Useful Equipment

Useful equipment #

It’s dangerous out here. Lots of things that don’t take kindly to people like us sticking our heads where they don’t belong. That’s why you have to be prepared for anything, spacefarer. Plan for the worst, hope for the best, isn’t that right? After all, if you want to live forever, you have to live long enough to make it happen.

Item tags #

Armor indicates that this item reduces damage before it is applied to HP.

Blast indicates that an attack hits every target within an area. If you use a blast attack, you roll damage or stress separately for each affected target. Roll the attack’s standard damage or stress die to determine the number of targets affected.

Breech weapons do physical damage to space ships, which reduces their breech protection (BP).

Bulky items take up two inventory slots.

Damage indicates that this item causes physical damage when used to attack. The value of the damage is listed next to the tag.

Modifiable items can be augmented at a later time with the indicated number of modifications. Unless the modification is swappable, it is permanent once made.

Proximity indicates that an item is activated by a creature moving within five feet of it.

Small items may be combined with other small items in a single inventory slot.

Stability indicates that this item reduces stress before it is applied to HP.

Stress indicates that this item causes stress when used to attack. The value of the stress is listed next to the tag.

Swappable indicates that this modification can be added to or removed from a modifiable item with a bit of time and effort at no additional cost.

Defense #

While you can carry multiple protective items, you can only benefit from one armor and one stability effect at a time.

Suits + shields #

Suits take one inventory slot when worn.

Item Cost (cr)
Defense shield (+1 armor) 1,000
Hazard suit (+1 armor, modifiable 2) 1,000
Inertial armor (+2 armor, modifiable 1) 5,000
Pressure suit (+2 armor, bulky, modifiable 3) 10,000
Vacuum suit (modifiable 3) 500

Suit modifications #

Suit modifications occupy the same inventory slot as the suit they modify.

Item Cost (cr)
Aerogel insulation (protects against extreme cold) 1,000
Barrier coating (protects against corrosive substances) 750
Energy dampeners (protects against most explosions) 1,500
Filtration system (protects against airborne toxins) 500
Heat shields (protects against extreme heat) 1,000
Radiation shielding (protects against radiation) 750
Therm-optic camouflage 2,500

Offense #

You can carry more than one weapon, but if you attack with multiple weapons at the same time, roll all damage or stress dice and keep the single highest result.

Weapons #

Item Cost (cr)
Blackthorn rifle (d8 stress, bulky) 2,000
Disassembly ray (d6 blast damage, bulky, breech) 1,000
Ghost blade (d6 stress) 200
Improvised weapon (d6 damage, bulky)
Inertial blaster (DEX save or stunned) 500
Laser scalpel (d6 damage, small) 300
Mining tool (d6 damage, breech) 200
Null pistol (d6 stress) 500
Plasma knife (d6 damage) 200
Proton rifle (d8 damage, bulky) 1,000
Stun baton (d4 damage, STR save or stunned) 100
Unarmed attack (d4 damage)

Blackthorn rifles have barrels crafted from blackrock, the valuable mineral that allows physical interaction with spirits of the Negaverse.

Ghost blades are forged aluminum with a microscopic layer of blackrock that has been vacuum deposited on the surface.

Null pistols fire ammunition loaded with powdered blackrock.

Explosives #

All explosives are single-use items.

Item Cost (cr)
Grenade (d8 damage, blast) 100
Ghost grenade (d8 stress, blast) 100
Pulse grenade (DEX save or stunned, d6 blast) 200
Screamer (d6 stress, d12 blast, proximity) 300

Gear #

Item Cost (cr)
Article of faith (+1 stability)
Bioscanner 500
Exoskeleton 2000
Geoscanner 500
Matter condenser 1000
Nanochems x6 1200
Neurolink 800
Reconnaissance drone 5000
Replacement organ 2000
Secure enclave 200
Universal translator 1000

Articles of faith vary from religion to religion, but most commonly take the form of a small pendant or amulet worn around the neck on a chain.

Bioscanners detect the existence of living biological creatures within a 100m radius. They are largely ineffective at detecting undead.

Exoskeletons enhance the lifting and carrying capacity of a human being by a factor of ten. They’re used by dock workers and anyone else who needs to move very heavy things on a regular basis.

Geoscanners use multi-frequency radar waves to create a navigable 3D map of a 100m radius sphere, centered on the user.

Matter condensers allow the user to reduce the physical space occupied by an object. A personal condenser can reduce about one cubic meter of material to one tenth of its current volume.

Nanochems are smart, nanobot-powered delivery agents for chemical and biological compounds. They promote healing and restore 1d4 STR per dose.

Neurolinks allow humans to directly interface with digital systems, bypassing the need to use any external action to communicate.

Reconnaissance drones are capable of mapping and observing targets under their own direction.

Replacement organs are sustainably manufactured, ethical replacements for failing human organs.

Secure enclaves provide neural-linked, encrypted storage of digital information. To unlock a secure enclave, the user must deliberately think about unlocking it.

Universal translators allow for communication between speakers of most human languages.

Ship weapons + armor #

Most civilian ships aren’t equipped with weapons or armor. Pirate ships are sometimes equipped with salvaged proton cannons (1d6 breech) and inertial dampeners (+1 armor). Military ships range from speedy fighters with proton cannons of their own to massive carriers equipped with tactical antimatter torpedoes and singularity howitzers.

To price ship-grade weapons and armor, multiply the cost of an equivalent personal item by 100.