Difference between revisions of "Items (Action)"
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Items are a subgroup of [[Schticks (Action)|Schticks]] that add abilities outside your character's normal scope or concept. | Items are a subgroup of [[Schticks (Action)|Schticks]] that add abilities outside your character's normal scope or concept. | ||
− | = General Rules = | + | == General Rules == |
Items are generally physical objects separate from you, that gives you abilities. An item has an [[Power_Rules_(Action)#Origin|Origin]] but no [[Power_Rules_(Action)#Method|Methods]], it does not count as a [[Power_Rules_(Action)|Power]] and you do not lose it when you would ordinarily lose your powers. Instead, you are dependent on the item to use the power, and the item can be stolen, lost, or just inaccessible. | Items are generally physical objects separate from you, that gives you abilities. An item has an [[Power_Rules_(Action)#Origin|Origin]] but no [[Power_Rules_(Action)#Method|Methods]], it does not count as a [[Power_Rules_(Action)|Power]] and you do not lose it when you would ordinarily lose your powers. Instead, you are dependent on the item to use the power, and the item can be stolen, lost, or just inaccessible. | ||
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Items have some plot protection, but it is not as strong as that of [[Transmute_(Action_Powers_Technique)#Signature_Gear|Signature Gear]]. Items you've paid for have a tendency to come back to you and are not accidentally lost or stolen, but they can be stolen or destroyed as a part of the action or plot. Items lost in this way return the xp invested in them to you. | Items have some plot protection, but it is not as strong as that of [[Transmute_(Action_Powers_Technique)#Signature_Gear|Signature Gear]]. Items you've paid for have a tendency to come back to you and are not accidentally lost or stolen, but they can be stolen or destroyed as a part of the action or plot. Items lost in this way return the xp invested in them to you. | ||
− | = Tech Level = | + | == Tech Level == |
{{ : Tech Level (Action)}} | {{ : Tech Level (Action)}} | ||
− | = Item Schticks = | + | == Item Schticks == |
{{ : Power Enhanced Item (Action)}} | {{ : Power Enhanced Item (Action)}} | ||
{{ : Gadget Pool (Action)}} | {{ : Gadget Pool (Action)}} | ||
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{{ : Utility Weapon (Action)}} | {{ : Utility Weapon (Action)}} | ||
− | = Specific Gadgets= | + | == Specific Gadgets== |
These are separate items noteworthy enough to be mentioned separately | These are separate items noteworthy enough to be mentioned separately | ||
{{ : Specific Gadgets (Action)}} | {{ : Specific Gadgets (Action)}} | ||
− | = Item Limitations = | + | == Item Limitations == |
These limitations reduce the cost of an item, but never to less than one point. The GM must inspect all item limitations and twits them so they become actual limitations without overshadowing the rest of the action. | These limitations reduce the cost of an item, but never to less than one point. The GM must inspect all item limitations and twits them so they become actual limitations without overshadowing the rest of the action. | ||
{{ : Aligned Item (Action)}} | {{ : Aligned Item (Action)}} | ||
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{{ : Wandering Item (Action)}} | {{ : Wandering Item (Action)}} | ||
− | = Size = | + | == Size == |
Size is measured relative to the user, and is mainly used for concealability, to gauge how hard the item is to smuggle past security and how noticeable it is. Size is given in classes, from smallest to largest. | Size is measured relative to the user, and is mainly used for concealability, to gauge how hard the item is to smuggle past security and how noticeable it is. Size is given in classes, from smallest to largest. | ||
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These items are generally not concealable under normal clothing. You may get away with carrying them inside your "barney the dinosaur" outfit, but such a concealment needs to be custom-made for the item. It is generally impossible to carry more than two large items. | These items are generally not concealable under normal clothing. You may get away with carrying them inside your "barney the dinosaur" outfit, but such a concealment needs to be custom-made for the item. It is generally impossible to carry more than two large items. | ||
− | = Weapon and Armor Abilities = | + | == Weapon and Armor Abilities == |
These are mainly relevant to weapons and weapons, but some can apply to other gear. | These are mainly relevant to weapons and weapons, but some can apply to other gear. | ||
Revision as of 12:42, 15 September 2013
Heroic Action Role-Play |
Items are a subgroup of Schticks that add abilities outside your character's normal scope or concept.
General Rules
Items are generally physical objects separate from you, that gives you abilities. An item has an Origin but no Methods, it does not count as a Power and you do not lose it when you would ordinarily lose your powers. Instead, you are dependent on the item to use the power, and the item can be stolen, lost, or just inaccessible.
GMs are responsible for the availability of item schticks in play, but is urged to be generous. You will often pick up items during play and can use them in the scenario you found them. Other items are acquired trough diligent effort, either by making it or looking out for it. Item schticks are commonly found as loot during play, and can be made available trough contacts or created by characters (the Expert schtick comes in handy here). You only need to pay experience points to keep an item at the end of the story. Think of this as the cost for attuning the item permanently - making it a recurring theme or plot for your character. If a player really wants a particular item, the GM should make it it available somehow; making a subplot, montage, or perhaps even an adventure around it. Of course, such stories still give normal xp rewards, which you can then use to purchase the item schticks.
One particular item can have several item schticks, each of which must be paid for. Investing a lot of schticks into a single item is dangerous as you lose a lot when you drop the item. Most item schticks can be freely combined, but except as noted an item can only pick each schtick or limitation once. In general, a character should only have one occurrence of a certain item limitation - having one Sticky item is fresh and exiting, having ten of them is just saving up on points. But this is a guideline more than a rule, to be applied against misuse but ignored when it makes a better story.
Items have some plot protection, but it is not as strong as that of Signature Gear. Items you've paid for have a tendency to come back to you and are not accidentally lost or stolen, but they can be stolen or destroyed as a part of the action or plot. Items lost in this way return the xp invested in them to you.
Tech Level
The tech levels of Action. Rather than adopting a numerical tech level, this is a set of named categories. For convenience, the names sort alphabetically in order of sophistication.
Tech levels are broad and overlapping. They are meant as broad categorizations of entire settings rather than to indicate local variation and technological advantage in a particular setting.
Relates to Technology Form, at the Hyperspace level Technology technological powers are pretty much the norm.
Ancient
Antiquity to 500 BC. Tools are made of stone, organic materials, or soft metals like silver, gold, or bronze.
Blacksmith
1000 BC to 1400 AD in Earth history. Iron slowly transforms the world, allowing better tools and the exploitation of new land and resources. The techniques of ironmaking improve a lot during this period, making iron much more common over time, but what you can actually do with it remains about the same.
Clockwork
1300 AD to 1800 AD. Refinements now allow flexible steel and precision machinery. Firearms conquer the world.
Coal
1750 to 1900 AD. Powered machinery frees humanity from much muscle labor, large-scale mechanical engineering is pretty much perfected.
Combustion
1890 to 1950 AD. Internal combustion and electricity makes technology smaller and easier to handle, making technological items an everyday occurrence.
Electronic
1940 to 2010 AD. Miniaturization and electronics is the key to this era. Nuclear power makes its debut. Computers are discovered and advance by leaps and bounds throughout this time.
