Post by Merrick Baliton on Jul 15, 2024 11:54:51 GMT -6
Weapons
Common
Blaster Pistol
Standard issue energy pistol. This is a small weapon that fires a sizzling bolt of energy capable of piercing flesh.
Type: Weapon - Sidearm
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers.
Limit: 3 uses per thread.
Blaster Carbine
Standard issue energy rifle. This full-sized carbine fires bursts of energy bolts capable of subduing even durable targets.
Type: Weapon - Assault
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Energy Blasts you perform on this turn deal 2d8+2 base damage.
Limit: 3 uses per thread.
Bo Staff
Long wood staves like this are commonly used by Martial Artists as training weapons and nonlethal means to subdue opponents.
Type: Weapon - Staff
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Strikes you perform on this turn have a 60% chance to afflict their target with the Special Status Effect “Bruised”. "Bruised" lasts for 2 turns per stack and increases the physical damage dealt to the afflicted target by 2.
Limit: 3 uses per thread.
Knife
A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike.
Type: Weapon - Knife
Credit Value: 10000
Credit Cost: 40000
Activation: At-Will Action
Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn.
Limit: 3 uses per thread.
Buckler
A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver.
Type: Weapon - Shield
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action - Reactive
Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR.
Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Steel Sword
This high-carbon sword is known to be very durable and exceedingly sharp.
Type: Weapon - Sword
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Strikes you perform on this turn deal an additional +2 damage and have a 35% chance to inflict Wound on their target(s).
Limit: 3 uses per thread.
Rare
Antique Pistol
Carefully preserved by collectors or circumstances, this archaic pistol still utilizes classic kinetic ammunition.
Type: Weapon - Sidearm
Credit Value: 30000
Credit Cost: 80000
Activation: Bonus Action
Effect: Ranged Energy Blasts you perform on this turn deal Physical Damage rather than Energy Damage; additionally, Ranged Energy Blasts performed on this turn have a 50% chance to afflict ‘Wound’ on their target(s).
Limit: 3 uses per thread.
Antique Firearm
Carefully preserved by collectors or circumstances, this archaic rifle utilizes armor-piercing kinetic ammunition.
Type: Weapon - Assault
Credit Value: 30000
Credit Cost: 80000
Activation: Bonus Action
Effect: Ranged Energy Blasts you perform on this turn deal Physical Damage rather than Energy Damage; additionally, your Ranged Energy Blasts on this turn bypass their target’s Temporary HP.
Limit: 2 uses per thread.
Flexmetal Staff
This staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight.
Type: Weapon - Staff
Credit Value: 30000
Credit Cost: 80000
Activation: Bonus Action
Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers.
Limit: 3 uses per thread.
Hidden Weapon
Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.
Type: Weapon - Hidden
Credit Value: 30000
Credit Cost: 80000
Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number.
Limit: 2 uses per thread.
Tech Blade
This sword was designed as a last resort weapon. Its unique design allows for various kinds of ammunition to be slotted into its pommel and then released for great Effect from its edge.
Type: Weapon - Sword
Credit Value: 30000
Credit Cost: 80000
Activation: Bonus Action
Effect: When you activate this weapon, you may choose 1 common quality Grenade-Type item in your inventory. Your Strikes on this turn consume uses of the chosen Grenade and afflict their Effects if they successfully hit their target(s).
Limit: 2 uses per thread.
Mythic
Ninja Steel Sword
Forged of the Universe’s most durable metal, Ninja Steel, this blade is a masterwork beyond conventional compare. It can cut through nearly any known material.
Type: Weapon - Sword
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.)
Limit: 3 uses per thread.
Guardian Staff
Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Phaser Ring
This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike.
Type: Weapon - Hidden
Credit Value: 40000
Credit Cost: 120000
Activation: At-Will
Effect: Activating Phaser Ring performs a Ranged Energy Blast attack. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Energy Blast does not cost any Morphing Pool.
Limit: 4 uses per thread.
Ritual Dagger
This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims.
Type: Weapon - Knife
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target.
Limit: 3 uses per thread.
Scrying Staff
Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
Universal Targe
The Universal Targe is a Angel Grove production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense.
Type: Weapon - Shield
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action - Reactive
Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn.
Limit: 2 uses per thread.
Grenades
Common
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Capture Net
This capsule contains an expanding net that is released shortly after being thrown.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient the foes to great effect.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Fragmentation Grenade
The most iconic of all grenades, the Fragmentation Grenade, is a weapon that releases dangerous shrapnel in all directions upon detonation.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 50% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Incendiary Grenade
This grenade creates a small but potent burst of flames at a target location.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Poison Bomb
A small bomb that releases a plume of poisonous smoke upon detonation.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Tranquilizer Dart
Typically used for capture missions, this dart floods a target's body with a mild but effective sedative.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Rare
Mysterious Gas
While it’s unknown how this substance came to exist on Earth, Mysterious Gas is a highly potent gas that severely hinders all affected by it.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Mysterious Gas, reduce that opponent’s Base Battle Power by 15% for the remainder of the thread.
