Each piece of gear carries its own capabilities and limitations that make it uniquely valuable in one mission but less so in another. No set of gear can claim the title of “best”. Freelancers are encouraged to amass a diverse array of load‑outs; weapons, gadgets, resources, so that your Crew can pivot between stealth, firepower, support, or hacking as the job demands.
*Gear is the term used to reference all categories of Gear Tags.*
Gear can be as boundless as your imagination. If you can dream it, it exists. Gear takes on the form of equip able Tags that can be swapped or exchanged routinely and separated into five different archetypes.
- Equipment represents hand portable tools and weapons tied to equipment slots
- ![[Inventory.png]]Inventory represents consumables and expendable resources stored in inventory slots
- ![[Armor.png]]Armor represents the single protective suit or gear set a character may wear at one time, occupying their exclusive armor slot and granting damage‑mitigation bonuses
- ![[Augmentation.png]]Augmentations
- Constructs represent vehicles, drones (Machina), mounts, golems or other autonomous assets that a character can deploy or command that exist outside their loadout capacity.
## Gear Sizes
Players have 6 Equipment slots and 6 Equipment points (EP) in which to carry gear.A character may not carry more equipment if it exceeds their Equipment Slots OR their Equipment points, whichever happens first. The larger an item is, the more EP it costs to carry, with sizes categorized by relative measurements and descriptions. if there is a discrepancy or uncertainty, default to the larger size.
| Tiny (0 Ep) | Small (1 EP) | Large (2 EP) | Bulky (3 EP) | Heavy (4 EP) |
| :---------------------------------------------------------------------------- | :----------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------- | :-------------------------------------------------------------- | :----------------------------------------------- |
| Items that are smaller than a hand and easily concealed or fit into a pocket. | Items larger than a hand byt smaller than an arm. Items that can be carried on the move with no or limited effort. | Items larger than an arm but with less bulk than an anthro torso. Items that require two hands to effectively carry and use. | Items larger than an arm but with less bulk than a anthro body. | The most unwieldy items that cannot be used on t |
## Triad
Gear is defined by the simple triad *"APS"*: ![[Accuracy.png]]Accuracy, ![[Power.png]] Power, and ![[sustain.png]]Sustain. This triad keeps archetypal gear and tools distinct without drowning the table in numbers: a plasma rifle can be devastating but harder to hit with, or a variant might fire reliably yet lack raw damage.
- ![[Accuracy.png]]Accuracy: How often the equipment lands its intended effect. This is the dice added to the roll as the tag.
- ![[Power.png]]Power: The potency of direct and primary effects, like Impact and weapon damage. This value is normally added to the impact of an action.
- ![[sustain.png]]Sustain: Duration or endurance of the equipment’s use, how long it can be wielded, how long effects linger, and how long secondary effects last. This value is normally used as a tracker or a counter.
### Gear Tier
A gear tags tier is decided by a number of points that are assigned to the Triad, instead of a single dice like other tags.
| Tier | APS Points |
| :--- | :--------- |
| 6 | 14 |
| 5 | 12 |
| 4 | 10 |
| 3 | 8 |
| 2 | 6 |
| 1 | 4 |
## Grades
Every Gear tag is stamped with one of four grades; Discount, Basic, Premium, or Exotic, to signal its potency and strategic weight it carries in your loadout.
| ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
| :---------------------------------------------------------------------------------------------------------------------- | :--------------------------- | :------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------- |
| Items are an *"Adjective + noun + Verb BUT Flop.* | Items are *"Adjective Noun"* | Items are *"adjective Noun that Perks"*<br>Perks bend a rule or provide a minor boon | Items are *"adjective Noun that Exceptions"*<br>Exceptions break rules or fundamentally change capabilities |
| Changes 1/2 cost to the lower value<br>![[Bags.png]] become ![[Racks.png]] become ![[Stacks.png]] Become ![[Chips.png]] | Standard cost | Adds an equal amount of cost in a lower value<br>![[Bags.png]] add ![[Racks.png]] , ![[racks.png]] add![[Stacks.png]], ETC | 1 ![[Bags.png]] + 2x the Original Cost |
| Ex: Classy Revolver but it jams on a miss | Ex: Smart Rifle | Ex: Stealthy Dagger that has synergy with Darkness | Ex: Railtech Autorifle that cover cannot protect from |
# Armor
>[!armor]- Armor Creator
>The active piece of armor sets the thresholds for damage categories (Minimal, Minor, Major, Massive). Since a character can wear only one set of armor at a time, they must choose between higher protective thresholds (greater survivability) and reduced carrying capacity, balancing how much they protect themselves against how many resources they can carry.
