Equipment
Forcegem (Level 1 Item of Power)
A gemstone held in the hand (or strapped to the palm) which generates a kinetic field that can be used offensively and defensively.
- Forcefield Level 1
- Area PMV 1 (hand & arm aura)
- Offensive (1)
- Shield Only (-3)
- Blocks 60 Damage (20 per level)
- Deals 30 (10 per level)
Can add Field-Penetrating (1), in which case the Forcegem blocks 40 Damage and deals 20 Damage.
Vorthsilk armor (Level 1 Item of Power)
Armor indistinguishable from regular clothing.
- Adaptation {Cold} Level 1
- Armor Level 2
- Partial (-2) (No Armour value for head or face)
- Blocks 20 Damage (10 per level), blocks 25 Cold Damage (+5 for Adaptation)
Dredic Arc Rifle (Level 1 Item of Power)
A rifle-like silver black gun, slightly longer than a hunting rifle. The gun uses electrical discharges which track to a proton painted location. The primary fire is a stream of lightning fires from the needle-like tip along an ionized airpath. The secondary fire is a white sphere of ball lighting.
- Primary Weapon Attack Level 1
- 60 Damage (=3)
- Autofire (-3)
- Inaccurate Level 2 (+2)
- Limited Shots Level 2 (3 shots, 1 round reload, consumes ammo) (+1)
- Backblast (+1)
- Unreliable (+1)
- Secondary Weapon Attack Level 1
- 80 Damage (=4)
- Homing (-1)
- Long Range (-1)
- Flare (-1)
- Inaccurate Level 2 (+2)
- Backblast (+1)
- Unreliable (+1)
- Limited Shots Level 3 (1 shot, 1 round reload, consumes ammo) (+2)
Kinetic Envelope (Level 1 Item of Power)
A small amulet that looks like a glass sphere with a smaller sphere inside it. When the amulet is held and the user concentrates for about 10 minutes, they can gradually evelope themselves in a thin barrier of vacuum and tightly bound air molecules.
- Forcefield Level 3 (-14)
- Area PMV 2 (form fitting)
- Regenerating (1)
- Full Impact (-1)
- Blocks 60 Damage (3)
- Adaptation Level 1 (Noxious Gases) (-1)
- Activation Time Level 5 (10 Minutes, fails if interrupted) (+7)
- Concentration Level 3 (Full concentration required while activating) (+3)
Ring of Regeneration (Level 1 Item of Power)
One of a variety of rings designed to preserve Guild Operatives in the field.
- Regeneration Level 1 (+5 Health Points per round) (-6)
- Special Requirement Level 1 (Requires 33% more nourishment) (+1)
Ring of Health (Level 1 Item of Power)
A ring which increases the physical durability of it's wearer.
- Tough Level 3 (+60 Health Points) (-6)
- Special Requirement Level 1 (Requires 33% more nourishment) (+1)
Traveler's Boots (Level 1 Item of Power)
The ultimate footwear, allowing the wearer to tread over almost any surface without fear, discomfort or inconvenience. Comes in a variety of styles.
- Special Movement Level 6 (-6)
- Balance
- Cat-Like
- Light-Footed
- Untrackable
- Water-Walking
- Concentration Level 1 (Requires slight concentration) (+1)
Personal Temporal Flux Generator (Level 5 Item of Power)
A portable device which generates a neo-temporal field flux around the user, accelerating them with regards to n-0 time.
- Speed Level 2 (+4 to initiative, 500kph running speed) (-12)
- Extra Attacks Level 2 (-12)
- Extra Attacks: Mental Combat Level 2 (-12)
- Burns Energy Level 4 (Burns 10 Energy/Hour) (+4)
- Physical Impairment Level 3 (Cannot Talk) (+3)
- Physical Impairment Level 2 (Cannot Hear) (+2)
- Weak Spot Level 2 (Hit Generator on -4 penalty, causes temporal jarring) (+2)
- Restriction Level 1 (Extra Attacks must be unarmed or hand-held) (+1)
Alternatively, the TFG can be used to decelerate the user, able to attack only once every five rounds, and defend with a +4 penalty.
Siphonstone (Level 2 Item of Power)
A Siphonstone is a useful tool when dealing with high energy consumption, as it grants the wearer virtual immunity to the physical damage caused by energy burn. While energy points are still lost, hit points are not, and Soul checks to halt energy burn (though not the checks to prevent it from starting) are automatically successful.
- Immunity to Energy Burn Level 4 (-20)
Cat Scratch Fever Amulet (Level 1 Item of Power)
- Natural Weapons Level 1 (-1)
- Jumping Level 1 (5x normal distance) (-1)
- Heightened Senses Level 1 (-1)
- Special Movement Level 2 (-2)
- Reincarnation Level 4 (nine lives effect: 24 hours) (-8)
- Marked Level 2 (Tail, kitty ears, pointy teeth) (+2)
- Easily Distracted Level 2 (cat stuff: squeaky things, catnip, etc.) (+2)
- Phobia Level 2 (Water, lasts an hour after amulet is removed) (+2)
- Activation Time Level 2 (1 round for change to occur) (+2)
Regeneren (Drug)
Coming in a variety of dosages and methods of administration, Regeneren is the most commonly used restorative in The Guild. Though it is a Low Ruleset curative, it is packaged in different mundane administratives: pills, injections, inhalants, crystals, potions, sonic inducers, etc. The effect of Regeneren first heal all wounds, then restore energy reserves. Care must be taken not to overdose as energy burn can be fatal. Doses are typically labelled 1/10, 1/4, 1/2, 1/1, 2/1, depending on potency.
Painkiller (Drug)
Meltrock painkillers are used in the field to deaden pain or render unconscious. No side effects. Effects typically last twelve (12) hours.
1 dose: 1 pt. Special Defense vs. Pain (pain is dulled)
2 doses: 2 pt. Special Defense vs. Pain (pain is deadened)
3 doses: User is rendered unconscious
Suicide Pill (Drug)
A pill of Bedenite dust that does nothing when injested, but grants the user the ability to 'self destruct' in the next 24 hours, given a true desire to die and a successful Soul Check (with a bonus or penalty decided by the GM.) The character then dies, consumed from within by energy burn. After 24 hours the pill loses it's potency.
Toxnix (Drug)
A complete poison, viral and disease cleansing agent that works along the same lines as Regeneren: a Low Ruleset cure in mundane packaging.
Manite (Exploitable Resource)
A class of matter which exists as a direct stream connection to a more basic ruleset, acting as a physical representation of magical energy. The properties of this mineral vary according to use, but can be used to enhance existing magics and as a universal enchantment material for artifacts. Manite can become unstable when in the presence of high magic use to which it is not attuned, creating unpredictable random effects.
Bedenite (Exploitable Resource)
A class of matter which exists as a direct stream connection to a more basic ruleset, acting as a physical representation of psychic energy. The properties of this mineral vary according to use, but can be used to enhance existing psychic powers, as well as a universal material for the creation of psychic artifacts. Bedenite can become unstable when in the presence of strong psychic effects to which it is not attuned, creating unpredictable random effects, including the genesis of Besten Sodemar.
Velanium (Exploitable Resource)
A class of matter which exists as a direct stream connection to a more basic ruleset, acting as a physical representation of kinetic energy. The properties of this mineral vary according to use, but can be used as universal power source or in the creation of powerful weaponry. Velanium is the most stable of the basic resources, requiring specifically controlled conditions to be met before it is exploitable.
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