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.

ItemCost (credits)
Aluminum Chest

Holds 150 kg of mass, .5 cubic m.

30
Arcana-Suppressant Shackles

Metal 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
Backpack

Nylon 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
Binoculars

See twice as far as normal.

550
Bioprinter

Handheld device that injects nanites to create a Biosig by gathering genetic material, retinal scan, and blood samples.

800
Blank Book

Hardcover book with blank pages.

30
Bug Out Bag

Contains: 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
Candle

Lasts 2 hours, 5 m light Radius.

2
Chain (1m)

Has 10 HP. Can be broken with DC 20 Brute Force.

50
Climbing Kit

Includes: 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, Adventuring

Practical, durable clothing made from leather or reinforced fabrics.

350
Clothing, Fine

Luxurious, high-quality clothing as a symbol of status.

400
Clothing, High Fashion

Fashion-forward attire by top designers.

1,200
Clothing, Street

Advanced synthetic clothing with temperature regulation, self-repair, and tech compatibility.

100
Comm-Link

Earpiece for secure wireless communication within 10 km with holographic projection.

150
Compass, Traditional

Uses Adamah’s magnetic poles to point North.

5
Container, Small Glass

Holds .35 liters of liquid.

10
Container, Small Alloy

Holds .35 liters of liquid.

15
Container, Medium

Holds 3 liters of liquid.

20
Container, Large

Holds 6 liters of liquid.

40
Credit Stick

Electronic wallet for unlimited credits with thumbprint/passcode security.

5
Crowbar

Grants +2 to Brute Force Skill Checks where leverage applies.

100
Digital Library / Spellbook

Compact scanner for digitizing and storing books, documents, or written materials.

1,550
Disguise Kit Supplies

Supplies needed for the Disguise Toolkit.

350
Drogue Chute

Compact parachute, deploys as a Reaction to slow falls by half.

2,000
External Data Drive

Tiny, concealable data storage device.

80
Flask, Aluminum

Holds .2 liters of liquid.

25
Flare

Lasts 1 hour, reddish orange light up to 7 m Radius.

10
Flint and Steel

Fire starting device.

25
First Aid, Basic

5 uses, grants 1d4 HP each. With First-Aid Aptitude: 1d8 HP instead.

450
Fusion Lighter

Tiny 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 Materials

Full resupply for a Geneticist Toolkit.

100
Glow Stick

Green light, 3 m Radius Dim Light.

15
Grappling Hook

Secures rope to any protruding surface.

150
Gravity Boots

Walk on walls/ceilings. 2 uses per Short Rest, max 113 kg. -2 Reflex Defense.

800
Gunpowder

1d6 Thermal Damage per kg if ignited.

100
Hammer, Iron

Small handheld hammer.

60
Hammer, Sledge

Medium two-handed hammer.

90
Handcuffs, Steel

Restrains Small/Medium creatures. DC 20 Reflex to escape, DC 20 Brute Force to break, DC 16 Thievery to pick. 12 HP.

180
Herbalist Supplies

Full resupply for an Herbalist Toolkit.

7,000
LED Flashlight

Bright Light cone 18 m, Dim Light +10 m. Requires free hand.

30
Laptop

Physical/wireless Internet, data storage, audio/video recording, VR, GPS, water-resistant.

1,800
Lock, Pad

Includes 1 key. DC 15 Thievery to pick.

80
Lock, Digital Key

Key code provided. DC 15 Hacking to bypass.

250
Lock, Retinal

Programmed to one retinal scan. Biosig grants access.

600
Lock, Fingerprint

Programmed to one fingerprint.

450
Magnifying Glass

Makes small things look big.

100
Microscope

+4 to Critical Thinking Skill Checks for microscopic identification.

1,200
Mirror, Steel

Small handheld mirror.

25
Nanite Scanner

+2 to Critical Thinking to locate nanites via wireless signal.

1,400
Optoelectronic Image Enhancement

See 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 & Ink20
Portable Kitchen

Everything needed to cook outside. Packs into a compact backpack.

1,400
Portable Sleeping Habitat

Inflatable habitat. Immune to Level 2 Irradiation, strong winds, and rain.

2,500
Pouch

Holds up to 3 kg.

50
Quiver

Holds up to 20 arrows or 30 bolts.

100
Rations

One 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, Digital

Weighs things in grams.

200
Scope

Grants Scoped property. QA to negate Long Range -2 on next attack.

1,500
Shovel

Used 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 Bag100
Smartphone

Internet, phone/text, audio/video, data storage, AR, GPS, app downloads.

750
Soap5
Spike, Titanium10
Torch

Lasts 1 hour. Bright Light 7 m, Dim Light +5 m.

5
Topography Scanner

Maps an area and creates a digital elevation map.

1,000
Universal Cable

High-speed cable compatible with any data-processing device.

30
Ventilator

Full-face mask. 4-hour Immunity to airborne Toxins, Diseases, Poisons. -2 Awareness. Recharges on Short Rest.