>
>![[Vita20.png]] Armor costs Racks equal to the tier
>
> #### Armor Themes
>Armor is grouped by the method of protection it provides. If your design doesn’t match one of the following, you’re encouraged to invent a new theme:
>- ![[Flexarmor.png]] Flex Weave: Worn directly on the body like leather, reinforced fibers, or heavy clothing.
>- ![[metalarmor.png]] Metal Plate: Protective layers added over regular clothes (flak vests, knight suits, plate carriers, battle suits).
>- ![[Energyarmor.png]] Energy Barrier: Gear that emits an energy field or barrier (think energy shields, personal auras, or projected energy plates) to deflect harm.
>- ![[Arcanearmor.png]] Arcane Aura: Equipment that uses aether or other magical components to create protective fields, barriers, or transformations (runes, phasing cloaks, phase mail).
>#### Damage Reduction
> All armor carries a Damage‑Reduction (DR) value, which represents the number of damage it can absorb before breaking. Each DR point spent lowers the incoming damage by one. When all DR points are exhausted, the armor is considered broken and offers no protection; leaving the wearer effectively unarmored until the gear is fully repaired or replaced with another set.
>
>
>Armor uses the following specifics for the gear Triad
>- ![[Power.png]] Power: The Armors Power sets the damage thresholds for the character that has the armor equipped.
>- ![[Accuracy.png]] Accuracy: Accuracy determines what dice is added to a roll when the armor is used as a tag.
>- ![[Sustain.png]] Sustain: Sustain gives a number of DR points equal to the tier.
>
> | Armor ![[Power.png]] Rating | Minimal Threshold (1) | Minor Threshold (2) | Major Threshold (3) | Massive Threshold (4) |
> | ------------------------------------------------ | ----------------- | --------------- | --------------- | ----------------- |
> | Dreadnaught (20)<br>![[Inventory.png]] 4 | 20 | 30 | 40 | 50 |
> | Reinforced (12)<br>![[Inventory.png]] 6 | 12 | 18 | 24 | 30 |
> | Heavy (10) <br>![[Inventory.png]] 8 | 10 | 15 | 20 | 25 |
> | Medium (8)<br>![[Inventory.png]] 10 | 8 | 12 | 16 | 20 |
> | Light (6)<br>![[Inventory.png]] 12 | 6 | 9 | 12 | 15 |
> | Unarmored (4)<br>![[Inventory.png]] 20 | 4 | 6 | 8 | 10 |
>
> **Example Armors**
>
> | ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
> | --------------------------------------------------------------------------------------------------------- | ----------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
> | - Worn Kevlar Body suit but looks tacky (d8)<br>- Energy Plate Projectors but drains charge quickly. (d6) | - Muted Scale hide (d10)<br>- Metalmorphic Cloak (d6) | - Robust Energy Aura that reduces ranged damage by 1 (d10)<br>- Adaptive Platemail that upgrades armor accuracy against the last weapon that hit (d12) | - Vodium Battle suit that recovers 1 DR when it absorbs aether (d8)<br>- Oscillating Royal Aura that ignores the next damage from the type of the last weapon that hit (d8) |
>
# Equipment
>[!explosive]- AOE Weapon Creator
>Area of effect (AOE) weapons are consumable weapons that require a _special type of ammunition_ in order for them to function. These are Grenades, missile launchers, aetherbombs, remote explosives, etc.
