Clothing and Personal Items
Name | Weight | Cost | Availability | ~ RP |
---|---|---|---|---|
Backpack | 1 kg | 10 | Plentiful | - |
Bedroll | 4kg | 8 | Abundant | - |
Biogel | 1kg | 600 per 1 use | Rare | 1 RP |
Camouflage Clothes | 0.5 kg | 250 | Average | - |
Climbing Hook | 2kg | 10 | Plentiful | - |
Clip/Drop Harness | 2 kg | 60 | Common | - |
Clothing | - | Varies | Abundant | - |
Compass | - | 30 | Common | - |
Folding Shovel | 2kg | 20 | Average | - |
Forgery Kit | Varies | 300 | Scarce | - |
Gas Mask | 0.5 kg | 50 | Average | - |
Infantry Lamp Pack | 1kg | 10 | Average | - |
Infrared Goggles | 1 kg | 300 | Rare | - |
Low-Light Lenses | - | 150 | Scarce | - |
Mouth Mask | - | 10 | Abundant | - |
NERV Grappling Gun | - | 300 | Rare | 1 RP |
Parachute | 15kg | 100 | Common | - |
Plugsuit | 7 kg | - | NERV Only | - |
Rebreather | 1.5 kg | 100 | Scarce | - |
Tent | 9kg | 50 | Common | - |
UN Deep Survival Kit | 15kg | 400 | Average | - |
Watch | - | 40 | Average | - |
Backpack
A bag with attached straps for ease of carrying.
Can hold 50 kilograms.
Bedroll
A simple bedroll, easily carried and capable of folding out to form a makeshift bed.
Biogel
A highly advanced medical material invented by famous Chinese scientist, biologist and doctor Wei Liyi- the mother of Boston Pilot Isaiah Gabriel-Wei- Biogel is a godsend for injuries, surgeries, scarring and illnesses, capable of acting as an antibacterial, antibiotic, antivenin, and healing accelerator. Working by using a highly adaptable biological 'gel' that adapts to a person's cellular tissue and replicates it quickly and healthily, Biogel isn't capable of bringing a person back from the dead, but anything but the most grievous wounds will be healed by it.
One application of Biogel can heal a person by TB*2 wounds, cure moderate poisons or infections, heal blood loss and remove 1 level of fatigue. Can only be applied once per encounter.
Camouflage Clothes
Military-issue camouflage clothes worn by snipers and infiltrators.
Choose a surrounding (urban, arctic, forest, desert, plain).
Offers +10 to concealment attempts in appropriate areas.
Watch
A handheld or wrist-worn watch that tells the time.
Climbing Hook
A climbing hook is a tool used to climb surfaces. In this sense, it also covers items such as ice axes.
A climbing hook grants +10 to climb tests whilst using it, as well as tests to force doors or locks open. It can also be used as a melee weapon, as seen here:
Name | Class | Range | Damage | Penetration | Special | Wt. | Cost | Avail. |
---|---|---|---|---|---|---|---|---|
Climbing Hook | Melee | - | 1d10+2I or R | 1 | Unbalanced, Primitive | - | - | - |
Clip/Drop Harness
An easy-to-carry spool-stored safety line, that can be attached to a surface with a hook.
+30 to climbing vertical surfaces, and cannot fall on a fail.
Clothes
Pretty much any and all clothing that offers no defensive value.
Price can range from 5+, with more impressive clothes coming in at hundreds or thousands.
Compass
A simple magnetically-aligned compass, highly useful when combined with a map or general geographic knowledge.
Forgery Kit
This represents a collection of tools and materials used to help the user forge or duplicate official documents, ID cards, passes and permits. Using this kit in conjunction with the appropriate skill (Trade (Copyist) or Tech Use) when used to copy, forge or fabricate a specific item, will grant a bonus depending on the materials and quality of the forgery kit. Forgery kits of common quality (such as the one represented in the above chart) grant a +10 bonus.
Gas Mask
A sophisticated breathing mask that covers the face.
+20 to Toughness tests to resist gases, airborne diseases, etc. And may reroll failed tests.
Infantry Lamp Pack
A simple lamp device designed to shed light, it can be hand-held or attached to a gun. Can be adjusted for a focused beam or wider illumination. Lasts for 1d5+5 hours.
Infrared Goggles
Goggles capable of detecting thermal images from warm bodies- tends not to screen out sunlight very well.
No penalties due to darkness, +20 to Perception tests at night.
Low-Light Lenses
Sunglasses or eyeglasses (or even bulkier goggles) that help the wearer see despite dim light. May or may not be able to become glinty-opaque on command.
Wearer gains the 'Dark Sight' trait; furthermore, good quality or better Lenses renders the wearer immune to flashbang grenades.
Mouth Mask
A simple mask that screens out pollutants, bad odours and disease.
