
Range: Self If you later acquire Neuraltech:
Metahuman Point Cost: 2 Advanced, it replaces this Cybertech
Credits Cost: 5,000 completely.
Limit Points: .5
Notes:
Neuraltech: Increased Neural-Pathways
Your brain has been updated, Metahuman Point Cost: 3
improving its processing power. Credits Cost: 40,000
Limit Points: 3
Activation: Passive Notes:
Energy Point Cost: N/A
Duration: Permanent You gain +1 Initiative and a -1 TN
Range: Self bonus on all rolls while Full-Diving.
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Neurotransmitter Deluge
A small box in the back of your neck Duration: Permanent
monitors the adrenaline levels in your Range: Self
system, and when they spike it dumps Metahuman Point Cost: 2
a cocktail of tailored neurotransmitters Credits Cost: 5,000
into your blood, drastically increasing Limit Points: 2
your reaction speed over a short Notes:
period of time.
You gain +3 Initiative.
Activation: Passive
Energy Point Cost: N/A
Plated Skin
Bulky, physical plates have been You gain +4 Protection to all Hit
grafted onto the outside of your skin. Locations. You may purchase this
The effect is gauche in upper- Cybertech up to four times at no
corporate circles, but it’s also gaudy additional Limit Point cost.
enough to give you some street cred.
As long as you have at least one level
Activation: Passive of this Cybertech, you suffer a +1 TN
Energy Point Cost: N/A penalty when interacting face-to-face
Duration: Permanent with corporate elites and a -1 TN
Range: Self bonus when interacting with gangs or
Metahuman Point Cost: 2 LECs.
Credits Cost: 5,000
Limit Points: 1
Notes:
Program Receptors
A thin black semicircle of material Duration: Permanent
wraps around the back of your spinal Range: Self
cord, serving as storage space for the Metahuman Point Cost: 1 Minor, 2
complex, semi-intuitive Programs that Moderate, 3 Major
you use while Full-Diving a system. Credits Cost: 2,000 Minor, 4,000
Moderate, 6,000 Major
Activation: Passive Limit Points: 1
Minor: +3 Programs Notes:
Moderate: +5 Programs
Major: +7 Programs You can carry additional Programs
Energy Point Cost: N/A with you when you Full-Dive a system.
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Psi-Screen Metahuman Point Cost: 2
Credits Cost: 5,000
Redundancies have been added to Limit Points: 2
your brain, hardening it against Notes:
psychic warfare.
Attempts to read, attack, or psychically
Activation: Passive influence your mind suffer a +4 TN
Energy Point Cost: N/A penalty.
Duration: Permanent
Range: Self option, and you have a database of
hundreds of possible designs that you
Shifting Skin Art can choose from. You can also
animate your tattoo, or add minor
You have a programmable tattoo. holographic effects.
Activation: Passive Your tattoo may not be bigger than 1
Energy Point Cost: N/A foot by 1 foot, but you may purchase
Duration: Permanent this Cybertech multiple times and
Range: Self digitally link the patches of modified
Metahuman Point Cost: .5 skin, allowing for massive, coordinated
Credits Cost: 800 tattoos that cross your whole body.
Limit Points: 0
Notes: Range: Self
Metahuman Point Cost: 1
You can Reflexively change your Credits Cost: 3,000
tattoo’s design to any preloaded Limit Points: 1
Notes:
Selective Neural Deadening
You receive a -2 TN bonus on all
Specific nerve clusters have been attempts to resist being stunned. You
crimped or partially poisoned with also receive a -2 TN bonus on Death
neurotoxins and then replaced with Saves.
artificial workarounds. As a result,
your ability to feel high levels of pain
has been deadened.
Activation: Passive
Energy Point Cost: N/A
Duration: Permanent
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Cybertech List
Voice Enhancer You receive a -1 TN bonus on all rolls
where success hinges on your ability
A bundle of audio technology sits on to talk to people.
your vocal chords, adding post-
processing effects while you speak. You can also disguise your voice,
making it unrecognizable, and only
Activation: Passive with sophisticated audio processing
Energy Point Cost: N/A software can a person even recognize
Duration: Permanent that you are using an artificial voice.