>
![[Vita20.png]]AOE Weapons cost ![[Racks.png]] equal to the tier
>
> | ![[Tinyaoe.png]] Tiny (0 Ep) | ![[Smallaoe.png]]Small (1 EP) | ![[Largeaoe.png]] Large (2 EP) | ![[Bulkyaoe.png]] Bulky (3 EP) | ![[Heavyaoe.png]] Heavy (4 EP) |
> | :------------------------------------------------------------------------------ | :----------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------ | :---------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------- |
> | Items smaller than a hand or very easily concealed like a shiv or pocket knife | One‑handed items or weapons that can be wielded easily on the move. | Two‑handed weapons or items that can still be used while moving | Gear that must be deployed or positioned before it becomes most effective | The most unwieldy items that cannot be used on the move |
> | Tag ![[d6.png]], ![[aoe.png]] Engaged, Reloads with 1 pack of unique ammunition | Tag ![[d8.png]], ![[aoe.png]] Close, Reloads with 1 action and 1 pack of unique ammunition | Tag ![[d10.png]], ![[aoe.png]] Close, Reloads with 2 action and 1 pack of unique ammunition | Tag ![[d12.png]], ![[aoe.png]] Near, Reloads with 3 action and 1 Kit of unique ammunition | Tag ![[d20.png]], ![[aoe.png]] Near, Reloads with 4 action and 1 Kit of unique ammunition |
>
> AOE weapons use the following for its Triad:
> - ![[Power.png]]Power determines the damage dealt to everything within the AOE
> - ![[Accuracy.png]] Accuracy is represented by the dice added to your roll
> - ![[Sustain.png]] Sustain is how long secondary effects or bet outcomes last.
>
**Example AOE Weapons**
>
> | ![[Discount.png]] Discount | ![[Basic.png]] Basic | ![[Premium.png]] Premium | ![[Exotic.png]] Exotic |
> | :---------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------ | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
> | - Blightfire Moltov but its container is fragile ![[d6.png]]<br>- Shredder Grenade but its ![[aoe.png]] is engaged![[d8.png]] | - Frag Grenade ![[d8.png]]<br>- Plasma orb Launcher ![[d12.png]] | - Explosive charge that can visually cloak itself ![[d10.png]]<br>- Pyro Grenade launcher that can proximity burst ![[d8.png]] | - Lightning arcane Mortar that teleport ordinance through the aetherscape to the target area ![[d20.png]]<br>- Datamine that stops all signals in the ![[aoe.png]] ![[d8.png]] |
>
>[!cyber]- Cyberdeck Creator
>A cyberdeck is the portable interface that lets a freelancer’s mind touch the invisible currents of the Quantum Array Network and, by extension, the many physical systems connected with it. Think of it as a miniature computer that lives on your wrist, in a holster, or even embedded in a neural implant: its only job is to translate thoughts and commands into digital action.
>
>![[Vita20.png]] Cyberdecks cost ![[Racks.png]] equal to the tier
>
> | ![[Tinycyberdeck.png]] Tiny (0 Ep) | ![[Smallcyberdeck.png]] Small (1 EP) | ![[Largecyberdeck.png]] Large (2 EP) | ![[Bulkycyberdeck.png]] Bulky (3 EP) |
> | :----------------------------------------------------------------------------- | :------------------------------------------------------------------ | :-------------------------------------------------------------- | :------------------------------------------------------------------------ |
> | Items smaller than a hand or very easily concealed like a shiv or pocket knife | One‑handed items or weapons that can be wielded easily on the move. | Two‑handed weapons or items that can still be used while moving | Gear that must be deployed or positioned before it becomes most effective |
> | Tag ![[d6.png]] | Tag ![[d8.png]] | Tag ![[d10.png]] | Tag ![[d12.png]] |
>
> Cyberdecks use the following for its Triad:
> - ![[Power.png]]The amount of damage a hack can inflict or the bonus impact added to any hacking action
> - ![[Accuracy.png]] The dice rolled for hacking actions; higher accuracy means the deck’s actions succeed more reliably.