Fusion
2000 to Near future. Most utensils are now smart and networked to some degree. Technology goes under the human skin. Fossil fuels are gradually phased out.
Hyperspace
Far future. Faster than light travel, time travel, teleportation, and other power effects become replicable trough technology. Force fields and energy beams are commonplace. What is possible is based more on the needs of the story than on any understanding of technology. Almost anything possible for Powers is normal at this tech level - in most cases, simply use Powers of the Technology Origin.
Item Schticks
Power Enhanced Item (Action) Gadget Pool (Action) Gimmick (Action)
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Masterwork Item
This is a mundane tool that is very well made. An item with no other Item Schticks does not an Origin.
The workmanship gives +1 to the damage of weapons or the protection value of armors. It can be applied to other gear only with the GMs permission and a similar benefit must be agreed upon. Masterwork Weapon cannot give a bonus to skill values. Power Focus (Action) Restricted Item (Action) Returning Item (Action) Utility Weapon (Action)
Specific Gadgets
These are separate items noteworthy enough to be mentioned separately
Gadgets are a subtype of Gimmicks that have significant cinematic effect, but that are not Powers.
Most of them would be of limited use in real life, but in a cinematic game they can be very useful.
Ancient Gadgets
Alarm Net
A net, cloth, or tarpaulin used to cover stored items. The net version allows the items to be seen, the cloth version is elegant, and the tarpaulin is somewhat weather-proof. What makes this a gadget is that there are bells or clickers attached to the net; when the net or the items it protect are disturbed, they make noise. In a quiet night this can be heard up to 50m, in a busier environment 10 meters. A successful Disable Mechanism against your Create bypasses the alarm.
Assembly Weapon
A weapon can be constructed so that it can be quickly assembled from parts, each of which is inconspicuous. It is a Basic Action to assemble or disassemble the weapon.
Athletic Pole
Inherent, Maneuver, Medium, Slick
A pole made of bamboo or other flexible materials can be used to aid in a variety of athletic stunts. It can be used to pole-vault, turning a Jump into an assisted jump. It provides Advantage on Free Running stunts involving balance. The concealment rating assumes the pole has been dissembled in sections, assembling or disassembling it is a Basic Action.
Bathtub, Collapsible
Limit Break, Create, Large, Mundane
A collapsible bathtub made of canvas supported by wooden slats. It takes a Limit Break to assemble or disassemble, this does not include filling it with water or heating the water. Useful for bathing away from the perils of a body of water, and also for water storage, as a drinking tub for animals, and you can even heat water while it is in the tub as the wet canvas will not burn. It can also serve as a short-term survival device for aquatic creatures.
Blinding Egg
A small bird's egg filled with itching and blinding powders, the blinding egg is thrown like a grenade (Close range) and bursts to fill a five meter diameter cloud. Make a Melee or Shoot vs. Dodge check against each target, on a success the target is blinded until it has completed its next basic action. On an outcome matching the target's Action the target is blinded for the rest of the scene.
If applied in melee it only affects a single target.
Bugle
Basic Action, Ride, Small, Mundane
A wind instrument also used for signalling in the wild, a bugle begins as a horn and develops into a musical instrument of brass. Signals conveyed are usually simple, such as "advance, attack, retreat, alarm". Make a check using the sum of the user's and listener's Ride. In a busy environment such as a battle or city, the range is 10 meters times the result. In a quiet setting with no wind, up to 100 meters times the result.
Disappearing Powder
This is a colored, glittering powder that can be thrown into the air. While onlookers are distracted by the pretty cloud, you quietly disappear. Variants use smoke or flash powders. Often used as a stage-magician prop, one danger is that onlookers might think you are a genuine magician.
The gadget allows you to use Sneak to disappear from plain sight, as long as you can get under some kind of cover or use some disguise.
Diving Kit
Basic Action, Maneuver, Medium, Slick
A set of primitive diving equipment. This includes a set of flippers, goggles, a simple snorkel, and a weighted "air bag". You can use the air bag to fill your lungs underwater, permitting you to stay underwater for twice as long before having to surface or drown. Allows you to move normally underwater, and to hold your breath 100% longer than normal or indefinitely while snorkeling. Several air bags can be used, but they are very bulky and difficult to swim with; each air bag after the first reduces your Move by one underwater.
Firepot
Basic Action, Create, Small, Slick, Mundane
The Doka is a small, ceramic pot, lashed shut with heat proof twine. It holds a live coal which it will keep burning for 12 hours. It is insulated so that you may carry it secreted in your clothes. It provides warmth in cold weather. The firepot allows access to fire, which will always succeed in igniting combustibles, as opposed to the vagaries of flint and steel fire making. If thrown it will break, igniting a pool of oil, dry straw, or other incendiary material or causing Body +0 Fire damage if used as a weapon.
Inflatable Flotation Device
A large airtight bag, usually made of the skin of a sheep or goat, that can be inflated and strapped to the body to aid in buoyancy. Inflating or deflating the device takes a Limit Break. Larger devices are possible and can be fitted to mounts. It makes Swim checks Routine, as long as you stay on the surface. However, you cannot both move and act in water using one of these, even of you have some other ability that would normally allow this.
Ladder, Folding
Basic Action, Maneuver, Medium, Slick
The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.
Lantern
Basic Action, Recon, Small, Mundane
It takes very little light to allow vision in the dark in the immediate area around the light. Lanterns provide very little light by modern standards, but once the eyes have adapted allow rudimentary vision up to your Reflexes meters away. Work light, for activities like reading or crafting, is only within one meter of a lantern. The lantern itself can be of many designs, this describes only the most common. Each type of lantern becomes Mundane one tech level after it is introduced. A basic open flame light, like and oil-burning pot or candle, is never considered a gadget and is very sensitive to drafts. An Ancient lantern is a candle or oil lamp behind a screen of horn, paper, or parchment, shielding it from breezes and water spray. A Blacksmith lantern involves metal and glass protection around a candle or oil lamp, protecting against all but a gale or immersion in water. Such a lantern can be blinded to hide its light without dousing it. A Clockwork lantern is similar to a a Blacksmith lantern, but uses pressurized fuel to produce much stronger illumination. It provides light twice as far. A Coal lantern includes a reflector, allowing it to cast a beam of light three times as far as a basic light.
Parabolic Listening Device
Basic Action, Create, Large, Slick, Mundane
This is a large parabola, usually made of thin metal or or waxed paper. It works by concentrating sound from a certain direction, and allows you to hear as if you were one-tenth the distance from whatever you are listening on. In this way, shouted orders can be heart at five hundred meters, a normal discussion can be heard up to a hundred meters away and whispers up to fifty meters away. Halve these ranges under noisy conditions, and halve them again if there is even a light breeze. Stronger winds make this device impossible to use and might damage it.
Pebbles
Easy-rolling pebbles can be used as a simple trap on flat, hard surfaces. This is rare in nature, but common in buildings. A packet of Pebbles is about a hundred and will cover five one-meter squares. They need darkness or some concealment, such as grass, to work.