Range: Self
Metahuman Point Cost: 1
Credits Cost: 5,000
Limit Points: 1
Notes:
183
Equipment List
Equipment List
The following equipment is available possess, but they are the kind of black
to characters in Dark Times. market item that attracts significant
interest from the Peacekeepers and
When purchasing equipment, some LECs. These items are not available in
items will have a (Restricted) next to typical shops, and cannot be acquired
their cost. This means that not only during character creation unless you
are they illegal for regular civilians to ask the GM and they allow it.
Armor
Due to the rise in violence following Protection from armored clothing
the San Andreas quake, different types stacks with Protection from ballistic
of discreet armor have become more vests and powered armor, but layering
readily available in the Fractured armor on top of armor is bulky and
States. It is still highly unusual to see cumbersome. For every piece of armor
someone just walking around doing you put on top of another piece of
their chores in a ballistic vest—and it armor, you suffer a +2 TN penalty on
wouldn’t be unreasonable for a all physical rolls.
Peacekeeper or LEC contractor to stop
and question that person about Superhuman Abilities that
whether they’re expecting to get into a permanently harden your skin (such as
fight later in the day—but several Epidermal Keratinization or Armored
major companies run lines of discreet Skin) count as pieces of armor for this
armored clothing, and the purpose. Superhuman Abilities that
Peacekeepers themselves dress in provide force fields do not.
suits of articulated powered armor for
their everyday work.
Armored Clothing (Light)
+4 Protection, covers Arms, Legs, 160 credits for Street Wear, 800
Torso credits for Corporate Wear
Cost: 50 credits for a Ratty Jumpsuit,
Armored Clothing (Medium)
+6 Protection, covers Arms, Legs, 240 credits for Street Wear, 1,200
Torso credits for Corporate Wear
Cost: 75 credits for a Ratty Jumpsuit,
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Equipment List
Armored Clothing (Heavy)
+8 Protection, covers Arms, Legs, 640 credits for Street Wear, 3,200
Torso, +1 TN penalty to Athletics rolls credits for Corporate Wear
Cost: 200 credits for a Ratty Jumpsuit,
Ballistic Vest
+6 Protection, covers Torso
Cost: 100 credits
Helmet
+5 Protection, covers Head
Cost: 50 credits
Security Armor (Lightweight)
+7 Protection, covers all Hit Locations
Cost: 400 credits
Security Armor (Heavy Duty Powered Armor)
+15 Protection, covers all Hit rolls
Locations, +2 TN penalty to Athletics Cost: 25,000 credits (Restricted)
Melee and Unarmed Weapons
Melee and unarmed weapons add your Fist and Kick, the two unarmed attacks
Melee Damage Bonus to any damage on this list, do not cost any credits and
you deal with them. are learned automatically by every
character with the appropriate limbs.
Unarmed • Kick: 1d6 damage
• Fist: 1d4 damage
One-Handed Melee
• Club: 1d8 damage, 20 credits • Plasma Knife: 1d8+2 damage, AP 2,
• Knife: 1d6 damage, AP 1, 50 credits 200 credits
• Tonfa: 1d8+1 damage, 50 credits
• Plasma Sword: 1d12+2 damage, AP
3, 500 credits
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Equipment List
Two-Handed Melee
• “Aluminum Justice” Baseball Bat: • Katana: 1d10+2 damage, AP 1, 350
1d8+3 damage, 40 credits, STR 4 to credits, STR 4 to use one-handed
use one-handed
Special Unarmed target needs to breathe, each Round
they remain in this grapple, they
• Garrote: 1d6 damage, AP Half, 5 must also make an Average Health
credits, must use two hands; When Saving Throw (TN 7). Furthermore,
you attack and hit a target with a for every Round after the first, the
garrote, you immediately begin TN increases by a cumulative +1. If
Grappling [p. 240] them. While in this they fail once, they start to gray out.
grapple, you may spend Actions to If they fail twice, they lose
deal your garrote damage directly to consciousness.
the target—regardless of whether or
not you have The Advantage, and
with no roll required. Assuming your
Improvised Weapons
Improvised weapons are treated as Improvised weapons are highly
melee weapons by anything in the situational, and often the GM will need
rules that would affect melee to develop new ones on the fly. Here
weapons. For example, you add your are some common examples.
Melee Damage Bonus to all attacks
with improvised weapons.