> - ![[Sustain.png]] Determines the deck’s firewall rating and sets the armor thresholds it can maintain during cybercombat, effectively governing how long it can hold its ground against incoming attacks.
>
> | ![[Discount.png]] Discount | ![[Basic.png]] Basic | ![[Premium.png]] Premium | ![[Exotic.png]] Exotic |
> | :---------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------ | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
> | - Handheld Cyberdeck but it has weak signal ![[d6.png]]<br>- Implanted Cyberdeck but it has spyware![[d8.png]] | - Reliable Cyberdeck ![[d8.png]]<br>- Novahot Cyberdeck ![[d12.png]] | - Cyberdeck that can condense its form with 1 action ![[d10.png]]<br>- Robust cyberdeck that has extended signal range ![[d8.png]] | - Legendary Cyberdeck that can target every device in a node simultaneously![[d12.png]]<br>- Darknet Cyberdeck that gets admin permissions anytime it would get additional permissions ![[d8.png]] |
>
>[!rifle]- Ranged Weapon Creator
>![[Vita20.png]] Ranged Weapons cost ![[Racks.png]] equal to the tier
Equipment size determines how many Equipment Points (EP) a piece costs to equip.
>
| ![[Tinyranged.png]]Tiny (0 Ep) | ![[Pistol.png]] Small (1 EP) | ![[Largeranged.png]] Large (2 EP) | ![[Bulkyranged.png]] Bulky (3 EP) | ![[Heavyranged.png]] Heavy (4 EP) |
| :----------------------------------------------------------------------------- | :------------------------------------------------------------------ | :-------------------------------------------------------------- | :------------------------------------------------------------------------ | :------------------------------------------------------------- |
| Items smaller than a hand or very easily concealed like a shiv or pocket knife | One‑handed items or weapons that can be wielded easily on the move. | Two‑handed weapons or items that can still be used while moving | Gear that must be deployed or positioned before it becomes most effective | The most unwieldy items that cannot be used on the move |
| Tag ![[d4.png]], 1 Action to reload with Ammo Pack, Close 📏 | Tag ![[d6.png]], 1 Action to reload with Ammo Pack, Near 📏 | Tag ![[d8.png]], 2 Action to reload with Ammo Pack, Far 📏 | Tag ![[d10.png]], 3 Action to reload with Ammo Kit, Distant 📏 | Tag ![[d12.png]], 4 Action to reload with Ammo Kit, Extreme 📏 |
>
>
>- ![[Power.png]] Power: The amount of damage dealt with each shot and any bonus added to the overall impact of the action.
>- ![[Accuracy.png]] Accuracy: The dice that are added to the hit roll; higher values mean shots land more reliably.
>- ![[Sustain.png]] Sustain: The number of rounds a weapon can fire before it must be reloaded.
>
>| ![[Discount.png]] Discount | ![[Basic.png]] Basic | ![[Premium.png]] Premium | ![[Exotic.png]] Exotic |
| ------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
| - Precise Energy pistol but overheats Frequently ![[d6.png]]<br><br>- Rusted Gauss Pistol that is difficult to reload (d6) | - Plasmabolt autorifle ![[d8.png]]<br><br>- Arcbolt SMG ![[d6.png]] | - Railtech Autorifle that downsizes cover ![[d8.png]]<br><br>- Void Marksman Rifle that has Extreme Range ![[d10.png]] | - Lazbeam Sniper rifle that ignores DR. ![[d10.png]] <br><br>- Smart Medium Machine Gun that maneuvers bullets around obstacles to the target. ![[d10.png]] |
>
>
>[!sword]- Melee Weapon Creator
>![[Vita20.png]] Melee Weapons cost ![[Racks.png]] equal to the tier
Equipment size determines how many Equipment Points (EP) a piece costs to equip.