Pebbles are a Trap. Pebbles whose presence is known are less dangerous, the Create difficulty is only 5. Pebbles do Concussion damage soaked using Reflexes. If any damage is inflicted, the victim stops dead in his tracks, losing the rest of his movement for that action. Someone moving through known Pebbles can take a Basic Action to be safe.
Power Seal Amulet
Finisher, Mundane
A seal that interfere with the powers of one or more origins as specified when it is made. The target suffers Power Loss. The amulet is relatively easy to remove. If bound to the target, it can be removed as a Basic Action with a Create or Melee check against your Create or Melee, but this requires free hands and cannot be done with bound hands. Power Seal Amulets may not be available for all origins, particularly Technology.
Raft, Folding
A collapsible, 1-man raft. It has room for one person and his personal gear. In collapsed form, it may be carried slung over one shoulder or as a backpack. Assembling or disassembling it is a basic action.
Restraints
Basic Action, Melee, Medium, Mundane
Various restraints made of metal or wood can limit the actions of a prisoner. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or burst or destroyed; metal cuffs have a Body of 15 or more. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.
Roll Bridge
A roll bridge is a suspension bridge that has been rolled up into a cylindrical roll. Spiking one end to the ground, it can be towed by rope by someone on the other side of the span to be bridged, or it can be thrown a number of meters equal to the thrower's Body as a Feat of Strength. On a failed check the bridge falls short and must be pulled up and then rolled for another throw. The end of the bridge has hooks that attach to allows someone to cross the bridge and spike it down solidly; a successful crossing requires a Maneuver check with a difficulty of 6-15, depending on how what the hooks have to hook onto. Once spiked down, the bridge can carry up to a ton (Body 15). The following things are each a Basic Action when using the bridge: Spiking or undoing one end, attempting a throw, pulling up after a failed throw.
Rutter
A rutter is a description of a route of travel, offering concrete advice on how to travel and avoid getting lost. This was essential before the advent of Maps. Lack of a map or rutter increased the difficulty of Pathfinding stunts. You need to spend a Limit Break on reading the rutter once per day. You can also use a rutter to find out if you have been going the wrong way. This allows a re-roll on a failed Pathfinding stunt but requires a separate Limit Break. Rutters might not be written works - some are preserved orally as poems or epics. If you have traveled route twice more you are assumed to have knowledge equivalent to a rutter, but actually codifying this experience into a rutter is quite a lot of work.
Secret Compartment
There is a number of medium-sized personal items considered ubiquitous in each culture; briefcases in modern society, saddles in the old west, crucifixes and codpieces at certain other times. Such items can be fitted with secret compartments, perfect for hiding small weapons, reserve funds or other gadgets. In hi-tech or magical junctures, they can be fitted with anti-detection gear as well. A secret compartment like this will pass most searches automatically, only Examine allows a Create roll to discover the compartment.
Throwing Arm
Inherent, Melee or Shoot, Small
A stick with a cup at one end and a handle at the other. The projectile is anchored in the cup and the handle is used to throw. The length of the stick provides extra leverage, allowing a stronger throw. A throwing arm increases the range of a Thrown weapon or Fulminant to Short.
Specialized Intrusion Device
Basic Action, Create, Slick, Medium
As long as you know exactly what traps and alarms you will face during a break-in, it is always possible to create a gadget to take care of each problem. The problem with this is that it can be an adventure in itself to find out what protects your target. A skilled techie can build the perfect tool for every situation. Using this device, that particular lock, trap or alarm can be bypassed automatically, as long as no additional complications crop up. The technology rating of specialized intrusion devices is the same as the Traps or lock it is supposed to bypass. Any tech level can suffice to bypass magical locks and wards.
Stilts
Short stilts are common as toys and not equivalent to these taller stilts. The stilts described here are double your height. These are tied to the lower leg (A Basic Action), you cannot move normally with the stilts fitted. It takes no free hands to use stilts tied this way, but two hands (or an assistant) are needed to tie or untie them to your leg. Moving on stilts requires a Free Running check with each Basic Action; this check has a minimum difficulty of 5. Stilts increase your Move by one. Free Running difficulties ground that do not entangle, as long as there is a hard ground beneath. Examples include crowds, caltrops, spikes, water, tall grass, and hedgerows but not uneven ground, slick ground, gravel, mud, or vines. Fighting in stilts puts you out of the normal reach of creatures of Body up to three points higher than yours, you cannot Melee attack or be attacked by such creatures. They can still do stunts against you. Reach overcomes this limitation. Standing up from prone with stilts fitted requires a DC 15 Maneuver check unless done from an elevated position or with two assistants.
Tinderbox
Basic Action, Create or Ride, Small, Mundane
A small kit containing flint, a hard striker (preferably steel) and some tinder to catch the sparks generated and create a fire. It requires a Create or Ride check of 10 to create a fire in this way in ideal conditions. Similar results can be achieved with a sun lens (DC 8, requires bright sunlight) or fire drill (DC 15); all are difficult ways of creating fire. The fire drill is easily improvised. This takes most people serious effort and people usually prefer to keep fires burning rather than rely on tinderboxes.
Water Feet
Basic Action, Maneuver, Slick, Medium
Outsize pontoons worn on the feet, allowing you to walk on water. Each basic action requires a Maneuver check as if Swimming but you stay dry. You are Static while using Water Feet. If you fall, it is a Limit Break to stand up again - it is usually easier to just swim at this point.
Blacksmith
Caltrops
Four spikes pointing out from a core is such a way that at least one point points up when scattered on the ground. A packet of caltrops is about a hundred and will cover four one-meter squares. They need darkness or some concealment, such as grass, to work well.
Caltrops is a Trap based on your Recon. Poisoned caltrops also do either Neurotoxin or Infection damage but are Unreliable unless you have Poisoneer. Caltrops do Piercing damage, but are soaked using Reflexes. If any damage is inflicted, the victim stops dead in his tracks, losing the rest of his movement for that action. Caltrops whose presence is known are less dangerous, the Create difficulty maxes out at 8. Someone moving through known Caltrops can take a Basic Action to be safe during that move.
Combination Weapon
Inherent, Create
This is two weapons built into one. The character can change from one use of the weapon to the other. Any two weapons with similar shape can be combined. Historical examples includes the naginata-staff and pike-longbow. One use of this is to conceal a lethal weapon inside a non lethal (and legal) one. The GM is encouraged to give surprise bonuses when the peaceful staff suddenly turns into a deadly glaive.
Compass
Basic Action, Ride, Medium, Mundane, Static
A freely rotating magnet, suspended in liquid, points at magnetic north after stabilizing itself for a few seconds (a Basic Action). This makes Ride checks to avoid getting lost Routine. The compass improves as technology advances. At Clockwork technology, this is no longer a gadget. At Coal technology, it becomes Small. At Combustion technology, it becomes Tiny. At Electronic technology, it is no longer Static.
Crowbar
Basic Action, Body, Medium, Mundane
A crowbar provides a +3 bonus on Body to break open a door and other similar stunts. A crowbar can be uses as a Mace or fitted to the back of a Great Axe as a fire axe.