One-Handed Improvised
• Beer Bottle, Beaker, Mug, Vase: 1d6 • Table Leg, Stick, Pipe, Piece of
damage Railing: 1d8 damage
Two-Handed Improvised • Lamp Post: 3d8+2 damage, 2 Hands,
STR 7 to use at all
• Park Bench: 2d8+2 damage, STR 4
to use at all, STR 7 to use one-
handed
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Equipment List
Firearms
Firearms are largely deregulated and Peacekeepers are abundant and the
easy to come by in the Fractured need for personal protection is lower,
States. They are less common in the but they are abundant in gang
wealthier parts of town, where the territories, and common in the slums.
Firearms Basics
All firearms in Dark Times have the others (if there are others) are for
following stats. short and long bursts respectively.
Rate of Fire For more information, see Recoil [p.
243] in the Combat section.
A weapon can only discharge so many
bullets in a single combat Round. Rate Firearm Range
of Fire determines how many bullets it
can put down-range in those few Past a certain distance, a gun
seconds. becomes difficult to use accurately.
Different types of firearms (handguns,
A gun’s Rate of Fire is written with up submachine guns, etc) have different
to three numbers: the first for how ranges, and using a weapon at a
many bullets it discharges in a single certain distance can provide bonuses
shot, the second for how many it or penalties to the shot.
discharges in a short burst, and the
third for how many it discharges in a In most cases, anything within 4 yards
long burst. or less can be assumed to be Short
Range and takes no penalty, but there
A Rate of Fire that’s written like this “1 are some exceptions.
(2)” means the weapon fires a single
shot at a time but can fire up to two For a weapon’s exact range
shots in a Round. increments, see the Range Table [p.
251] in the Combat section.
For more information, see Shots Per
Turn [p. 242] in the Combat section. Firearm Capacity
Firearm Recoil A weapon’s Capacity is how many
bullets it typically holds. Weapons may
The kick from discharging a firearm be modified to have a higher Capacity
can make it harder to place your shot. at the GM’s discretion.
Each firearm has a Recoil, written with
up to three numbers. The first number
is the Recoil for a single shot, and the
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Equipment List
Firearm Damage Firearm Cost
A weapon’s damage is how much hurt This is how much a weapon tends to
it doles out on every attack. A cost from a fair vendor who isn’t trying
weapon’s damage can be boosted with to price-gouge their customers. That
Auto Fire [p. 243], or by other means said, the price for each item is a
such as enchantment. suggestion, and the GM is invited to
change it based on where a PC is
Weapons may be modified to have a buying it, when they need it by, and
higher caliber and deal more damage how illegal the item is in that area.
at the GM’s discretion.
Reloading Firearms
Unless a firearm says otherwise,
reloading requires a single Action.
Slug Throwers
Slug throwers are the simple, primitive Light Pistol Variant: Vindictive
guns that fire bullets instead of more Mistress A4
exotic loads.
Damage: 2d6+2
Light Pistol ROF 1 (3)
Hands: 1
Damage: 2d6 Capacity: 11
ROF 1 (3) Cost: 260 credits
Hands: 1 Recoil: 0
Capacity: 15 Special: +1 TN penalty to hit
Cost: 200 credits
Recoil: 0 Medium Pistol
Light Pistol Variant: Black Talon Damage: 2d8
ROF 1 (2)
Damage: 2d6 Hands: 1
ROF 1 (3) Capacity: 12
Hands: 1 Cost: 250 credits
Capacity: 13 Recoil: 1
Cost: 250 credits
Recoil: 0 Medium Pistol Variant: The Mongrel
Special: -1 TN to hit
Damage: 2d8+1
ROF 1 (2)
Hands: 1