>
>
> | ![[Tinymelee.png]] Tiny (0 Ep) | ![[Smallmelee.png]]Small (1 EP) | ![[Largemelee.png]] Large (2 EP) | ![[Bulkymelee.png]] Bulky (3 EP) | ![[Heavymelee.png]] Heavy (4 EP) |
> | :---------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------ | :------------------------------------------------------------------------------------------------------------------------------------------ |
> | Items smaller than a hand or very easily concealed like a shiv or pocket knife | One‑handed items or weapons that can be wielded easily on the move. | Two‑handed weapons or items that can still be used while moving | Gear that must be deployed or positioned before it becomes most effective | The most unwieldy items that cannot be used on the move |
> | Tag ![[d4.png]] | Tag ![[d6.png]]| Tag ![[d8.png]]| Tag ![[d10.png]] | Tag ![[d12.png]] |
>
Melee weapons use the following for its Triad:
> - ![[Power.png]]Power determines the damage dealt with every hit and adds to the overall impact score of any action that uses the weapon.
> - ![[Accuracy.png]] Accuracy is represented by the dice added to your roll when you use the weapon
> - ![[Sustain.png]] Sustain sets the maximum bet size you can place when making a bet using that particular melee weapon, even if it is higher than the largest dice in the hand.
>
**Example Melee Weapons**
>
> | ![[Discount.png]] Discount | ![[Basic.png]] Basic | ![[Premium.png]] Premium | ![[Exotic.png]] Exotic |
> | :-------------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------- |
> | - Energy Butterfly knife but it hums loudly ![[d4.png]]<br>- Nanite Katana but it takes 2 actions to form ![[d8.png]] | - Traditional Longsword ![[d8.png]]<br>- Plasma Battle axe ![[d12.png]] | - Precise Arcane Shortsword that upsizes opposition against the arcane ![[d6.png]]<br>- Mastercrafted Balanced Dagger that upgrades damage against physical armor ![[d6.png]] | - Overwhelming Greatsword that targets everyone in engagement range ![[d10.png]]<br>- Inferno Katana that afflicts fire after every attack ![[d8.png]] |
>
>
>[!gadget]- Gadget Creator
>
![[Vita20.png]] Gadgets cost Racks equal to the tier
Gadgets that enable otherwise impossible actions, boost an actions effectiveness, or hinder the effects of an opposing action/event.
>
> | ![[Tinygadget.png]] Tiny (0 Ep) | ![[Smallgadget.png]] Small (1 EP) | ![[Largegadget.png]] Large (2 EP) | ![[Bulkygadget.png]] Bulky (3 EP) | ![[Heavygadget.png]] Heavy (4 EP) |
> | :----------------------------------------------------------------------------- | :------------------------------------------------------------------ | :-------------------------------------------------------------- | :------------------------------------------------------------------------ | :------------------------------------------------------ |
> | Items smaller than a hand or very easily concealed like a shiv or pocket knife | One‑handed items or weapons that can be wielded easily on the move. | Two‑handed weapons or items that can still be used while moving | Gear that must be deployed or positioned before it becomes most effective | The most unwieldy items that cannot be used on the move |
> | Tag ![[d6.png]] | Tag ![[d8.png]] | Tag ![[d10.png]] | Tag ![[d12.png]] | Tag ![[d20.png]] |
>
> Gadgets use the following for its Triad:
> - ![[Power.png]]The amount of impact that is added to actions that the gadget could influence, assist, or mitigate.
> - ![[Accuracy.png]] The dice that is added to a hand when the gadget is used.
> - ![[Sustain.png]] Determines the number of uses the gadget can perform before needing to be recharged or reloaded with an energy cell.
# Inventory
>[!specialammo]- Ammunition Creator
> Ammunition packs and kits are tracked separately, and further separated based on the grade of the resource. There is no need to determine ammo by caliber or type; instead a pack or kit serves as generic sources that weapons needing that ammunition can draw from until the supply is exhausted. If ammo has a Flop, Perk, or Exception, the weapon it used to reload gains the effect until it reloads again.