False Restraints
These are Restraints that can be unlocked with the flick of a hidden switch. They can only be detected for what they are with a close Examination opposed to your [[Create (Action)|Create}}.
Flare
A rocket that flies high and explodes in a bright flash and leaves a cloud of smoke. Mainly useful as a signalling device. Flares come in a variety of colors and sizes. A Small flare is visible about a kilometer, a Medium flare about 3 kilometers, and a Large flare is visible 10 km, which is way beyond the horizon as seen from the ground—this is only possible because the flare flies so high. Variant flares emit only smoke and are useful for signalling ground to sky.
Grappling Hook
Basic Action, Melee or Shoot, Mundane, Medium
A hook, usually three-pronged, attached to a hook and throw. On a successful throw, the hook catches and the line can be used to aid in Climbing. The throw itself requires a Melee or Shoot check with Close range. In most cases the difficulty depends on the number of things to catch on and is in the 6-12 range. If an opponent has taken care to make this difficult, the difficulty is the Create of that opponent.
Parasol Shield
Inherent, Dodge, Medium, Slick
This is an elegant silk parasol or umbrella that is sturdy enough to function as a shield in an emergency. Zn emergency weapon, once it has been used as a shield, it no longer looks like a high-class parasol. It takes a successful Examine stunt to recognize it for what it is. Parasol shields can be Large Shields or [Shields], as decided when they are created; either can fold up to be a Medium object.
Smoke Powder
Basic Action, Create, Tiny, Slick
A small black powder charge detonated to create obscuring smoke. It will fill an area ten meters across with tick smoke, imposing a penalty of -1 per meter of distance on most attacks and stunts and confusing scents as well. It can provide concealment to sneak in.
Clockwork
Barbed Wire
Basic Action, Create, Large, Mundane
A roll of barbed wire can be quickly spread behind you as you move, creating a barrier along the path you just moved over. A typical roll of barbed wire forms a barrier 5 meters long when uncoiled. Anchoring the barbed wire to the ground makes it a Limit Break to deploy it. It is an automatic Basic Action to move barbed wire aside unless it has been anchored - it takes a Basic Action and an opposed Create or Maneuver check to remove anchored barbed wire.
Barbed wire is a hindrance to Free Running with a difficulty equal to your Create.
Clockwork Cart
Basic Action, Create, Large, Slick
This is a self-propelled cart, concealed as a barrel or other inconspicuous object. It is capable of carrying ten kilos or so over flat floors and perhaps one kilo over rough ground. Variants can be constructed to traverse pipes and other areas humans can't go, climb, float, or even fly or jump very short distances. One use of the device is to carry a bomb into enemy territory. Another use could be to fetch some item in a high-security area or past bars or grilles impassable to humans.
Clockwork carts are built for one specific task and cannot be reprogrammed. It is similar to a Specialized Intrusion Device in that it is designed to solve a very specific problem, and the device is not capable of tacking any unexpected problems that crop up. Under these limitations the device will travel along a predetermined route (Move 3), sneaking and using security with the creator's Create skill.
Clockwork Knight
Basic Action, Create, Large, Slick
This is a suit of medieval full armor powered by a clockwork engine. It fights furiously if blindly, and can be a real danger in an enclosed space or if its nature is not realized. It takes a Create or Melee check against the creator's Create to identify a Clockwork Knight for what it is.
The device has a number of points to distribute between Body and Reflexes equal to the creators Create (minimum 5 each) and 5 points of armor. It's Melee is equal to the creator's Create, and it can use this value to defend from Melee from it's front. It is usually armed with a Greatsword, for Body +5 damage. All other skills and attributes are zero. If its nature is known, it is vulnerable to a number of stunts, the simplest of which is simply moving around to its defenseless rear side. A clockwork knight can be placed on a remote-controlled rotating dais to alleviate this problem.
Double Barreled
This is a modification applicable to a Ranged Weapon that has the Reload or Slow property. This removes the Slow property and allows the weapon to be fired twice before it needs to Reload and removes the Slow property weapons with Reload normally have as long as the weapon is loaded.
Foothold Trap
Limit break, Ride, Medium, Mundane
A mechanism that traps the foot of a creature that steps on it with iron jaws. The trap is concealed with leaves or similar and fastened by a chain to a solid object such as a pole, rock, or tree. This is a Trap. Trap operates as if set by someone with a Create equal to your Ride, doing Cutting damage. If any damage is inflicted, the target is also Grabbed. An intelligent creature can escape the Grab with a Disable Mechanism stunt with a difficulty equal to half your Ride while an animal generally can't free itself.
Grapnel Bolt
This is a bolt, rifle grenade, or (more rarely) arrow that extends grapnels on impact to function as a Grappling Hook using Shoot with Short range. If fired from a bow, or against a surface of higher tech level than the Grapnel Bolt, the check to fasten the bolt is Stymied.
Life Preserver
Basic Action, Maneuver, Medium, Mundane
A buoyant vest worn to prevent drowning Putting on or taking off a life preserver is a Basic Action. It makes Swim checks Routine, as long as you stay on the surface. However, you cannot both move and act in water using one of these, even of you have some other ability that would normally allow this.
Map
Basic Action, Ride, Small, Mundane
A map is an updated version of a Rutter and simplifies navigation; it is only a Basic Action to use a map. Drawing a map is much more complex than compiling a rutter, and requires advanced gemometry. Lack of a map or rutter increased the difficulty of Pathfinding stunts. You can use a map to find out if you have been going the wrong way. This allows a re-roll on a failed Pathfinding stunt.
Money Belt
Basic Action, Charm, Small, Slick, Mundane
A most unusual money belt developed for those whose security needs are more stringent than average, this article is constructed from high quality leather, with a large (usually U-shaped) buckle with a single spike. Twisting the spike for a few turns reveals an extremely sharp blade concealed within the spike sheath. This blade is used to force open a hairline crack in the buckle. Within the buckle is a handle for the blade. Using this tool, the agent measures off two-inch segments of the belt, starting at the buckle. Each two-inch segment contains about a dozen bills of mixed denominations in a different currency or a few gold coins. By cutting through the stitching, the agent can gain access to emergency currency for upwards of a dozen nations. At the Clockwork tech level bills are replaced by banknotes.
Pogo Stick
A pogo stick is a spring-loaded device used to hop and is normally regarded as a child's toy. It consists of a pole with hand and footholds and a spring-loaded piston inside. The user holds it with at least one hand hand stands on the foot bar. It is drawn and stowed as if it were a weapon. A pogo stick provides "cheat" for Jump stunts and makes Maneuver checks to bypass Interference Routine.
Shadow Cabinet
A shadow cabinet is a mechanical theatrical display. Setting it up or re-packing it is a Limit Break. A normal shadow cabinet works much like a puppet show, but by back-lighting, it can project shadows on a wall, giving people that see the shadows the impression the events are real. This only works in deep darkness. A Sound Box can enhance the illusion. A Shadow Cabinet can either be hand cranked or use a spring mechanism - the later continues to work until the end of the round and then ends, but can only make one specific performance decided when the Shadow Cabinet is created. Higher tech level shadow cabinets have stronger lights that allow them to work in a murk.
Skeleton Key
Many locks have similar design, determined by local availability. Such locks can be unlocked with a single key taking advantage of mechanical similarities. A set of skeleton keys are used with Disable Mechanism stunts. If the GM judges that the lock is one for which you have a Skeleton Key, you start with one Advantage. Locks at Blacksmith technology and earlier are insufficiently standardized for a skeleton key to work.
Slow Fuse
Basic Action
A slow fuse is a wide cord infused with chemicals to burn at a slow, steady rate. Once lit, it will burn for hours, even if doused in water. You can use theslow fuse to automatically light an object intended to be lit, such as a torch, lantern, candle, or burning fuse. Other items require a Create check against their Body to lit, if they are capable of burning.
Sound Box
Basic Action, Create, Medium, Mundane
A sound box is a system of bellows, pipes, membranes and other parts used to produce a specific set of sounds. This can be a melody, a siren, horn and drum signals, a simulated fight, animal sounds, and similar non-verbal sounds. A Sound Box can either be hand cranked or use a spring mechanism - the later limits the volume of sound, but the sounds continue until the end of the round. What sounds a music box makes is decided when it is created and cannot be changed except by redesign. Higher tech level sound boxes can play more complex, recorded sounds.
Spring-Heels
A pair of sturdy springs worn on the feet. The springs provide assistance to jump. Moving on spring-heels requires a Free Running check with each Basic Action; this check has a minimum difficulty of 5. By increasing the Free Running check by 5 (this can add to the normal difficulty or the minimum difficulty of 6), you can move an additional time with a Basic Action, allowing double movement (or triple movement with a Full Move. In a chase scene, your effective Move increases by 2. Moving on spring-heels is strenuous, equivalent of constantly running even when moving slowly. Taking spring heels on or off is a Basic Action.
Spyglass
Basic Action, Recon & Ride, Medium, Mundane, Slick
A spyglass magnifies the object looked at, allowing a greater distance to the target. Add 3 to the Outcome of a successful Scan and Surveillance stunts, but only when the target's approximate location is known. If looking at the wrong location, the advantage goes to the enemy.
Sword Cane
Inherent, Melee, Small, Mundane
A sword hidden inside a stout walking stick. The stick itself is a Baton but a lethal Smallsword can be pulled forth. This is mainly a way to smuggle a blade where they are not allowed, but also a way for a gentleman to be prepared without sacrificing style.
Wheelchair
Inherent, Maneuver, Large, Mundane
A wheelchair allows a practiced rider to move normally on flat ground without using the legs. A character in a wheelchair needs both hands to move and is Static. An assistant can push the wheelchair, freeing the rider's hands. You are Stymied on Free Running stunts. A wheelchair ignores ground-based hazards like caltrops.
Coal
Camouflage Net
Basic Action, Ride, Medium, Mundane
A loose net of differently colored strips matching the local environment, a camouflage net turns Camouflaging something human-sized into a Basic Action.
Garrote Watch
Pulling on the time setting stem until it clicks allows the wearer to set the time on his watch as he normally would. Pulling the stem beyond this point releases two finger grips which detach from the watch casing. Holding the watch by the reinforced watchband, the wearer pulls on the finger grips to expose a length of strong, thin wire. This wire can be used as a Garrote or as a saw wire.
Grappling Cane
Basic Action, Shoot, Medium, Slick
Concealed as a metal headed walking stick is a spring-loaded grappling hook and cable. The cable can be shot to it's full length of 20 meters, and requires heavy gloves or the winding mechanism in the stick to climb on, as it is to thin for bare hands. When using the winding mechanism, the stick is flexed back and forth, pulling the character up the line like a windlass.
Reflective Stealth Suit
Basic Action, Maneuver, Medium
Looking somewhat like a suit of plate armor made out of flat mirrored surfaces, a reflective stealth suit can be used to make you invisible by reflecting selected parts of your environment. It allows Snake stunts without cover or concealment, but this stealth only works in one direction; if there are two observers 90 degrees or more apart you can only hide from one of them. This gadget is sometimes combined with armor.
Suction Cups
Made of elastic alchemical materials, suction cups adhere well to any perfectly smooth surface. A set is worn on hands and feet to allow easy climbing on perfectly smooth surfaces which are normally impossible to climb, such as sheer ice, glass, or a wall of force. They do not help on other surfaces.
Truth Drug
An injected substance that makes the victim suggestible and easier to question. Allows the use of Know for Good Cop Routine and Bad Cop Routine stunts.
Waldo
Inherent, Create, Large, Slick
A metal tube usually worn slung over the shoulder. When the seals at end end are removed, it deploys a mechanical hand and work light at one end and a vision port and manipulator glove at the other. This allows you to operate the mechanical hand remotely, performing delicate operations at what is hopefully a safe distance. Deploying or packing the device is a Basic Action. If the arm is to reach through a small hole or otherwise into a precarious position, that requires another Basic Action and may require a Create check as well.
Combustion
Detonator Watch
Basic Action, Create, Tiny, Slick
This can be a pocket or arm watch. Pressing twice on the watch face releases the back plate, revealing two long strands (each about 4 meters) of ultra-thin fuse and two blasting caps. There is a small amount of explosive, enough to use the Demolish stunt once.
Explosive Belt
Basic Action, Create, Small, Slick
Simultaneously twisting and pulling on the belt buckle will release the catch mechanism, opening the compartment in the buckle. Inside the belt buckle are two blasting caps, and a single-charge "burst" battery to provide power to detonate the caps. The back end of the prong is sharpened to provide a minimal cutting edge. The prong is used to cut open the back of the belt, inside of which are 30 feet of very thin wire and enough plastic explosive to allow a single use of the Demolitionist schtick. The belt is made to resemble alligator hide or similar material, to help mask its rather thick appearance.
Geiger Counter Watch
Basic Action, Create, Tiny, Slick
The sweep hand of the watch gives a reading of the radioactivity, 12 o'clock representing no appreciable radioactivity, and any other hour reading indicating the damage value of exposure. The sweep hand would lock at 11 o'clock should radioactivity ever get that high, which is extraordinarily unlikely. Most nuclear materials will have radioactivity which range from 1 o'clock to 7 o'clock, depending on how they are stored. The watch is waterproof.
Basic Action, Ride, Small, Slick, Mundane
This device receives signal from satellites and uses them to calculate your location, coordinates you can then plot on a map. Larger or higher tech versions display your coordinates on an internal map. You need the codes that allows you to interpret satellite transmissions, but this is assumed to be available if you have this as a gadget.
Magnetic Watch
Basic Action, Create, Tiny, Slick
Inside this watch is a tiny, powerful electromagnet. It is activated by pressing the setting stem twice. The magnet will attract any iron within 3 meters. Small objects (100 grams or less) will fly to the watch; objects between up to a kilo in weight will be jerked in the direction of the watch; and objects greater than a kilo in weight must be able to move without friction to be drawn to the magnet. The watch's power source lasts only a single Basic Action once activated and cannot be changed in the field.