Limit: Twice per thread; a character’s Base BP Loss is capped at 50%.
Siphoning Mist
This grenade releases a cloud of nanites that swarm a target and drain their energy; after draining a target’s energy, the nanites return to their owner and enter their body to increase their strength.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 60% chance to lose 15 Morphing Pool at the beginning of their next turn. If successful, increase your Base Battle Power by 10% for the remainder of the thread, starting at the beginning of your next turn.
Limit: Twice per thread; a character may lose a maximum of 45 Morphing Pool from Siphoning Mist per thread, no matter its origin.
Pulse Grenade
Though this grenade does not directly affect anyone, it is commonly used to apply zones of suppression during a battlefield. Once activated, the Pulse Grenade disrupts any major source of energy passing through its sphere of influence, reducing the chance of shots making their mark.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Disruption” for two (2) turns. While affected by “Disruption”, decrease the Accuracy of any energy techniques used by the afflicted character by -15.
Limit: Twice per thread.
Grav Bomb
Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Morphing Pool, even if that action would not normally cost any.
Limit: Twice per thread.
Phase Spike
This violet spike is activated on impact and severely disrupts the density of any target it hits, typically resulting in armor being less effective and technology breaking down more quickly.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; this grenade has a 60% chance to reduce the target’s DR by 5 for two (2) turns.
Limit: Twice per thread. A target may only be affected by one Phase Spike at a time.
Mythic
Cryo Blast
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes a large area around it's point of detonation.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Capture Launcher
This weapon contains dozens of binding nets that fly in every direction from where the capsule is thrown, hindering whoever is caught in the area.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Concussive Flashbang
A flashbang that has its effects amplified with special nanotechnology to increase the effect of the item.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Fragmentation Claymore
This mine can be set beforehand or hurled and detonated manually, sending shrapnel over a huge area to damage your enemies.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Incendiary Explosive
This grenade creates a conflagration similar to napalm over a large area.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Poison Canister
A small but potent bomb that releases a large cloud of poisonous smoke upon detonation.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Tranquilizer Flechettes
Typically used for capture missions, this barrage of darts floods their target's bodies with a mild but effective sedative.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Nanite Engineer Nursery
A small canister connected to a set of two which holds and guides a set of nanite nursing engineers to perform their task of emergency healing from afar.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three combatants; those targets have a 60% chance to be afflicted with the Salve status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
SIDEKICKS
Sidekicks are special items which can be used to help fulfill the story role of a minor ally in battle. They can be used freely to converse and adventure outside of battle, but unlike roleplay with other player characters generally provide no benefits for doing so. Within battle, each Sidekick has a series of actions which they can use based on their rank.
As an at-will (free) action during battle you may have your side-kick take an action to help you fight. The action can be from the following options:
-Make a Physical or Energy Attack with an accuracy modifier and damage determined by the rank of the follower used.
-Use a common recovery item or grenade. If this is a recovery item may be used on you or your allies.
-Lend you Morphing Pool for a finisher attack. (Reducing the cost by 5 Morphing Pool.)
-Go into defensive mode. In defensive mode they may use one of your reactions to take a hit for you. Their HP is dependent on the rank of the Sidekick. IF a sidekick’s HP is brought to negatives, it is considered dead and may only be brought back with a quest to bring them back/heal their body. There may be items to replace a dead Sidekick for free, but that exact sidekick remains dead until you save them/heal them.
FOLLOWER
Your follower is a friend, student, or comrade. They’re not nearly as heroic as you, but their presence motivates you to fight harder.
Credit Value: 10,000
Credit Cost: 40,000
Rarity: Common
-This Sidekick may make all actions a sidekick is prescribed to make. Its bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and its HP is 5.
-More followers may be gained as a replacement for a dead/wounded one by possessing the ‘barracks’ stronghold add-on.
COMPANION
This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose.
Credit Value: 40,000
Credit Cost: 120,000
Rarity: Mythic
-This Sidekick may make all actions a sidekick is prescribed to make. Its bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and its HP is 20.
-A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Grenades
Common
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Capture Net
This capsule contains an expanding net that is released shortly after being thrown.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient the foes to great effect.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Fragmentation Grenade
The most iconic of all grenades, the Fragmentation Grenade, is a weapon that releases dangerous shrapnel in all directions upon detonation.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 50% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Incendiary Grenade
This grenade creates a small but potent burst of flames at a target location.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Poison Bomb
A small bomb that releases a plume of poisonous smoke upon detonation.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Tranquilizer Dart
Typically used for capture missions, this dart floods a target's body with a mild but effective sedative.