>
> | | | | |
> |---|---|---|---|
> |Discount|Basic|Premium|Exotic|
> |- ammo pack but it reduces weapon range by 1. <br><br>- ammo drum but it downsizes weapon accuracy by 1.|- Ammo Pack<br><br>- Ammo Kit|- Ammo Pack that upsizes a bet status by 1. <br><br>- Ammo drum that increases damage to cover by 1.|- Iridium Ammo Pack that prohibits the use of DR from armor. <br><br>- Aetherium Ammo drum that has the Sacred foundation.|
>[!drug]- Drug Creator
>Drugs are any chemical, biological, or arcane substance that, when introduced by ingestion, injection, inhalation, or contact on a subject, produces measurable changes in physical, mental, or spiritual functioning. They can serve therapeutic treatment, performance enhancement, or recreational/illegal purposes. They act as temporary, on-demand tags that characters can access by taking a consumable. Just like other gear, Drugs come in the standard 4 grades but do not use the gear triad, instead have a specific benefit provided based on the drugs archetype and lasting until the end of the scene. Drugs use the following thematic naming convention:
>
>**“(Grade) (Drug archetype) of (dice quality) (tag or effect name (+ flops, perks, or exceptions if discount/premium/exotic)”**
> ## ![[Toxicity.png]] Toxicity
> Every drug is defined by its potency and risk. When a character consumes a drug, they add that drug’s tier to their Toxicity Tracker. The tracker’s maximum equals the strength of the character’s Mind attribute; once this limit is reached, any additional drugs, regardless of tier or quality, become ineffective and may trigger adverse effects. This mechanic models how repeated drug use strains every aspect of a character, preventing them from stacking benefits indefinitely without penalty.
>
> *Characters remove 1 point of Toxicity at the end of each scene. During a Rest Scene they remove an amount equal to 1 plus the tier of their Mind attribute. After a Recovery scene or period of downtime, the Tracker fully resets.*
>
>>[!Boost]- Boosters
>> Boosters are performance enhancers, supplements, or stimulants that temporarily improve abilities. When taken, they grant a status tag equal to the tier of the Drug. The name of the status goes in the name of the drug.
>>
>> | ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
>> | ------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
>>| - Discount Booster of Weaker Mind but it makes you forgetful d4. <br>- Discount Stim of Ultimate Might but you become carelessly destructive d20. | - Supplement of Lesser Soothsayer<br>- Enhancer of Greater Boldness | - Premium Booster of Soul that upsizes one arcane foundation. <br>- Premium Booster of Elite Slyness that downsizes bets with insurance against you. | - Exotic Enhancer of Greater Calculation that upsizes every raised bet you make <br>- Exotic Enhancer of the Lesser Arcane that exceeds your foundation limitation with arcane actions. |
>
>>[!Catalyst]- Catalysts
>> Catalysts transform or alter functions, capabilities, or abilities, often enabling new traits or powers. When taken, they grant new tags with a total tier equal to the tier of the Catalyst.
>>
>> | ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
>> | -------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
>> | - Discount Catalyst of Lesser Spider Climb but you have no depth perception<br>- Discount Catalyst of Ultimate Iron Skin but you weigh a ton | - Catalyst of Regeneration<br>- Catalyst of Greater Dragon Wings | - Premium Catalyst of the Invisible Spirit that has synergy with arcane foundations. <br>- Premium Catalyst of Elite Vision that lets you see in the thermal spectrum. | - Exotic Catalyst of Multi Mind that enables you to do 1 additional mental action each round. <br>- Exotic Catalyst of the Spirits that makes your body incorporeal. |
>
>>[!Elixir]- Elixirs
>> Elixirs grant temporary access to the arcane foundations, letting users cast spells or wield magical powers that would normally be beyond their reach. When taken, they grant a foundation tag equal to the tier of the Elixir.
>>
>> | ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
>> | ----------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
>> | - Discount Elixir of Greater Fire but you burn yourself when you lose a bet.<br>- Discount Elixir of Ultimate Superstrength but you lose all finesse. | - Elixir of Health <br>- Elixir of Greater Darkness | - Premium Elixir of the Lesser Wind that has synergy with arcane actions <br><br>- Premium Elixir of Elite Time that lets you deny a target the ability to bet. | - Exotic Elixir of Pestilence that infects everyone that you touch. <br><br>- Exotic Elixir of Terra that makes your body immune to non magical damage. |
>
>>[!tonic]- Tonics
>> Tonics are restorative or healing concoctions that when taken replenish health, essence, neutralize a wound penalty, or remove an ailment status equal to the tier of the drug. Additionally, they can stabilize a player who is drawing dead or who is scorched.