800
Vial

Holds .1 liters.

15
Wasteland Protection Suit

Air filtration, lead shielding. Immune to Toxins, Poisons, Diseases, Radiation. -3 Awareness and Reflex Defense. Only light armor underneath.

10,800
Water Purifier

Purifies water of basic toxins within 30 minutes.

1,000
Whetstone

Used to sharpen things.

50
WiFi Transmitter

One-way WiFi Access Point, 20 m range.

50
Wireless Transceiver

Data, 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 cr
Damage: 2d8 ForceProperties: Blast 6m

Nullifies 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 cr
Damage: 9d6 Thermal + 2d10 ForceProperties: Blast 10m

Powerful plastic explosive. DC 17 Reflex Defense, success = half damage. Can use Timer/Sensor/Remote. Injury: 3rd Degree Burn and Concussion.

Claymore

3,000 cr
Damage: 2d10 Piercing + 2d10 Thermal + 2d6 ForceProperties: Blast 8m Cone

Targets 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 cr
Damage: 2d8 SonicProperties: Blast 10m

All Non-Sentient electronics in Radius make DC 18 Fortitude or disabled 5 Rounds. Injury: Sensor Malfunction and Cybernetic Overheating.

Flash-bang

300 cr
Properties: Blast 6m

All creatures make DC 15 Fortitude or Stunned, Blinded, Deafened 2 Rounds. Injury: Eye Strain.

IED

3,000 cr
Damage: 6d6 ForceProperties: Blast 8m

Targets thrown 1 m, fall Prone. Injury: Contusions.

Incendiary Grenade

1,000 cr
Damage: 2d10 Piercing + 2d8 ForceProperties: Blast 10m

Injury: 3rd Degree Burns.

Nanite Grenade

800 cr
Damage: 2d6 Piercing per Turn 3 RoundsProperties: Blast 6m

Injury: Minor Open Wounds.

Rocket

1,000 cr
Damage: 3d6 Piercing + 3d6 Force + 3d4 ThermalProperties: Blast 5m

Range (40/120). Injury: Minor Fractures and Minor Burns.

Smoke Grenade

150 cr
Properties: Blast 6m, Duration 4 Rounds

Creatures make DC 15 Fortitude or Blinded while in Radius. Duration: 4 Rounds.

Tear Gas

600 cr
Damage: 3d4 PoisonProperties: Blast 10m

Creatures make DC 15 Fortitude or Blinded and Restrained 3 Rounds.

Explosive Accessories

AccessoryCostDescription
Remote Trigger200Trigger explosives remotely within 100 m.
Sensor600Movement-activated detonation within 3 m.
Timer500Tamper-resistant timed detonation, works within 35 m.

Musical Instruments

Instruments used by bards, performers, and anyone who channels creativity through music.

InstrumentCost (credits)
Bagpipes200
Drum Kit2,000
Electric Keyboard2,500
Flute350
Guitar, Acoustic400
Guitar, Portable Electric600
Kasu15
Keytar800
Lute650
Lyre500
Horn300
Viola450

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.

ToolkitCostDescription
Alchemist (C)2,000Tools for identifying alchemical ingredients and crafting Nanite Potions.
Armorer (C)5,000Tools for crafting and repairing all Armor Types. On a Short Rest increment, repair 1d10 + MAB THP to one piece of armor.
Disguise1,500Tools for changing physical appearance to look like another similarly built humanoid.
Explosive Technician (C)3,000Detonators, wiring, and explosive materials for crafting, disarming, or modifying explosives.
Forger1,200Inks, papers, seals, and instruments for creating realistic documents, IDs, and currency replicas.
Gun-smithing (C)2,400Machining tools, measuring instruments, and assembly devices for creating, repairing, and modifying firearms and ammunition.
Hacking (C)1,600Includes a laptop, smartphone, and 5 m universal cable for digital infiltration and creating Programs.
Herbalism (C)2,300Instruments for creating remedies and concoctions from naturally occurring mushrooms, animals, plants, and herbs.
Inventor (C)2,500Tools for creating, assembling, and tinkering with mechanical/electronic devices to craft Black Market Cybernetics.
Medic1,400Grants max rolls on all healing potions. Can remove Minor Injury effects for 8 hours. Grants 1d8 HP with a successful First-Aid Skill Check.
Navigator400GPS navigator, electronic maps, satellite communicator, and handheld weather station for navigating wastelands.
Smithing (C)5,200Hammers, anvils, forges, tongs, and files for crafting and repairing metal-based weapons and items.
Streamer1,400Omni-Cam mini Drone, StreamDeck Interface, Holo-Wave Projector, and Internet Signal Booster for live streaming.
Survival1,000Bio-Adaptive Tent, Holo-Map Projector, Emergency Beacon, Water Filtration, Solar Power Bank, and Cooking Supplies.
Thieves’850Lock picks, small mirror, narrow scissors, pliers, and tools for bypassing locks and traps.