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Equipment List
Capacity: 12 Recoil: 2
Cost: 325 credits Special: -1 TN bonus to hit
Recoil: 1
Special: -1 TN bonus to hit Submachine Gun
Medium Pistol Variant: Street Damage: 2d6
Companion 300 ROF 1/3/10
Hands: 2 (1 with STR 5)
Damage: 2d8+2 Capacity: 30
ROF 1 (2) Cost 650 credits
Hands: 1 Recoil: -/1/3
Capacity: 12
Cost: 300 credits Submachine Gun Variant: Raptor 81
Recoil: 1
Special: +1 TN penalty to hit Damage: 2d6
ROF 1/3/10
Heavy Pistol Hands: 2 (1 with STR 5)
Capacity: 25
Damage: 2d10 Cost 875 credits
ROF 1 Recoil: -/1/3
Hands: 2 (1 with STR 4) Special: -1 TN bonus to hit
Capacity: 8
Cost 300 credits Submachine Gun Variant: Junk Yard
Recoil: 2 Dog V11
Heavy Pistol Variant: Harbinger of Damage: 2d6+2
Doom ROF 1/3/10
Hands: 2 (1 with STR 5)
Damage: 2d10+2 Capacity: 40
ROF 1 Cost 750 credits
Hands: 2 (1 with STR 4) Recoil: -/1/3
Capacity: 7 Special: +1 TN penalty to hit
Cost 400 credits
Recoil: 2 Battle Rifle
Special: -1 TN bonus to hit
Damage: 2d12+2
Heavy Pistol Variant: The Hammer ROF 1/3/10
Hands: 2 (1 with STR 7)
Damage: 2d10+3 Capacity: 8
ROF 1 Cost: 1,600 credits
Hands: 2 (1 with STR 4) Recoil: -/1/3
Capacity: 6
Cost 430 credits
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Equipment List
Battle Rifle Variant: The Monster Hands: 2 (1 with STR 6)
Capacity: 22
Damage: 2d12+4 Cost: 1,300 credits
ROF 1/3/10 Recoil: -/2/2
Hands: 2 (1 with STR 7) Special: +1 TN penalty to hit
Capacity: 6
Cost: 2,100 credits Pump-Action Shotgun
Recoil: -/1/3
Special: -1 TN to hit Damage: As Ammo Type
ROF 1 (2)
Battle Rifle Variant: Lead Thunder Capacity: 7
Hands: 2 (1 with STR 5)
Damage: 2d12+3 Cost: 400 credits
ROF 1/3/10 Recoil: 2
Hands: 2 (1 with STR 7)
Capacity: 7 Double Barrel Shotgun
Cost: 1,800 credits
Recoil: -/1/3 Damage: As Ammo Type
Special: +1 TN to hit ROF 1/2/-
Capacity: 2
Assault Rifle Hands: 2 (1 with STR 6)
Cost: 400 credits
Damage: 2d8 Recoil: 2/4/-
ROF 1/3/10
Hands: 2 (1 with STR 6) Double Barrel Shotgun Variant:
Capacity: 20 Angry Midget Sawed-Off
Cost: 1,000 credits
Recoil: -/2/2 Damage: As Ammo Type
ROF 1/2/-
Assault Rifle Variant: Street Demon Capacity: 4
Hands: 2 (1 with STR 4)
Damage: 2d8+2 Cost: 500 credits
ROF 1/3/10 Recoil: 2/4/-
Hands: 2 (1 with STR 6)
Capacity: 18 Sniper Rifle
Cost: 1,200 credits
Recoil: -/2/2 Damage: 2d12+6
Special: -1 TN bonus to hit ROF: 1
Hands: 2
Assault Rifle Variant: Black Raven Capacity: 4
Cost: 10,000 credits
Damage: 2d8 Recoil: N/A
ROF 1/3/10
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Equipment List
Note: Sniper Rifles use the Rifle entry Heavy Machine Gun
on the Range Table in the Combat
section, with the following changes. Damage: 2d10+4
Their short range is at a +2 TN penalty, ROF: -/-/10
their medium range extends to 500 Hands: 3 (2 with STR 6)
yards and is +0 TN, and their long Capacity: 250
range extends to 2,000 yards and is at Recoil: -/-/+4
a +2 TN penalty. Cost: 12,000 credits
Note: Heavy machine guns use the
SMG entry on Range Table.
Alternate Firearms
Alternate firearms are weapons that weapon, before you roll to hit, pick a
have forgone firing bullets for number between 1 and 8. You use that
something a little more interesting. much ammo and you deal that many
d6s of damage if you hit.
Plasma Pistol
Note: Uses Rifle entry on Range Table.
Damage: up to 6d6
ROF 1 Gauss Needler Pistol
Hands: 1
Capacity: 20 Damage: 2d6+2, AP 3
Cost: 2,000 credits ROF 1 (3)
Recoil: 0 Hands: 1
Special: Each time you fire this Capacity: 100
weapon, before you roll to hit, pick a Cost: 800 credits
number between 1 and 6. You use that Recoil: 0
much ammo and you deal that many
d6s of damage if you hit. Note: Uses Pistol entry on Range
Table.