Type: Grenade
Credit Value: 10000
Credit Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Rare
Mysterious Gas
While it’s unknown how this substance came to exist on Earth, Mysterious Gas is a highly potent gas that severely hinders all affected by it.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 35% chance to be afflicted by Stun, Freeze, and Poison(each rolled separately.) If even a single Status Effect is successfully inflicted by Mysterious Gas, reduce that opponent’s Base Battle Power by 15% for the remainder of the thread.
Limit: Twice per thread; a character’s Base BP Loss is capped at 50%.
Siphoning Mist
This grenade releases a cloud of nanites that swarm a target and drain their energy; after draining a target’s energy, the nanites return to their owner and enter their body to increase their strength.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 60% chance to lose 15 Morphing Pool at the beginning of their next turn. If successful, increase your Base Battle Power by 10% for the remainder of the thread, starting at the beginning of your next turn.
Limit: Twice per thread; a character may lose a maximum of 45 Morphing Pool from Siphoning Mist per thread, no matter its origin.
Pulse Grenade
Though this grenade does not directly affect anyone, it is commonly used to apply zones of suppression during a battlefield. Once activated, the Pulse Grenade disrupts any major source of energy passing through its sphere of influence, reducing the chance of shots making their mark.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Disruption” for two (2) turns. While affected by “Disruption”, decrease the Accuracy of any energy techniques used by the afflicted character by -15.
Limit: Twice per thread.
Grav Bomb
Upon successfully affecting a target, a Grav Bomb dramatically increases the relative weight of its intended victim- making even the most mundane tasks take excessive amounts of energy.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 60% chance to be afflicted by the Special Status Effect “Heavy” for two (2) turns. While afflicted with “Heavy”, increase the cost of all actions by 5 Morphing Pool, even if that action would not normally cost any.
Limit: Twice per thread.
Phase Spike
This violet spike is activated on impact and severely disrupts the density of any target it hits, typically resulting in armor being less effective and technology breaking down more quickly.
Type: Grenade
Credit Value: 20000
Credit Cost: 80000
Activation: Bonus Action
Effect: Target one opponent; this grenade has a 60% chance to reduce the target’s DR by 5 for two (2) turns.
Limit: Twice per thread. A target may only be affected by one Phase Spike at a time.
Mythic
Cryo Blast
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes a large area around it's point of detonation.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Capture Launcher
This weapon contains dozens of binding nets that fly in every direction from where the capsule is thrown, hindering whoever is caught in the area.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Concussive Flashbang
A flashbang that has its effects amplified with special nanotechnology to increase the effect of the item.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Fragmentation Claymore
This mine can be set beforehand or hurled and detonated manually, sending shrapnel over a huge area to damage your enemies.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Incendiary Explosive
This grenade creates a conflagration similar to napalm over a large area.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Burn status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Poison Canister
A small but potent bomb that releases a large cloud of poisonous smoke upon detonation.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Tranquilizer Flechettes
Typically used for capture missions, this barrage of darts floods their target's bodies with a mild but effective sedative.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Nanite Engineer Nursery
A small canister connected to a set of two which holds and guides a set of nanite nursing engineers to perform their task of emergency healing from afar.
Type: Grenade
Credit Value: 40000
Credit Cost: 120000
Activation: Bonus Action
Effect: Target up to three combatants; those targets have a 60% chance to be afflicted with the Salve status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
SIDEKICKS
Sidekicks are special items which can be used to help fulfill the story role of a minor ally in battle. They can be used freely to converse and adventure outside of battle, but unlike roleplay with other player characters generally provide no benefits for doing so. Within battle, each Sidekick has a series of actions which they can use based on their rank.
As an at-will (free) action during battle you may have your side-kick take an action to help you fight. The action can be from the following options:
-Make a Physical or Energy Attack with an accuracy modifier and damage determined by the rank of the follower used.
-Use a common recovery item or grenade. If this is a recovery item may be used on you or your allies.
-Lend you Morphing Pool for a finisher attack. (Reducing the cost by 5 Morphing Pool.)
-Go into defensive mode. In defensive mode they may use one of your reactions to take a hit for you. Their HP is dependent on the rank of the Sidekick. IF a sidekick’s HP is brought to negatives, it is considered dead and may only be brought back with a quest to bring them back/heal their body. There may be items to replace a dead Sidekick for free, but that exact sidekick remains dead until you save them/heal them.
FOLLOWER
Your follower is a friend, student, or comrade. They’re not nearly as heroic as you, but their presence motivates you to fight harder.
Credit Value: 10,000
Credit Cost: 40,000
Rarity: Common
-This Sidekick may make all actions a sidekick is prescribed to make. Its bonus to attack with energy or physical weapons is +20, its damage dice is 1d8, and its HP is 5.
-More followers may be gained as a replacement for a dead/wounded one by possessing the ‘barracks’ stronghold add-on.
COMPANION
This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose.
Credit Value: 40,000
Credit Cost: 120,000
Rarity: Mythic
-This Sidekick may make all actions a sidekick is prescribed to make. Its bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and its HP is 20.
-A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.