+10 to Toughness tests to resist gases, airborne diseases, etc.
NERV Grappling Gun
The grappling gun can be equipped to the arm and doesn't need to be held in the hand. It has a range of 40m, and can be fired to hook onto something within this range with a BS or an Acrobatics test. Once hooked, it can be climbed safely without tests, but never more than a full moves' worth upwards.
It can also be retracted as a free.
The retraction mechanism can be used to hurl the wielder towards a destination, however this requires a Challenging(+0) Acrobatics test and takes a full action. The user may attempt to reduce this to a half by making the acrobatics test a -10.
Failure of this acrobatics test fails to move the user. Failure by 3 degrees or more propels the user forward then promptly drops them 1/3rd of the way up. A flat 100 -and- 3 degrees of failure rips the gun from the user's arm, where it hangs from the destination.
If used as a weapon it has the following statline.
Melee 40m 1d10r Flexible
It can also be fired at BS-10 to gain the 'Snare' quality.
Parachute
A backpack-like piece of equipment worn with a harness, designed to slow the fall of someone to survivable speeds.
When a parachute is deployed, roll a 1d10. On a 1, the parachute has failed to deploy. The wear may make a +10 Agility check to pull the emergency manual cord. The wearer drops by 100m in the time it takes to take this test.
Once a parachute has deployed, it will carry the wearer to the ground safely, but they are helpless targets drifting in mid-air during the fall.
A parachute must be deployed at least 50 metres from the ground to have any effect.
Plugsuit
A NERV designed outfit made of a skintight, rubbery substance made to be worn inside the Evangelion Entry Plug; comes with the A10 Nerve Headset required for Synchronisation. The Plugsuit can monitor the pilot's vital signs and allow the Operations Director to administer remote care.
+2 AP to all Personal locations; +10 to tests to resist environmental dangers (gas, heat, etc).
SENTINEL Elite Forces Headset
A highly advanced, state-of-the-art computerized infantry headset used by UN elite strike teams, French Naval Commandos and Navy SEAL teams and based off of A10 headclips, the SENTINEL is integrated into an infantry helmet, which then covers most of the face with a HUD overlaid over their range of vision as well as components fitting over their ears and temples, allowing for neural control. The benefits are undeniable, allowing heat vision, acute sound detection, infrared vision, night vision and a targeting lock-on system.
a SENTINEL Headset has a power pack that lasts for six hours.
Whilst using it, the user gains +20 to Awareness tests, Unnatural Senses with a range of 30 metres, can 'see' in all directions, and may detect targets through walls, undergrowth, trees or other obstructions. Solid walls at least 1m thick and without openings block the Headset. The user may also use the Headset to 'lock on' to a target as a Half Action. The Headset will track that target for up to 100 metres, and always differentiates between it and other targets. As a half action, the headset may be set to low light and night vision, allowing the wearer to see in darkness- they take no penalties for fighting in darkness, either. However, this applies a -20 penalty to any tests made to prevent blindness from Flashbangs.
Tent
A simple foldable tent capable of housing two people and their belongings. Waterproofed, and possessing a reflective side for sun-baked climates.
UN Deep Survival Kit
A handy kit developed by the UN primarily for use by its elite forces on long-term covert operations, the survival kit has become a staple of anyone intending to leave civilization for more than a day. A survival kit adds +10 to any survival tests made. Furthermore, it also contains the following items:
- 2 cutting knives
- A gas lighter, good for 20 uses
- A fire-making kit
- A wire saw
- 14 multi-shape fishing hooks
- 5 press-weight lures
- 25 metres of heavy fishing line
- 1 very large hook
- 10 metres of brass snare wire
- 1 high-powered flashlight
- 1 analogue compass
- 6 doses of general-purpose antibiotic
- 20 water-purifying tablets
- 2 collapsible bags
- 1 metre adhesive tape
- 3 metres of cotton sewing thread
- 3 sewing needles of various sizes
- 1 surgical needle
- 8 safety fasteners of various sizes
- 1 square metre piece of foil
- 1 waterproof pen
- 2 sheets of rolled-up water-proof paper
- A mirror-finished reinforced metal case to carry the contents and act as an impromptu signalling device
Consumables
Name | Weight | Cost | Availability |
---|---|---|---|
Sixpack: Beer | - | 10 | Abundant |
Cigarettes* | - | 15 | Common |
Coffee/Tea* | - | 5 | Abundant |
Detoxification Serum* | - | 100 | Rare |
Medikit | 2 kg | 200 | Common |
Military Rations* | - | 10 | Abundant |
Morphine* | - | 30 | Average |
Syringe | - | 5 | Abundant |
Wine* | - | 20 | Common |
- Denotes cost per single bottle/serving/dose.
Beer
A catch-all term for any sort of fermented brews, from Japan to America.