Note: Uses Pistol entry on Range
Table. Gauss Needler Rifle
Plasma Rifle Damage: 2d8+2, AP 4
ROF 3
Damage: up to 8d6 Hands: 2
ROF 1 Capacity: 200
Hands: 2 Cost: 1,000 credits
Capacity: 30 Recoil: 0
Cost: 4,000 credits
Recoil: 0 Note: Uses Rifle entry on Range Table.
Special: Each time you fire this
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Equipment List
Gyrojet Pistol Note: Uses Pistol entry on Range
Table.
Damage: 4d6
ROF 1 EMP Gun
Hands: 1
Capacity: 8 Damage: 0
Cost: 900 credits ROF 1
Recoil: 0 Hands: 2 (1 with STR 7)
Capacity: 1
Note: Uses Pistol entry on Range Cost: 1,500 credits
Table. Recoil: 0
Special: When you hit a target, each
Dart Gun piece of their Cybertech or Nanotech
has a 70% chance of shorting out for
Damage: As Ammo Type the rest of the Scene.
ROF 1 (3)
Hands: 1 Note: Uses Pistol entry on Range
Capacity: 9 Table.
Cost: 400 credits
Recoil: 0
Throwing Weapons And Primitive Ranged Weapons
Although not as widely used as Crossbow
firearms, these weapons are cheap,
legal, and quiet. Damage: As Ammo Type +4
ROF 1
Throwing Weapons use your Melee Hands: 2 (1 with STR 4)
Damage Bonus when they hit. Capacity: 1
Cost: 100 credits
Bow Recoil: 0
Special: takes 2 Actions to reload
Damage: As Ammo Type
ROF Reflexes/3 (round up) Mini Crossbow
Hands: 2
Capacity: 1 Damage: As Ammo Type+1
Cost: 300 credits ROF 1
Recoil: 0 Hands: 1
Special: May not be wielded with one Capacity: 1
hand. Adds your Melee Damage Bonus Cost: 40 credits
to its damage. Recoil: 0
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Equipment List
Shuriken Hands: 1
Capacity: 1
Damage: 1d4 Cost: 2 credits
ROF 1 Recoil: 0
Grenades
Handheld explosives are a powerful Frag Grenade
force-equalizer in small unit combat,
but are extremely dangerous to an Damage: 5d8+6 damage, AP 4, 5 yard
unskilled user. radius Area of Effect
Cost: 200 credits per grenade
Every item in this section requires one (Restricted)
hand to wield it.
Heat-Seeker Grenade
To use a grenade, simply make a
ranged attack using Throwing + Damage: 3d8+5 damage, 3 yard radius
Reflexes. If you are targeting a spot on Area of Effect
the ground instead of a person, the Cost: 250 credits (Restricted)
difficulty is Average (TN 7). Special: No roll is needed to throw this
grenade. It locks onto a designated
NOTE: All grenades and other heat source within 20 yards and heads
explosives are treated as thrown there at a speed of 50 mph, using a
weapons when it comes to hitting a tiny jet and steering fans to maneuver
target with them, but not when it around obstacles.
comes to dealing their damage. You
do not add your Melee Damage Bonus Magnetic Grenade
when you roll your grenade’s damage,
and you do not add bonus damage Damage: 5d8+4 damage, 3 yard radius
from Talents or Superhuman Abilities Area of Effect
either. Cost: 300 credits (Restricted)
Special: As long as your target is
Concussion Grenade wearing or carrying something made
of metal, you do not have to roll to hit
Damage: 3d6 damage, 6 yard radius them with this grenade. It will
Area of Effect automatically engage its magnets and
Cost: 200 credits attach to that metal object or piece of
Special: Victims must make a clothing. Once attached, it requires an
Challenging Health Saving Throw (TN Action and a Tough Strength Saving
9) or be stunned (no attack Actions, Throw (TN 12) to remove it. Otherwise,
and a +3 TN penalty to all Skill Tests it will detonate at the start of your next
and Opposition Rolls) for 1d4 Rounds. turn.