Marble Grenades
Basic Action, Create, Small, Slick
These tiny grenades, each the size of a marble and slightly mold-able like clay, are made of an experimental substance which detonate into a miniature explosion when it impacts on a surface with sufficient force. The common method of use is to scatter them on a floor where a pursuing enemy will step on them.
A packet of marble grenades is about a hundred, will cover five one-meter squares and can be spread with a Basic Action. They need darkness or some concealment, such as grass, to work well.
Marble grenades is a Trap. Marble grenades whose presence is known are less dangerous, the difficulty is only 5. Running through a field of marble grenades is dangerous even if their presence is known, forcing the runner to rely on Reflexes alone. Marble grenades do Impact damage equal to your Create.
Speedline
A line-throwing unit for emergencies such as a man overboard, or perhaps throwing a rope over the Berlin Wall. In appearance, the device is a cylinder with a carrying handle and a trigger housing at the top. Removing the front end of the cylinder reveals the rocket to which is tethered 30 meters of specially prepared rope.
Phosphorescent Powder
Basic Action, Create, Tiny, Slick
This dust looks innocuous but glows distinctively under ultraviolet light. It adheres to whatever it touches. Agents use this substance to trap thieves and trace people. For example, a bureau which suspected one of its employees of purloining files might falsely label some document "secret" and sprinkle it with this powder. Later, counterespionage agents would examine the hands of employees under a black light to see who touched the document. Alternatively, one can arrange for surveillance targets to touch this substance, and then use an ultraviolet light to find out what the suspect has touched. When spread on a section of ground, will adhere to the feet of anyone passing through the area.
Assume that a sprinkling of this powder marks all people who touch the contaminated object or document. These people then leave traces on other objects for 1d6 hours. Placed on shoes or tires, this dust marks a trail for up to 1,000 meters. Tracing dust remains on the skin for 1d6 days under normal conditions. However, thorough scrubbing can remove this powder.
Electronic
Dazzler
Basic Action, Shoot, Medium, Mundane, Slick
An array of low-powered lasers used to blind a target. It is used like an ordinary ranged attack with Short range. On a hit, the target Blind until the end of the next round. On an Outcome matching the target's Body the target becomes Blind for the rest of the session. A target wearing armor of Fusion will have eye protection that negates dazzlers, also available as ordinary glasses or contacts and incorporated in mist windshields. This makes the Dazzler ineffective at Fusion technology except against civilians. A military version of the dazzler is available that has the following changes: It is not Slick but is Large, with Long range.
Audio Compass
Basic Action, Ride, Small, Slick
This is an electronic compass which indicates north with a soft beep or discreetly flashing light. It is useful in the dark. A variant uses vibration and is silent, though more difficult to read.
Inertial Locator
Basic Action, Ride, Small, Slick, Mundane
A gyro compass connected to a computer that keeps track of movement. Whit this gimmick, you can always tell how far you have traveled from the point of origin, as well as retrace your exact steps. It is not dependent on satellites or other points of reference, but when disconnected from such the reading slowly declines over time.
Infrared Goggles
A bulky apparatus which straps over the head. It allows characters to see by the light of an infrared projector similar to a flaslight (included), negating penalties for darkness up to 30 meters away and larger ones illuminating further out. The illumination is easily spotted up to ten times as far away by infrared sensors or others wearing infrared goggles, but such are rare in this period. Ignore darkness for Scan and Keep Watch stunts in the illuminated area. Higher tech level versions are Tiny and less fragile.
Jet Pack
A backpack-mounted rocket, the jet pack allows individual flight of short duration (1-5 minutes depending on model) at Move 9. Due to the instability of the device, it requires constant effort to maintain; the user needs to take a Basic Action to fly it on each of his actions.
Laser Microphone
Basic Action, Create, Medium, Slick
A laser microphone turns any window into a bug. These devices work by reflecting an invisible laser beam off the glass, picking up vibrations caused by speech. Normal bug detectors cannot sense a laser mike. However, such precautions as playing loud music or running the faucets drown conversation. A laser microphone has a range of 50 meters.
Long Range Microphone
This device uses a parabolic dish to concentrate sound. It can pick up speech at a range of 1,500 meters. This device can intercept even whispered speech at 100 meters. Halve these ranges under noisy conditions, and halve again if there is a breeze. Stronger winds make the device impossible to use.
Night Goggles
Basic Action, Recon, Small, Slick
Night Goggles are military grade night-vision goggles. During the darkest night, the light amplifier will give the impression of twilight, extending the range of vision to 50 meters. Ignore darkness for Scan and Keep Watch stunts. In total dark interiors the device does not work. At Fusion technology this item is called Lowlite Glasses and becomes Large and Tiny.
Optic Fiber Code
Limit Break, Create, Medium, Slick
A clever device the size and shape of a jeweler's glass. The lens of the decoder consists of over 500,000 optic fibers bent in a unique fashion. Each decoder corresponds with one and only one encoder.
To encode a message, a technician selects an intense color (a bright red-orange, for example) which is to be used for the coded message. A short message of less than 100 words is written in this color. The encoder photographs the message through the fibers, thereby scrambling the message into a series of apparently random orange dots. These dots are then spaced further apart, but the relative space between the dots is retained. The dots are inserted into a photograph or printed as part of a color picture. An agent in the field merely scans the stationery with the decoder until the encoded message is found.
Rotary Saw Watch
Basic Action, Create, Small, Slick
This is a rather large pocket or wrist watch. A discrete pressure point in the watch casing releases the blade and simultaneously activates the miniature motor powering the saw. The saw can cut through steel at the rate of half an inch per minute. The power supply will be exhausted in 10 minutes.
Umbrella Radio
Basic Action, Create, Medium, Slick
The unfolded umbrella works as the antenna, while the rather heavy handle holds the electronics. The transmission microphone is located at the top of the umbrella handle. The umbrella radio has an additional component, a small ear piece which is necessary to amplify the volume of the received transmissions. The transmission range only a kilometer or so. The equipment is powered by small batteries which have sufficient charge an hour of operation.
Night Sight Lens
This is a huge lens worn as a faceplate before the eyes. It is an optic light amplification system, usually incorporated in a full helmet. During the darkest night, the Night Sight Lens will give the impression of twilight. Ignore darkness for Scan stunts, but not for other purposes.
Fusion
Automated Lockpick
Basic Action, Create, Small, Slick
A expert system on locks and security. It has a Create skill of 12 for Breaking and Entering tasks only.
Automated Medkit
Basic Action, Know, Small, Slick
A medical expert system and drug dispersal unit. Attach it to a wounded area, and it will suture the wound, inject appropriate drugs and warn if the wound becomes infected. It has a Know of 12 for First Aid tasks only.
Currency Emulator
Basic Action, Create, Medium, Slick
This is basically an advanced adaptive copier. Put any paper currency in the "in" slot, and the machine will pour wads of it out the other end. The emulated bills are of the same type, but different in terms of wear, serial numbers et al. It is impossible for a casual observer to tell an emulated bill from the real thing.