Cigarettes
An addictive narcotic substance made from rolled tobacco leaves, cigarettes remain popular around the world as a form of stress relief.
Coffee/Tea
Drinks made from either ground coffee beans or from tea leaves are popular all around the world, especially for its supposed energising abilities.
Detoxification Serum
A rare and very new medical technology that is used to purge the human body of harmful substances, including poisons and gases.
One dose of Detox Serum immediately ends all effects from any poison, gas, drug or other substance (positive or negative).
However, its use is highly debilitating; the side effects include painful vomiting, bleeding and the like. Upon taking a dose, the user is rendered stunned for 1d10 rounds, minus their toughness bonus. (A result of 0 means no side effects)
Medikit
A Medikit is an ubiquitous, ever-useful bit of equipment, containing bandages, antiseptics and the like.
A character with a Medikit gains a +20 to their Medicae skill.
The Medikit also comes with a syringe and six doses of Morphine that must be replenished separately.
Military Rations
A pack of UN standard infantry rations- not very tasty, but they keep well for long periods in bad conditions, and are rather healthy.
Morphine
An anaesthetic designed to dull pain greatly for periods of time.
A dose of Morphine lasts 3d10 rounds, or 1d10 hours if unconscious. During this time the character ignores any negative effects to their characteristics from Damage or Critical Damage and cannot be stunned. When the Morphine wears off, the character takes a -20 to strength, toughness and Agility tests for one hour.
Syringe
A simple syringe designed to administer fluids or the like.
Wine
A popular drink in much of Europe and elsewhere, wine's reliance on favourable climate conditions have seen it become more of a luxury than ever in the post-Second Impact world.
Tools
Name | Weight | Cost | Availability |
---|---|---|---|
Binoculars | 0.5 kg | 60 | Common |
Blowtorch | 1 kg | 100 | Common |
Demolition Charge | 1 kg | 250 | Scarce |
Flashlight | 0.5 kg | 30 | Common |
Handheld Transceiver | 1 kg | 50 | Common |
Laptop | 1 kg | 400 | Common |
Lockpicks | - | 60 | Scarce |
Mobile Phone | - | 50 | Common |
Proximity Alarm | 3 kg | 100 | Average |
Toolbox | 10 kg | 300 | Common |
Video Camera | 1 kg | 80 | Common |
Binoculars
A tool that holds optical lenses, capable of magnifying something far away. High-end military models even have a HUD overlay to determine extra details.
Blowtorch
A device that can burn through metal at a slow but steady rate- often used for welding or cutting.
A blowtorch can burn through 5cm of metal per hour (although this number can fluctuate depending on the metal)
Demolition Charge
A simple but powerful explosive device that can be timed or remote detonated.
When rigged up, a demo charge does 3d10 damage to anyone or anything in its blast radius, plus an extra 2 damage per kilogram of explosive used. The blast radius is equal to kilograms * five metres.
Flashlight
A handheld battery operated device that can illuminate an area of a dozen or more metres in diameter. A flashlight's batteries can last for 1d6 hours before needing to be replaced.
Handheld Transceiver
Also known as a 'walkie-talkie', Handheld Transceivers can communicate with other Transceivers of the right setting up to a range of 1km.
Laptop
A useful, portable computer, most modern laptops come with 200gb of hard drive space and an inbuilt wireless connector. The battery lasts for 3 hours.
Lockpicks
A small, easily concealable object designed to open up… Locks.
Lockpicks add a +10 to security checks to unlock locks.
Mobile Phone
The mobiles of post-Second Impact Earth are solid, dependable, and are far less fancy than our real world counterparts, capable more or less only of receiving and sending calls. However, they're far more reliable when it comes to picking up signals.
Proximity Alarm
A hateful little device that sets off an ear-piercing shriek upon detecting movement or sound (depending on the model).
To use a screamer, the character must first pass a Tech Use test (that the GM rolls in secret); once set, the device acts with a perception of 75 for the purposes of detecting sound or motion. If it detects an intruder, it sounds an alarm that can be heard up to one kilometre away.
Toolbox
A heavy (often red) box full of tools, from screwdrivers to hammers and chisels, wrenches, bolt cutters and portable vises.
Video Camera
A solid and useful video camera; can record up to 3 hours of data per tape, and the batteries last for approximately 10 hours.
Table 19: Unique Vehicles
Name | Size | Armor | Traits | Narrative Speed | Combat Speed | Handling Modifier | Armaments | Crew | Passengers | Access Points |
---|---|---|---|---|---|---|---|---|---|---|
Thruster Blanc | Hulking | Hull 18 | All-Terrain | 50-200kph | 15/50/100/150/250 | +20 | Twin-Linked Missile Launchers, Twin-Linked Heavy Masers | 1 (Driver) | 4 | 2 (Side Doors) |