Gear & Supplies
Everything an adventurer needs to survive — from basic tools and survival gear to military-grade explosives and precision instruments.
Adventuring Gear
Standard equipment available at most outposts and settlements. Costs are listed in credits. Click an item name to expand its description.
| Item | Cost (credits) |
|---|---|
Aluminum ChestHolds 150 kg of mass, .5 cubic m. | 30 |
Arcana-Suppressant ShacklesMetal alloy restraints with rune sensors that detect and disrupt magical energy. Spell Weaving attempts trigger 4d8 Electric Damage and a DC 18 Fortitude Defense Roll to remain conscious. | 1,800 |
Augmented Reality (AR)Specialized eyewear that overlays virtual objects and information onto the real world. | 800 |
BackpackNylon reinforced backpack which holds 15 kg of mass. | 40 |
Ball Bearings (100)Cover a 1d5 m + AGI Modifier Radius. Creatures crossing must pass DC 10 Reflex or fall Prone. Half speed bypasses the roll. | 10 |
BinocularsSee twice as far as normal. | 550 |
BioprinterHandheld device that injects nanites to create a Biosig by gathering genetic material, retinal scan, and blood samples. | 800 |
Blank BookHardcover book with blank pages. | 30 |
Bug Out BagContains: backpack, sleeping bag, 5 flares, flint and steel, 20 m rope, 2 weeks rations, soap, 5 Glow Sticks, and a water purifier. | 1,000 |
Caltrops (10)Cover a 1d4 m Radius. Creatures entering must pass DC 15 Reflex or halt movement and take 1 Piercing Damage, -2 m speed until healed. | 150 |
CandleLasts 2 hours, 5 m light Radius. | 2 |
Chain (1m)Has 10 HP. Can be broken with DC 20 Brute Force. | 50 |
Climbing KitIncludes: 20 m nylon rope, pulleys, anchors, hammer, grappling hook, crampons. DC 5 to prevent falls on critical failures, +1 to Stamina for climbing. | 1,000 |
Clothing, AdventuringPractical, durable clothing made from leather or reinforced fabrics. | 350 |
Clothing, FineLuxurious, high-quality clothing as a symbol of status. | 400 |
Clothing, High FashionFashion-forward attire by top designers. | 1,200 |
Clothing, StreetAdvanced synthetic clothing with temperature regulation, self-repair, and tech compatibility. | 100 |
Comm-LinkEarpiece for secure wireless communication within 10 km with holographic projection. | 150 |
Compass, TraditionalUses Adamah’s magnetic poles to point North. | 5 |
Container, Small GlassHolds .35 liters of liquid. | 10 |
Container, Small AlloyHolds .35 liters of liquid. | 15 |
Container, MediumHolds 3 liters of liquid. | 20 |
Container, LargeHolds 6 liters of liquid. | 40 |
Credit StickElectronic wallet for unlimited credits with thumbprint/passcode security. | 5 |
CrowbarGrants +2 to Brute Force Skill Checks where leverage applies. | 100 |
Digital Library / SpellbookCompact scanner for digitizing and storing books, documents, or written materials. | 1,550 |
Disguise Kit SuppliesSupplies needed for the Disguise Toolkit. | 350 |
Drogue ChuteCompact parachute, deploys as a Reaction to slow falls by half. | 2,000 |
External Data DriveTiny, concealable data storage device. | 80 |
Flask, AluminumHolds .2 liters of liquid. | 25 |
FlareLasts 1 hour, reddish orange light up to 7 m Radius. | 10 |
Flint and SteelFire starting device. | 25 |
First Aid, Basic5 uses, grants 1d4 HP each. With First-Aid Aptitude: 1d8 HP instead. | 450 |
Fusion LighterTiny portable fusion reactor. Bright Light 10 m, Dim Light +10 m. | 20 |
Gasoline (12oz)5 Thermal Damage on ignition + 5 per Round of contact. Burns for 2 minutes. | 50 |
Geneticist MaterialsFull resupply for a Geneticist Toolkit. | 100 |
Glow StickGreen light, 3 m Radius Dim Light. | 15 |