Holofield
Basic Action or Limit Break, Charm, Small, Slick
Often mounted as a belt buckle or jewelry, this device creates a holographic image around the user, totally altering his appearance. This is only a visual illusion. Senses other than sight, as well as many sensors, see right through the illusion. The holofield must be programmed with the movement patterns and mannerisms of each new user/appearance combination, this takes a Limit Break. Changing between registered patterns is just a Basic Action, as is mimicking any desired clothing for a user who's mannerisms are registered.
A cheaper variant of the holofield known as the Cinderella Holosuit only projects clothing, allowing your clothes to change over time, or the thrill of going to a party stark naked while appearing to be properly dressed. This device does not count as an item schtick.
Sensor Suite
Inherent/Basic Action, Recon, Medium
A Sensor Suit is a tablet-like device that works by a complex combination of radar, sonar and seismic sensors. Information can be fed to a HUD. It can "see" straight through smoke , mist, or darkness out to 50 meters. These abilities are inherent. As a Basic Action inside Create meters with an opposed Recon check, it can detect movements even through concrete walls.
Smoke Screen Mask
Basic Action, Create, Small, Slick
A Smoke Screen Mask is an air filter and a pair of light amplification goggles tuned to a specific frequency of light. Smoke screens can be tailored to block all light except this specific frequency, so a character using a Smoke Screen Mask can see through his own smoke screens and those designed to be compatible with his mask.
Targeting Glasses
Basic Action, Shoot, Small, Slick
Heads-Up glasses or visor visor coupled to an advanced tactical computer connected to a gun with electronics sights (included in the package) wirelessly or (more secure) by cable. By observing a target and letting the computer to analyze its movement, the device allows Aim stunts even when you and the target are moving and you retain the bonus even when you take other actions, but you must use the targeting glasses again once you have used the bonus.
Hyperspace
Freeze Shield
Trigger Action (Defense), Dodge, Small, Slick
This can have dramatic effects on a setting and should be introduced with care. The best weapon to use against a Freeze Shield is a melee weapon with many special abilities. If freeze shields are common in a particular setting, they are likely to greatly change how wars are fought, making melee the most viable attack and reducing guns to obscurity. Freeze Shields work through temporal flux; when something that moves too fast or has too much energy approaches the shield, it momentarily freezes time, rendering the user invulnerable but immobile for a split second to deflect the attack. Someone protected by this looks like a perfectly reflective mirrored statue. For the wearer, the only indication is a moment of lost time, as if seeing the world under a strobe light that blinked just once. The shield activates on any successful hit, and reduces the base damage of any attack to zero. In the case of melee weapons, damage is reduced to the Body of the wielder. You still add attack outcome to this as normal. Each shot in which this shield activates counts as a trigger action. This is not so much because the shield takes time to use as it is because of the disorientation caused by the temporal freeze. The shield still works when the user is out of shots. Freeze shields do not work along with any type of armor.
Morph Field
Basic Action or Limit Break, Charm, Small, Slick
Often mounted as a belt buckle or jewelry, this device morphs the user, alerting his physical form through the Abensteiner Biognition System (ABS). The transformation cannot be detected by touch or ordinary sensors. The morph field must be programmed with the movement patterns and mannerisms of each new user/appearance combination, this takes a Limit Break. Changing between registered patterns is just a Basic Action, as is mimicking any desired clothing and accessories for a user who's mannerisms are registered.
Phase Shield
Trigger Action (Defense), Dodge, Small, Slick
A phase shield works by shifting the user to hyperspace whenever he is threatened by an attack. This makes the user semi-transparent and intangible. Each shot in which this shield activates counts as a trigger action. This is not so much because the shield takes time to use as it is because you cannot interact with physical reality. The shield still works when the user is out of shots. The shield activates whenever the user would normally have been hit by an attack. When active, the shield improves the user's Dodge by +5. There is no certainty that this will be enough to avoid the attack, but at least it will make it less effective.
Repulsor Shield
A repulsor shield blocks incoming ranged attacks, providing a +2 bonus to Dodge.
Item Limitations
These limitations reduce the cost of an item, but never to less than one point. The GM must inspect all item limitations and twits them so they become actual limitations without overshadowing the rest of the action.
Aligned Item
The item represents some kind of dogma or ethos, it has a purpose. While such items are not Sentient unless they have that limitation, they are still strongly imbued with ideals. Examples of alignment can be ethical disposition, religious faith, virtues and vices, or specific enemies. Aligned items cannot plan, form opinions on their users, or otherwise be proactive; they only react to immediate events - unlike Sentient items.
- Creatures of directly opposed alignment (opposing faiths, specific enemies) suffer a Hit each round they weild or use the item.
- Using the item for actions going against it's alignment fail.
- An action the wearer of the item takes that goes directly against the item's alignment suffer a -3 penalty, even when not using the item directly.
- Interaction stunts against the wearer of the item that try to make him act according to the alignment of the item get a +3 bonus.
Artifact
The item is night indestructible, and generally of a high power level. It is sought by both heroes and villains. Besides its powers, it has a role in the plot - maybe its the one thing that can kill the high king, or it is the missing key to the great vault. Destroying an artifact is a major undertaking similar to breaking a Curse but harder than a common curse, and can be the focus of an adventure or a whole campaign.
Cursed Item
The item carries some kind of Curse, and this affects the wearer.
Origin Lock
The item has an Origin and is affected by Origin Divide. It cannot be used by someone lacking an origin. Some such items can only be used by a specific Tradition. Other simply lack the skills required to use the item. Using the item is affected by Methods and Power Loss.
Sentient Item
The item is intelligent and has a personality and self-awareness. It has its own goals and ambitions, and can refuse to let itself be used if it is in disagreement with the wielder. It can communicate with its wielder trough empathy or telepathy; some items can even speak audibly. The item can use its powers much like an Intelligent Item, but cannot to do so for the player's benefit unless it is also Intelligent.
A sentient item is often jealous of other intelligent or sentient items, and generally wants to be the most important and cherished item in your possession.
An item is often both Intelligent and Sentient, but it can be only one or the other.
Sticky Item
Once you pick up this item, it won't let you drop it again. A weapon refuses to leave you hand, a suit of armor cannot be taken off, and other items remain with you in a similar fashion. You cannot use an alternate item to the sticky one - a weapon won't let you wear another weapon, an amulet won't let you wear other amulets or magical jewelry and so on. A sticky item cannot be hidden or disguised, and is able to move or break items or powers to fulfill its curse.
This does not make you handicapped - you can still go to the bathroom, keep clean, eat and so on - but it makes many situations hard or awkward and can help make you recognized.
A sticky item is a Curse, and such items often have other item curses as well. You can be forced to invest points in a sticky item if you're unable to get rid of it at the end of a story.
Wandering Item
A wandering item has a destiny that makes it go from hand to hand. It cannot be held onto permanently, and often shifts hands between rival groups. If you pay points for a wandering item, you can expect it to be in your possession about half the time, but there are no guarantees.
Size
Size is measured relative to the user, and is mainly used for concealability, to gauge how hard the item is to smuggle past security and how noticeable it is. Size is given in classes, from smallest to largest.
Tiny
So small they can be concealed in a swimsuit or underwear. Can be concealed from a strip search with some difficulty. Can be built into small everyday items, such as cutlery, pens, mobile phones, packets of cigarettes, or snuff pots. About a dozen of these become a Small item.