>>
>**Example Tonics**
>>
>> | ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
>> | ------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- |
>> | - Discount Tonic of Weak Health but it makes you queasy d4. <br>- Discount Tonic of Ultimate Aether but it makes you incapable of arcane actions. | - Tonic of Lesser Healing Wounds. <br>- Tonic of Greater Burn Removal | - Premium Life Saving Tonic that lets you roll two fate rolls and keep the better roll <br>- Premium Elite Essence Stabilizing tonic that upgrades your next fate roll by 1. | - Exotic Tonic of Homeostasis that removes all current negative statuses<br>- Exotic Tonic of Greater Overheal that gives you 4 temporary health. |
>
>>[!Tranq]- Tranqs
>>Tranqs are performance inhibitors, depressants, or tranquilizers that temporarily degrade abilities. When taken, they inflict a status tag equal to the tier of the Drug. The name of the status goes in the name of the drug.
>>
>> | ![[Discount.png]]Discount | ![[Basic.png]]Basic | ![[Premium.png]]Premium | ![[Exotic.png]]Exotic |
>> | -------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- |
>> | - Discount Tranquilizer of Weaker Mind but it makes you spastic d4. <br>- Discount Tranq of Ultimate Might but you become uncoordinated d20. | - Inhibitor of Lesser Heart<br>- Tranq of Greater Boldness | - Premium Inhibitor of the Soul that also downgrades one arcane foundation. <br>- Premium Tranq of Elite Sly that upsizes raised bets against you. | - Exotic Tranq of Greater Mind that prohibits making raised bets <br>- Exotic Inhibitor of the Arcane that prohibits upcasting arcane actions. |
>>
>
>---
>
>[!material]- Materials
>Materials are any tangible or mystical substance that, once processed or combined, forms the foundation of a crew’s craftwork. These raw ingredients can be used to create, upgrade, refine, or repair armor, gear, and other inventory items.
>
Each material’s grade sets the highest quality it can produce: ![[Discount.png]] discount materials will only yield ![[Discount.png]]discount products, while ![[Exotic.png]] exotic materials are capable of producing items of any grade, including ![[Exotic.png]] exotic ones. Materials are assigned a Theme used to abstract the type of components they represent.
>
>>[!aether]- Aether
>>Pure arcane energy latent in objects or enriched from ambient Aetherstreams. Aether is the raw fuel for enchantments, spell reagents, and radiant effects. It is rare, highly valued by mages, and can be mixed to create unique effects.
>
>>[!mineral]- Minerals
>>Hard crystals and ores extracted from the earth give structure, strength, and sometimes latent power to crafted goods. From simple iron ore to shimmering cobalt alloys, these materials are the backbone of weapons, armor, and mechanical devices.
>
>>[!plant]- Plants
>>The living green matter that grows beneath your feet is the base of most potions and salves. Harvested from herbs, fungi, or even engineered algae, it lends soothing warmth, sharp focus, or raw vitality to any brew.
>
>>[!tech]- Tech
>>Cogs, circuits, nano‑components, and micro‑chips form the heart of any device, augment, or cybernetic enhancement. These engineered parts are essential for creating Machina, implants, and other high‑tech marvels.
>
>>[!tissue]- Tissue
>>Organic tissue, blood, or animal parts harvested from living (or recently dead) creatures are prized for their regenerative, toxic, or alchemical properties. These ingredients often bring a living touch to otherwise inert creations.
# Augmentations
>[!aug]- Augmentation Creator
>![[Augmentation Frame]]
>![[Augmentation Feature]]
>![[Augmentation Family]]
# Constructs
>[!ground]- Vehicle Creator
>![[Vehicle Frame]]
>![[Vehicle Feature]]
>![[Vehicle Family]]