Grappling HookSecures rope to any protruding surface. | 150 |
Gravity BootsWalk on walls/ceilings. 2 uses per Short Rest, max 113 kg. -2 Reflex Defense. | 800 |
Gunpowder1d6 Thermal Damage per kg if ignited. | 100 |
Hammer, IronSmall handheld hammer. | 60 |
Hammer, SledgeMedium two-handed hammer. | 90 |
Handcuffs, SteelRestrains Small/Medium creatures. DC 20 Reflex to escape, DC 20 Brute Force to break, DC 16 Thievery to pick. 12 HP. | 180 |
Herbalist SuppliesFull resupply for an Herbalist Toolkit. | 7,000 |
LED FlashlightBright Light cone 18 m, Dim Light +10 m. Requires free hand. | 30 |
LaptopPhysical/wireless Internet, data storage, audio/video recording, VR, GPS, water-resistant. | 1,800 |
Lock, PadIncludes 1 key. DC 15 Thievery to pick. | 80 |
Lock, Digital KeyKey code provided. DC 15 Hacking to bypass. | 250 |
Lock, RetinalProgrammed to one retinal scan. Biosig grants access. | 600 |
Lock, FingerprintProgrammed to one fingerprint. | 450 |
Magnifying GlassMakes small things look big. | 100 |
Microscope+4 to Critical Thinking Skill Checks for microscopic identification. | 1,200 |
Mirror, SteelSmall handheld mirror. | 25 |
Nanite Scanner+2 to Critical Thinking to locate nanites via wireless signal. | 1,400 |
Optoelectronic Image EnhancementSee in Dim Light up to 60 m. -2 Attack/Awareness in Bright Light. Can see through 1 m walls and detect heat signatures. | 4,500 |
Paper (1 piece)Extremely expensive due to lack of forests. | 50 |
| Pen & Ink | 20 |
Portable KitchenEverything needed to cook outside. Packs into a compact backpack. | 1,400 |
Portable Sleeping HabitatInflatable habitat. Immune to Level 2 Irradiation, strong winds, and rain. | 2,500 |
PouchHolds up to 3 kg. | 50 |
QuiverHolds up to 20 arrows or 30 bolts. | 100 |
RationsOne day of dried food. | 50 |
Rope, Nylon (1m)2 HP. DC 16 Brute Force to break. | 10 |
Rope, Carbon Fiber (1m)5 HP. DC 18 Brute Force to break. | 20 |
Scale, DigitalWeighs things in grams. | 200 |
ScopeGrants Scoped property. QA to negate Long Range -2 on next attack. | 1,500 |
ShovelUsed for digging... or hitting. | 80 |
Silencer+4 Stealth when attacking. Attacks beyond Normal Range auto-miss. Attach/remove as QA. Cannot attach to Scatter, Blast, or Heavy weapons. | 2,000 |
| Sleeping Bag | 100 |
SmartphoneInternet, phone/text, audio/video, data storage, AR, GPS, app downloads. | 750 |
| Soap | 5 |
| Spike, Titanium | 10 |
TorchLasts 1 hour. Bright Light 7 m, Dim Light +5 m. | 5 |
Topography ScannerMaps an area and creates a digital elevation map. | 1,000 |
Universal CableHigh-speed cable compatible with any data-processing device. | 30 |
VentilatorFull-face mask. 4-hour Immunity to airborne Toxins, Diseases, Poisons. -2 Awareness. Recharges on Short Rest. | 800 |
VialHolds .1 liters. | 15 |
Wasteland Protection SuitAir filtration, lead shielding. Immune to Toxins, Poisons, Diseases, Radiation. -3 Awareness and Reflex Defense. Only light armor underneath. | 10,800 |
Water PurifierPurifies water of basic toxins within 30 minutes. | 1,000 |
WhetstoneUsed to sharpen things. | 50 |
WiFi TransmitterOne-way WiFi Access Point, 20 m range. | 50 |
Wireless TransceiverData, signal, or current transmission up to 350 m. | 75 |
Explosives
Grenades, charges, and ordnance for when subtlety is no longer an option.
Anti-Arcana Grenade
800 crNullifies all magical effects from Spells of Mystagogue or lower for 2 Rounds. Spell Weavers must make DC 16 Will Defense or be Stunned 1 Round. Injury: Static Feedback Loop.
C4
6,000 crPowerful plastic explosive. DC 17 Reflex Defense, success = half damage. Can use Timer/Sensor/Remote. Injury: 3rd Degree Burn and Concussion.
