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Gear

Name Cost Weight
Adrenaline Shot 1000cr 0.5 lbs
Backpack 5cr 5 lb.
Breaching Charge 50cr 20 lb.
Breaching Charge (Thermite) 250cr 20 lb.
Binoculars 100cr .5 lb.
Blanket 5cr 3 lb.
Bolt Cutter 25cr 5 lb.
Bottle, Ceramic 3cr 1 lb.
Bottle, Glass 5cr 1 lb.
Briefcase 5cr 2 lb.
Camera, Film 15cr 2 lb.
Candles (10) 1cr -
Chain (10ft) 20cr 10 lb.
Clothes, Business 70cr 3 lb.
Clothes, Casual 10cr
Clothes, Cold Weather 100cr 10 lb.
Clothes, Military 50cr 2 lb.
Clothes, Party 60cr 1 lb.
Clothes, Special 100cr 3 lb.
Crowbar 15cr 5 lb.
Duct Tape 3cr 1 lb.
Experimental Spy Drone 50cr 1 lb.
Field Medicine Kit 25cr .5 lb.
Fire Extinguisher 80cr 3 lb.
First Aid Kit 30cr 3 lb.
Flashlight 20cr .5 lb.
Flashlight, Undermount 40cr .5 lb.
Gaming Set 40cr 2 lb.
Gas Mask 200cr 5 lb.
Grappling Hook 20cr 4 lb.
Hammer 6cr 1 lb.
Handcuffs 70cr .5 lb.
Hazmat Suit 400cr 5 lb.
High Dosage Field Medicine Kit 150cr .5 lb.
Ladder, Collapsable (20 feet) 4cr 25 lb.
Lighter 10cr -
Lighter Fluid (4 oz) 20cr .5 lb.
Lock (Sensor) 50cr 1 lb.
Lock and Key 20cr 1 lb.
Mess Kit 10cr 1 lb.
Metal Detector 300cr 2 lb.
Mirror 50cr .5 lb.
Mug 1cr -
Paracord (50ft) 20cr .5 lb.
Poison, Basic (vial) 200cr -
Portable Stove 90cr 1 lb.
Prosthetic Limb 50cr -
Quiver or Crossbow Bolt Case 3cr 1 lb.
Shovel 5cr 5 lb.
Sleeping Bag 5cr 7 lb.
Tent, One-Person 4cr 15 lb.
Tent, Two-person 6cr 20 lb.
Tool Belt 10cr 2 lb.
Walkie-Talkie 150cr 1 lb.
Water Bottle 1cr 5 lb.
Whistle 10cr -
WristComp 250cr 1 lb.

Adrenaline Shot

You stab this shot directly into the heart of a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.  

Binoculars

Objects viewed through a pair of binoculars are magnified to up to 94x their size.  

Bolt Cutter

Exceptionally heavy wire cutters. You can use them to make a Strength (Athletics) check to cut through padlocks (DC 15), chain link fences (DC 10), or similar.  

Breaching Charge

A breaching charge is a specially designed explosive that allows the user to safely blow a hole in soft and medium hardened walls.
As an action, a Breaching charge may be attached to a wall constructed of soft or medium materials, such as wood, concrete or other similar substances. Using a detonator or a timer, the charge can be detonated to blow a 5' hole in the wall. Creatures immediately on the other side suffer 6d6 piercing damage from the shrapnel, with a DC15 Dexterity Saving Throw for half damage.  

Breaching Charge (Thermite)

A Thermite Breaching Charge works in the same manner as a Breaching Charge, but also can blow a 5' hole in hardened walls, such as reinforced concrete, metal, or other exotic materials. Only the strongest of structures, such as those reinforced with extremely thick walls or force fields, can stand against a Thermite Charge. Creatures on the other side take 10d6 piercing damage, with a DC20 Dexterity Saving Throw for half damage.  

Camera, Film

As long as it has empty film, the camera can take still images. However, the images must be developed which requires an appropriate environment and photographic developer. This camera is non-digital and resistant to EMP and other electronic detection.  

Chain

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.  

Climber's Kit

This kit includes pitons, carabiners, rope, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.  

Crowbar

Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.  

Field Medicine Kit

This kit contains rapidly deployable aid such as wound closure spray, emergency blood and medicine designed for rapid recovery during battle. When consumed, you regain 2d4+2 Hit Points. If administered by someone with proficiency in Medicine, roll the Hit Points gained with advantage.  

High Dosage Field Medicine Kit

This kit contains the same items as a Field Medicine Kit but in higher dosage, as well as antidotes and emergency medicine designed to improved your immune system. When consumed, you regain 4d4+4 Hit Points, are instantly cured of any poisons or the poisoned condition, and can make another saving throw against any disease currently affecting you. If administered by someone with proficiency in Medicine, roll the Hit Points gained with advantage.  

First Aid Kit

This kit contains plasters, bandages, gauze, dressings, safety pins, disposable sterile gloves, a defibrillator, tweezers, scissors, cleansing wipes, sticky tape, a thermometer, painkillers, and creams. One trained in Medicine can use a first aid kit can make a Wisdom (Medicine) check to treat minor injuries and pains.   The kit can also be used as an action to stabilize a creature that has 0 hit points without needing to make a Wisdom (Medicine) check to do so. Alternatively if administered by someone with proficiency in Medicine, you may expend one of the kits uses to cause the creature to gain 1 hit point.   A first aid kit can be used ten times, after which the first aid kit is expended and must be replaced.  

Flashlight

As long as it has a power cell this flashlight casts bright light in a 60-foot cone and dim light for an additional 60 feet. The undermount version can be attached to most pistols and rifles without occupying a modification slot.  

Handcuffs

These restraints can bind two limbs of a Small or Medium creature, assuming an appropriate body structure. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with one key. Without the key, a creature proficient with thieves’ tools can pick the handcuffs’ lock with a successful DC 20 Dexterity check. Handcuffs have 15 hit points.  

Hazmat Suit

This is a completely enclosed garment with a self-contained breathing apparatus designed for use with an air canister. A hazmat suit’s purpose is to fully protect the wearer from one kind of environmental hazard. You can’t wear a hazmat suit over armour or a helmet. While wearing it you have immunity to a specific type of damage and automatically succeed at certain related saving throws (see the descriptions of specific hazmat suits). In addition to the suit’s other benefits, the breathing apparatus provides the same advantages as a gas mask, providing total protection from eye and lung irritants. However, you also have disadvantage on all Dexterity-based ability checks, saving throws, and all melee and ranged attack rolls.   When you’re hit by a piercing or slashing melee or ranged attack, there’s a risk that your hazmat suit will be damaged.   Roll 1d6.
• On a result of 3-6 your hazmat suit is undamaged by the attack and you are immune as normal.
• On a 1-2, your hazmat suit is damaged. From this attack onward until repaired, the damaged hazmat suit grants resistance to damage and advantage on saving throws, but not full immunity.  

Lock and Key

A solid lock with a single key. It takes a DC 20 Dexterity (Thieves’ Tools) check to open it.  

Lock (Sensor)

This solid lock is more difficult than a normal one for lockpickers to get through. It has a series of sensors that reprograms the tumblers if tampering is detected and the key is not present. Dexterity checks made to pick the lock have disadvantage.  

Lighter

A handheld device that can produce a small flame while it has fluid and a wick remaining. 4oz of fluid lasts roughly a month if the lighter is in regular use.  

Mess Kit

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.  

Metal Detector

As long as it has a battery, this handheld device provides a +10 bonus to all Intelligence (Investigation) checks involving metal.  

Poison, Basic

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of non-bullet ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.  

Prosthetic Limb

This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.  

Experimental Spy Drone

You gain access to an Experimental Spy Drone. The drone runs off of an experimental Gamma ray emitter signal using Gloomium at its core. While the signal goes through nearly any object, it has a short range.   The Spy Drone is incorporated into a slot on your armor, requires Low Power, and can be deployed using an action. It has the Statistics shown below. The drone acts semi-autonomously, if it ever gets more than 100' from you it will return to the last place it knew you were at.   Your drone acts independently of you, but it always obeys your commands. In Combat, it acts on your turn. A drone can’t Attack, but it can take other Actions as normal.   When the drone drops to 0 Hit Points, it shatters and is destroyed.   While your drone is within 100 feet of you, you can communicate with it through your headset. Additionally, as an action, you can activate the drones onboard cameras and see through it andd hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own sen⁠ses.   As an action, you can temporarily dismiss your drone as it folds up and is stored in your armor. You can’t have more than one drone at a time.  

Experimental Spy Drone

Tiny robot, unaligned
Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 0 ft., hover 30 ft.
STR 3 (-4)
DEX 13 (+1)
CON 8 (-1)
INT 2 (-4)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)
Flyby. The drone doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sensors. The drone has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Utility Saw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1) slashing damage.  

Walkie-Talkie

As long as it has a power cell, this hand-held radio transceiver can be used to communicate with any similar device operating on the same frequency out to a range of 15 miles. It can be programmed with twenty predefined frequencies.  

Water Bottle

A waterbottle holds 4 pints of water. It weighs 4 lb when full and 1 lb. when empty.  

Wristcomp

A portable computer which can be used to keep notes, download and view local maps, and interface with other machines and computers. Contains a calculator, compass and many other apps. With an Interface Kit it can be used to hack. With the compass you can always find magnetic North and have advantage on Wisdom (survival) checks to avoid getting lost.

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