Small
Designed to be worn under street clothes or inside a small accessory such as a lady's handbag or a hat, these can be concealed under all but beachwear and tight evening wear. Five or more of these become a Medium item.
Medium
Also known as "Trench coat", this size of items are generally obvious, but can be concealed under bulky clothes such as dusters or hoop skirts or inside a large bag. Three of these become a Large and impossible to hide.
Large
These items are generally not concealable under normal clothing. You may get away with carrying them inside your "barney the dinosaur" outfit, but such a concealment needs to be custom-made for the item. It is generally impossible to carry more than two large items.
Weapon and Armor Abilities
These are mainly relevant to weapons and weapons, but some can apply to other gear.
Range
Most effects used at range incur a penalty. The normal range in Action is #Short - the action is up close and personal.
Melee
Adjacent to you. If using a grid or hex map, this is the area immediately surrounding you. In special circumstances you can reach further, but this is the territory of stunts.
Reach
Withing the reach of a long weapons, such as a Spear or Whip. Up to about 5 meters away. If on one meter squares or hexes, this is up to 3 squares or hexes away. On a 5 ft. grid, this is 2 spaces away.
Close
A close-ranged or thrown weapon, that suffers a range penalty of -1 per 10 meters of distance.
Short
The default range in Action, where the action is up close and personal. Suffers a penalty of -1 per 20 meters of distance.
Long
Combat in Action rarely takes place in surroundings spacious enough for this, but when it does, long range can be a tremendous advantage. Suffers a penalty of -1 per 100 meters. In many cases, this is ways shorter than the weapon's actual range, but to fully utilize the range of such a weapon, you need the Sniper schtick.
Other Abilities
Weapons in Action generally have extra maneuvers available to them, and some have inherent effects; these are all explained here. Unlike item schticks, these are not equivalent to full feats but perhaps to half a feat.
Some abilities are noted as limitations. These always apply, training or not.
Area
Limit Break
You attack everyone in a globe with a diameter equal to your Reflexes in meters centered on the target point. Make a separate attack roll against each target, including friends and bystanders.
This commonly results from explosions and fully automatic weapons fire.
Boosted
Limitation
Also called power armor, this armor has servo-motors powering it, directed by sensors inside the armor so that it matches body movement. If the power fails, the armor turns rigid and it is time for emergency escape, there are manual explosive bolts that should remove the armor. Another danger is that the armor is computer controlled and can potentially be hacked or remotely controlled. A character with an Exo Link can ignore the Move and Hits limitations of boosted armor.
Disarm
Basic Action
Add +3 to Melee rolls to Disarm. If you are allowed to make a counterattack, such as the Intercept weapon ability or the Riposte schtick, you can opt to Disarm instead of making a normal attack.
Counter
Trigger Action
You can intercept opponents attacking you in Melee, striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in Melee, you can use this weapon to make a Normal Melee Attack on them. This also keeps them at bay - if you are successful and using a Reach weapon, you prevent them from moving adjacent to you. On the other hand, if an opponent starts adjacent to you and there is no behind you, the GM may not allow you to use Counter.
Dual Damage
The does two or more types of damage. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Additional kinds of damage uses the lowest soak value among the types. See also Touch.
Entangle
Basic Action
You can do a Feint, Grab, or Wingclip stunt with a +3 bonus on your Melee or Shoot check (as appropriate).
Loud
Limitation
This gear makes a lot of noise and can be heard a good distance away, depending on its size. A loud weapon alerts neighbors but it is often difficult for witnesses to pinpoint where a ranged weapon is fired, as the trajectory makes as much noise as the weapon itself. Larger items generally make much more noise; a Small or smaller weapon is only audible nearby and dampened by a simple wall, a Medium weapon can be heard a cross a hall or through an interior wall, while a Large weapon is audible over a wide area, possibly kilometers away if conditions are right. Armor with this limitation continually makes noise. Any action that requires quiet or stealth is Stymied when using such gear.
Mirabilia
Inherent
A minor miracle, the power use version of Mundane. An item of power that is so common it is not an Item Schtick and instead considered everyday gear in a setting where this type of power is common. In settings where this kind of power is rare or secret, items that are Mirabilia don't exist.
Mundane
Inherent
This item requires an item schtick at the tech level it is introduced. One tech level later, the item is no longer an item schtick and is now normal equipment available to anyone.
Parry
Trigger Action
The weapon can be used to parry other melee attacks. Use it after an enemy hits you, giving a +3 Dodge bonus until you take your next action, but only against melee attacks.
Penetrating
Inherent
Against armor of its own tech level and lower, this weapon is soaked by Body rather than Toughness.
Powered
Inherent
A development of Boosted armor, power armor has all the advantages of Boosted armor, but also makes the wearer stronger and tougher, giving a +2 bonus to Action, which further increases Toughness beyond the protection provided by the armor. A character with Superstrength cannot benefit form this ability.
Rash
Limitation
The weapon prevents you from taking a Trigger Action until your next shot comes up. Example moves include the fleche, impale, or roundhouse blow. For a ranged weapon, this is an extended burst and the subsequent reload. When you make an attack you can chose to ignore this limitation, but doing so lowers damage by 2.
Reload
Basic Action - Limitation
The weapon is slow to reload (or otherwise prepare for a second use) and requires a Basic Action to reload before each attack.
Returning
Inherent
After you throw a weapon, you can use this to instantly retrieve it. It might be attacked to a string, bounce back to you, or naturally return to you like a boomerang does in movies.
Saturation
Inherent
The weapon saturates an area, making it immune to all effects of cover. A typical example is the flamethrower.
Scatter
Inherent
The weapon fires in a tight cone that widens lightly at range, like a shotgun or particle weapon. It does not lose accuracy over range, instead losing damage at the same rate. Apply any range penalties to damage instead of to the attack roll. A typical example is the shotgun, but most Saturation weapons have this ability too.
Slick
Inherent
The item does not look dangerous. It can be hidden in plain sight and can pass observation by all but the most astute observers. When required an opposed Charm against Charm or Create can avoid even close inspection.
Slow
Inherent - Limitation
The weapon is slow to reload (or otherwise prepare for repeated use). It cannot be used with schticks or powers combine several attacks into one action such as Combination Action, attacks that are Trigger Actions, or extra actions granted by abilities like Hands-on Leadership. The GM determines when this applies, but you should remind the GM in situations that might qualify.
Static
Inherent - Limitation
The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.
Stowed
Basic Action
A stowed weapon is large and unwieldy and likely worn on your back to be out of the way. It is a Basic Action to draw such a weapon,
Stun
Inherent
This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.
Throw
Inherent
This weapon can be thrown as a ranged attack using either the Shoot or Melee skill. If it is a melee weapon it can also be used in close combat, but only the Melee skill applies there. If the weapon has no range category given for it, it has Close range.
Unreliable
Limitation
The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snake eyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user. One tech level after they are introduced this limit disappears. Experimental and improvised weapons, as well as weapons you are unfamiliar with gain this limitation.