Claymore
3,000 crTargets thrown 3 m into air, take 5 Bludgeoning, fall Prone. DC 15 Reflex, success = half damage. Injury: Minor Open Wound and Minor Burns.
EMP Grenade
800 crAll Non-Sentient electronics in Radius make DC 18 Fortitude or disabled 5 Rounds. Injury: Sensor Malfunction and Cybernetic Overheating.
Flash-bang
300 crAll creatures make DC 15 Fortitude or Stunned, Blinded, Deafened 2 Rounds. Injury: Eye Strain.
IED
3,000 crTargets thrown 1 m, fall Prone. Injury: Contusions.
Incendiary Grenade
1,000 crInjury: 3rd Degree Burns.
Nanite Grenade
800 crInjury: Minor Open Wounds.
Rocket
1,000 crRange (40/120). Injury: Minor Fractures and Minor Burns.
Smoke Grenade
150 crCreatures make DC 15 Fortitude or Blinded while in Radius. Duration: 4 Rounds.
Tear Gas
600 crCreatures make DC 15 Fortitude or Blinded and Restrained 3 Rounds.
Explosive Accessories
| Accessory | Cost | Description |
|---|---|---|
| Remote Trigger | 200 | Trigger explosives remotely within 100 m. |
| Sensor | 600 | Movement-activated detonation within 3 m. |
| Timer | 500 | Tamper-resistant timed detonation, works within 35 m. |
Musical Instruments
Instruments used by bards, performers, and anyone who channels creativity through music.
| Instrument | Cost (credits) |
|---|---|
| Bagpipes | 200 |
| Drum Kit | 2,000 |
| Electric Keyboard | 2,500 |
| Flute | 350 |
| Guitar, Acoustic | 400 |
| Guitar, Portable Electric | 600 |
| Kasu | 15 |
| Keytar | 800 |
| Lute | 650 |
| Lyre | 500 |
| Horn | 300 |
| Viola | 450 |
Toolkits
Having Aptitude in a Toolkit allows you to add your Aptitude Dice to related Skill Checks as well as Craft items. Toolkits marked with (C) are used in the Crafting System.
| Toolkit | Cost | Description |
|---|---|---|
| Alchemist (C) | 2,000 | Tools for identifying alchemical ingredients and crafting Nanite Potions. |
| Armorer (C) | 5,000 | Tools for crafting and repairing all Armor Types. On a Short Rest increment, repair 1d10 + MAB THP to one piece of armor. |
| Disguise | 1,500 | Tools for changing physical appearance to look like another similarly built humanoid. |
| Explosive Technician (C) | 3,000 | Detonators, wiring, and explosive materials for crafting, disarming, or modifying explosives. |
| Forger | 1,200 | Inks, papers, seals, and instruments for creating realistic documents, IDs, and currency replicas. |
| Gun-smithing (C) | 2,400 | Machining tools, measuring instruments, and assembly devices for creating, repairing, and modifying firearms and ammunition. |
| Hacking (C) | 1,600 | Includes a laptop, smartphone, and 5 m universal cable for digital infiltration and creating Programs. |
| Herbalism (C) | 2,300 | Instruments for creating remedies and concoctions from naturally occurring mushrooms, animals, plants, and herbs. |
| Inventor (C) | 2,500 | Tools for creating, assembling, and tinkering with mechanical/electronic devices to craft Black Market Cybernetics. |
| Medic | 1,400 | Grants max rolls on all healing potions. Can remove Minor Injury effects for 8 hours. Grants 1d8 HP with a successful First-Aid Skill Check. |
| Navigator | 400 | GPS navigator, electronic maps, satellite communicator, and handheld weather station for navigating wastelands. |
| Smithing (C) | 5,200 | Hammers, anvils, forges, tongs, and files for crafting and repairing metal-based weapons and items. |
| Streamer | 1,400 | Omni-Cam mini Drone, StreamDeck Interface, Holo-Wave Projector, and Internet Signal Booster for live streaming. |
| Survival | 1,000 | Bio-Adaptive Tent, Holo-Map Projector, Emergency Beacon, Water Filtration, Solar Power Bank, and Cooking Supplies. |
| Thieves’ | 850 | Lock picks, small mirror, narrow scissors, pliers, and tools for bypassing locks and traps. |