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Equipment List
Screamer Grenades Tangle Grenade
Damage: 2d12 damage, AP All, 6 yard Damage: 0, 4 yard radius Area of
radius Area of Effect Effect
Cost: 500 each (Restricted) Cost: 200 credits. Special: Target is
Special: Affected targets must make a snared in a quick-hardening goo. On
Tough Health Saving Throw (TN 12) or their turn, they may spend an Action
suffer a +4 TN penalty on all rolls. Any and make a Tough Strength Saving
target who suffers this penalty may Throw (TN 12) to break free. They may
reduce the Target Number by 1 and repeat this any number of times. If
repeat the Health Saving Throw on the they have not escaped by 1d4 hours
start of their next turn to try and shrug later, the goo liquifies on its own.
off this effect. They may repeat this
process at the beginning of their next White Phosphorus Grenade
turn after that, and so on, until they
have successfully beaten the Target Damage: 3d12, 3 yard radius Area of
Number. At that point, the effect ends. Effect
When making these Health Saving Cost: 350 credits (Restricted)
Throws, targets do not factor in the +4 Special: Ignites all targets for 1d12
TN penalty from having been grenade- damage for 1d4 Rounds
screamed.
Ammunition
Without this, your guns are just oddly-
shaped clubs.
Conventional Ammo
These types of ammo can be used in Shotgun Ammo
Slug Throwers.
Shotguns may only be loaded with any
Shotguns may only use Shotgun one of the following ammunition types:
Ammo. However, Shotgun Ammo can
be turned into Shrapnel Shotgun Birdshot: 2d6 damage, costs 15
Ammo or Hot Load Shotgun Ammo by credits per box of 50
buying an equal number of Hot Load or Buckshot: 2d8+2 damage, AP 1, costs
Shrapnel Rounds ammunition at the 50 credits per box of 50
same time. Slug: 3d8+4 damage, AP 3, costs 100
credits per box of 50
Regular
Cost: 10 credits for a box of 100
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Equipment List
AP Rounds (Restricted)
Special: If you hit a target with a single
Cost: 20 credits per box of 50 shot, they Ignite for 1d6 damage for
Special: AP Half. However, your total the next 1d4 Rounds. If you hit a target
damage after factoring in Protection with a short burst, they Ignite for
and Damage Rating gets reduced by 1d6+3 damage for the next 1d4+1
half. Rounds. If you hit a target with a long
burst, they Ignite for 2d8 damage for
Haywire Rounds the next 1d6+3 Rounds. Note: Using
Hot Load bullets damages your gun. If
Damage: -1d4 you only take single shots during a
Cost: 475 credits per magazine fight, you must maintain your weapon
(Restricted) with a Challenging Mechanics Skill
Special: Each time you successfully hit Test (TN 9) after the fight, or your
your target, there is a percentage weapon suffers a permanent,
chance equal to three times your stackable +1 TN penalty to hit. If you
damage (after it’s been reduced by use a short burst during the fight, that
Protection and Damage Resistance) +1 TN penalty is unavoidable. And if
that a piece of Cyber or Nanotech on you use a long burst during the fight,
your target will short out (GM’s choice your weapon becomes unusable at the
which one.) end.
High Explosive Rounds Shrapnel Rounds
Damage: After striking your target, Damage: +2d6, AP 5
deals 2d8 damage in a 2 yard radius Cost: 375 credits per magazine
Area of Effect (Restricted)
Cost: 350 credits per magazine
(Restricted) Taser Rounds
Hollowpoint Damage: No damage.
Cost: 400 credits (Restricted)
Cost: 20 credits per box of 50 Special: Target must make a Tough
Special: Double your target’s Health Saving Throw (TN 12) or fall
Protection against any damage your prone and black out for 2d6 Rounds.
attack would deal, then double the
remaining damage after Protection Note: This ammo may only be used in
has been accounted for. Rifles. Furthermore, after each fight
you must maintain your weapon with a
Hot Load Challenging Mechanics Skill Test (TN
9), or else your weapon suffers a
Damage: +50% permanent, stackable +1 TN penalty to
Cost: 100 credits per box of 20 hit.
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Equipment List
Special Ammo
These types of ammo can be used in Special: If target takes damage from
Alternative Firearms. this attack that is not stopped by their
Protection or Damage Resistance, they
Plasma and Needle firearms may only must make a Tough Health Saving
use Plasma or Needle Magazine, Throw (TN 12) or suffer 2d6 Drain
Gyrojet firearms may only use Gyrojet damage at the start of each Round for
Clip, and EMP Guns may only use EMP the next 1d4 Rounds.
Rounds.
Tranq Darts
Dart Guns can use Poisoned Darts,
Tranq Darts, or any homebrew darts Damage: 1d4-1
the group comes up with. Cost: 200 credits per magazine
Special: If target takes damage from
Plasma or Needle Magazine this attack that is not stopped by their
Protection or Damage Resistance, they
Cost: 150 credits must make a Tough Health Saving
Throw (TN 12) or fall unconscious for
Gyrojet Clip the next 1d4 hours.
