Kowl Fotet Kaxa

Items always in motion. Come back often an see what we have.

Weapons

Rifle

Range Base Damage Cost
200m (300m) 3d6 + Per 10
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Ineffective -1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude
Armour Piercing Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach
Spreading One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range

Heavy Close

Range Base Damage Cost
2m 2d6 + Str 9
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Ineffective -1 bonus to one of its non-testing abilities
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Tranquilizer TN 13 Constitution (Tolerance) test fail - become unconscious, succeed - fatigued. Will not penetrate armour
Long Range The weapon’s effective ranges are doubled
Spreading One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range

Rifle

Range Base Damage Cost
200m (300m) 3d6 + Per 20
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Effective +1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Fine +1 bonus to tests for using or wielding it
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude
Tranquilizer TN 13 Constitution (Tolerance) test fail - become unconscious, succeed - fatigued. Will not penetrate armour
High Capacity Ignore the first roll indicating the weapon has run out of ammo
Long Range The weapon’s effective ranges are doubled
Spreading One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range
Stunning Inflict penetrating damage, one less damage die than a comparable lethal weapon.

Heavy Close

Range Base Damage Cost
2m 2d6 + Str 11
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Effective +1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy
Spreading One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range
Stunning Inflict penetrating damage, one less damage die than a comparable lethal weapon.

Rifle

Range Base Damage Cost
200m (300m) 3d6 + Per 20
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Very Fine +2 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude
Armour Piercing Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach
High Capacity Ignore the first roll indicating the weapon has run out of ammo
Long Range The weapon’s effective ranges are doubled
Stunning Inflict penetrating damage, one less damage die than a comparable lethal weapon.

Pistol

Range Base Damage Cost
50m (75m) 2d6 + Per 18
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Very Effective +2 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Very Fine +2 bonus to tests for using or wielding it
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Armour Piercing Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach
Spreading One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range

Grenade

Range Base Damage Cost
10 + Str 3d6 (2m radius) 21
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Very Effective +2 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Fine +1 bonus to tests for using or wielding it
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy
Long Range The weapon’s effective ranges are doubled

Pistol

Range Base Damage Cost
50m (75m) 2d6 + Per 18
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude
High Capacity Ignore the first roll indicating the weapon has run out of ammo
Long Range The weapon’s effective ranges are doubled
Tracer Allows the user to take the Aim action as a free action if the weapon was fired on the previous round

Light Close

Range Base Damage Cost
1m 1d6 + Str or Dex 10
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Effective +1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Fine +1 bonus to tests for using or wielding it
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude
Armour Piercing Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach
Long Range The weapon’s effective ranges are doubled
Stunning Inflict penetrating damage, one less damage die than a comparable lethal weapon.

Pistol

Range Base Damage Cost
50m (75m) 2d6 + Per 4
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Ineffective -1 bonus to one of its non-testing abilities
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Very Poor -2 bonus to tests for using or wielding it
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude
High Capacity Ignore the first roll indicating the weapon has run out of ammo
Long Range The weapon’s effective ranges are doubled
Spreading One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range

Armour

Riot Shield

Bonus Penalty Cost
2 -1 19
Attribute Effect
Very Effective +2 bonus to one of its non-testing abilities
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy

Medium Armour

Bonus Penalty Cost
4 -2 16
Attribute Effect
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy

Padded Armour

Bonus Penalty Cost
1 0 4
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Ineffective -1 bonus to one of its non-testing abilities
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Poor -1 bonus to tests for using or wielding it
Shoddy -1 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Riot Shield

Bonus Penalty Cost
2 -1 11
Attribute Effect
Very Ineffective -2 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Very Impressive +2 bonus to social and roleplaying tests where such things are noteworthy

Medium Armour

Bonus Penalty Cost
4 -2 10
Attribute Effect
Effective +1 bonus to one of its non-testing abilities
Very Poor -2 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Equipment

Ship Pathfinding Expert Systems

Description Cost
Adds +1 to tests using Sensors to chart a route through space to maximize safety and efficiency. 13
Attribute Effect
Effective +1 bonus to one of its non-testing abilities
Favoured Stunt –1 SP cost for designated stunt
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Boarding Wedge

Description Cost
It’s a kit about the size of a hand terminal that serves the dual purpose of issuing override codes to the most common electronic locks. 17
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Ineffective -1 bonus to one of its non-testing abilities
Fine +1 bonus to tests for using or wielding it
Very Impressive +2 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Form-fitting Suit