Cost: 100 credits EMP Round
Poisoned Darts Cost: 200 credits
Damage: 1d4-1
Cost: 100 credits per magazine
Primitive Ranged Ammo
These types of ammo can be used Explosive Arrows/Bolts
with Primitive Ranged Weapons.
Damage: 2d8, AP 4
Regular Arrows/Bolts Cost: 200 credits for a quiver of 5
(Restricted)
Damage: 2d8, AP 4 Special: Deals an additional 2d8
Cost: 10 credits for a quiver of 10 damage in a 3 yard radius Area of
Effect around target.
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Equipment List
Firearm Upgrades
The following upgrades can be added Battle Rifle, or regular bow, but it can
onto firearms (and bows and be added onto a crossbow.
crossbows.)
Pistol Shoulder Stock
You may only have a single scope, a
single grip, a single stock, and a single Costs: 200 credits
barrel attachment on a given weapon. Special: Pistols only. You suffer 1 less
point of Recoil. Your weapon is now
You may not add stocks, grips, or two-handed (1 hand with STR 3).
barrel attachments to bows, and you
may not add barrel attachments to Red Dot Scope
crossbows.
You may not add the same upgrade to Cost: 250 credits
a weapon more than once. Special: You receive a -1 TN bonus to
hit targets.
Laser Sight Attachment
Side Light
Cost: 300 credits
Special: You receive a -2 TN bonus to Cost: 100 credits
hit targets at Short and Medium Special: You don’t have to carry a
Range. flashlight in your other hand.
Note: This does not count as a scope Silencer
or a barrel attachment.
Cost: 200 credits
Night Vision Scope Special: More correctly called a
‘suppressor’, since it only makes a
Cost: 300 credits. weapon less loud, a silencer will make
Special: You can use night vision when your gun’s report and muzzle flash
you aim through the scope. This harder to detect at a distance,
cannot be mounted on a pistol. imposing a +1 TN penalty to detect it
from more than 50 yards away. Large
Pistol Grip weapons, such as machine guns, do
not generally have commercial
Cost: 150 credits silencers available, but heavy weapon
Special: Decreases the Strength silencers can still be jury-rigged out of
required to one-hand a weapon by 2 things like automobile oil filters and
points. Increases the Recoil by pillows. Using an improvised silencer
+0/+1/+2. This cannot be added onto a adds a +1 TN penalty to all Skill Tests
Heavy Machine Gun, Sniper Rifle, and Opposition Rolls with the weapon.
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Equipment List
Targeting Scope TN bonus for each Action you spend,
and you can stack your total aiming
Cost: 450 credits bonus up to -6 TN.
Special: Aiming gives you an extra -1
Drugs
While the number of branded these are some of the most
pharmaceuticals available in the recognizable substances on the street.
Fractured States is ever-growing,
Blue Lotus (Lotrinol)
60 credits per pill without prescription Taking more doses than your Health in
a 24 hour period causes 2d6 Drain
15 credits per pill with prescription damage per excess dose. These doses
still increase the duration of the effect.
A highly addictive analgesic, “Blue
Lotus” has the comparatively harmless Blue Lotus is administered by
side-effect of temporarily turning your chewable tab.
tongue blue.
Any time a character takes Blue Lotus
A single dose of Blue Lotus gives you more than three days in a row, they
a -4 TN bonus on all rolls to resist pain must make a Tough (TN 12) Willpower
for 6 hours. Saving Throw or gain the Addiction:
Blue Lotus Complication. This
Additional doses add +2 hours to the Complication does not give you a free
duration each. Talent or overwrite any other
Complications that you might have.
Broad-Spectrum Antibiotics
55 credits per pill without prescription organs and generally minor side-
(only provides -1 TN bonus, but works effects.
great for fish)
While taking at least one pill per day,
15 credits per pill with prescription (up you receive a -2 TN bonus on all
to 8 pills with a documented disease) Health Saving Throws to resist
infections. If you start a course of
These antibiotics are designed to Broad Spectrum Antibiotics while you
overcome most common are currently infected with a disease,
communicable diseases, with only you may immediately make a Health
moderate strain on your internal Saving Throw to begin recovering from
the disease.
199