Description Cost
Allows for survival in the areas of failing life support and hard vacuum. Can incorporate HUDs with max 6 expert systems. 9
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Poor -1 bonus to tests for using or wielding it
Very Shoddy -2 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Hand Terminal

Description Cost
Used for communications and allows user to perform technical tests. 16
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Very Effective +2 bonus to one of its non-testing abilities
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests

Decoy Drone

Description Cost
A drone can be triggered to draw attention to itself 9
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Very Ineffective -2 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Shoddy -1 bonus to social and roleplaying tests where such things are noteworthy

Construction Mech

Description Cost
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. 15
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Fine +1 bonus to tests for using or wielding it
Shoddy -1 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Head-up Display

Description Cost
Helmets include a heads-up display (HUD), projecting visual information onto the wearer’s field of vision. Can be enhanced by 1 expert system. 14
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Very Ineffective -2 bonus to one of its non-testing abilities
Favoured Stunt –1 SP cost for designated stunt
Very Fine +2 bonus to tests for using or wielding it

Form-fitting Suit

Description Cost
Allows for survival in the areas of failing life support and hard vacuum. Can incorporate HUDs with max 6 expert systems. 15
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Effective +1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Communications Drone

Description Cost
Comms drones can be placed to act as a signal relay 14
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Terminal Expert System

Description Cost
Specialist software (can be taken multiple times). Each system provides one of +1 Gunnery, +1 Piloting, +1 Cryptography, +1 Engineering, +1 Navigation, +1 Research, +1 Technology. Each additional system increases cost by 2. 8
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Ineffective -1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Shoddy -1 bonus to social and roleplaying tests where such things are noteworthy

Construction Mech

Description Cost
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. 13
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Effective +1 bonus to one of its non-testing abilities
Favoured Stunt –1 SP cost for designated stunt
Poor -1 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

EMP Drill Hound

Description Cost
The DrillHound is a semi-autonomous robotic device that resembles a centipede the size of a human forearm with a drill instead of a head. It’s used by pirate boarding parties to disable a prize ship’s electronics. 18
Attribute Effect
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Fine +1 bonus to tests for using or wielding it
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy

Ship Pathfinding Expert Systems

Description Cost
Adds +1 to tests using Sensors to chart a route through space to maximize safety and efficiency. 25
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Effective +1 bonus to one of its non-testing abilities
Favoured Stunt –1 SP cost for designated stunt
Very Impressive +2 bonus to social and roleplaying tests where such things are noteworthy

Ghost in a Can

Description Cost
Small, easily concealed, unmarked cannisters and contains a pressurized mix of cleaning agents and heavily modified digestive enzymes designed to destroy physical evidence 10
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Very Ineffective -2 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Fine +1 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Construction Mech

Description Cost
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. 19
Attribute Effect
Effective +1 bonus to one of its non-testing abilities
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Favoured Stunt –1 SP cost for designated stunt
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Probe

Description Cost
gather information from an area and transmit it back to their mothership or other set destination 21
Attribute Effect
Very Effective +2 bonus to one of its non-testing abilities
Impressive +1 bonus to social and roleplaying tests where such things are noteworthy
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Construction Mech

Description Cost
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. 9
Attribute Effect
Fragile A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks.
Ineffective -1 bonus to one of its non-testing abilities
Slow Needs a ready action before using in a major action, or twice the usual time for advanced tests
Fine +1 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Ship Pathfinding Expert Systems

Description Cost
Adds +1 to tests using Sensors to chart a route through space to maximize safety and efficiency. 13
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Ineffective -1 bonus to one of its non-testing abilities
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Poor -1 bonus to tests for using or wielding it
Shoddy -1 bonus to social and roleplaying tests where such things are noteworthy

Probe

Description Cost
gather information from an area and transmit it back to their mothership or other set destination 17
Attribute Effect
Durable Lasts twice as long and for tests involving damaging it (+2 Toughness)
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Poor -1 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude

Probe

Description Cost
gather information from an area and transmit it back to their mothership or other set destination 21
Attribute Effect
Effective +1 bonus to one of its non-testing abilities
Fast Can be used to perform a major action as a minor action, or half the usual time for advanced tests
Fine +1 bonus to tests for using or wielding it
Unreliable When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude