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Items

Skill Implants

Requires 1 core of at least a 50% or higher. You can also trade 3 soul crystals for 1.

Duel wield—with 2 of the same weapon can attack with both as 1 action. Can do once a turn.
Fast—Move +1. If use 2 move actions in a row get an extra move +2.
Tactical experience level 1—You can make +1 actions a a turn for as long as 1 is an attack and 1 is a
move action.
Tactical experience level 2—You have +1 actions a turn.
Precision—Once a mission can automatically hit with out rolling for accuracy or hit location.
Kill shot—To use must spend 2 actions on 1 ranged attack. This attack hits the location you want to
and you can re-roll armor once.
Twist the knife—With melee attacks you can add +1 to one die result of your choice.
Tanky—You ignore the 1st HP you loose a mission.
Magi—Spirit +3
Black Arcane—Alteration level +1
Calm—If you don't move on your turn you get accuracy +1 with your attacks
Focused—On San test you get +1 to roll
Resilient—On RES test you get +1 to roll
Iron will—On Will test you get +1 to roll
Nano collar level 1—Spirit +1
Nano collar level 2—Lets you use 1 alteration power a turn with or with out a gauntlet. Requiems nano
collar 1 to be bought first.
Psycher—The first alteration power you use a battle doesn't cost an action.
Special training—You gain your classes elate bonus.
Reaper—If you kill a foe there is a 20% chance instead of 10% that you'll get a core.
Target-0—When you use this skill any foe that can see you will attack you and no other if it can.
Ghost-0—Foes will only attack you if other targets arn't available.
All out—When use your melee attack costs 2 actions. If hits you roll double the normal damage dice
pluse an extra d20.
Marksman—When use a ranged attack you may add d6 D to one shot you hit with.
Blood profit—Requires 3 cores. You and those around you are strengthened. The range in 10 spaces.
All in get D +d8 with melee attacks.
Focused fire—Requires 2 cores. You can spend 2 actions to make 1 attack. If do you fire double the
number of shots +1. This only costs 1 ammo to do.
Charge—If move next to a foe then make a melee attack you get D +d10 on that attack.
Head Shot—Can use when you make a ranged attack. You get -1 accuracy but penetration +3.
Carnage—Against foes with protection of similar abilities your melee attacks do double damage to the
protection.
Destroy the Weak—Works on foes that only have 1 hit location. After your turn choose 1 of these foes
you caused to loose HP. They loose 1 more HP.
Dragon Slayer—Costs 2 cores. When you attack a multi location foe you may re-roll any hit that
would hit their torso if you wish.
Short fuse—After taking damage the next foe you attack and hit will loose 1 HP even if fail your
damage roll.
One man army—After you kill a foe with an attack action you can immediately attack again as a free
action,
Vulnerable—Costs 3 cores. When you attack a foe who has an ability that prevents them from loosing
HP [like a protection] they loose 1 HP from this attack. 1 HP per attack not shot.
Demolition—When use a weapon with blast you can spend 1 spirit to add +1 blast to it and D+d6.
Chopper—All your melee attacks get D +d6.
Counter Stance—Use as your turn. All foes attacking you at range get -2 accuracy. If attacked in
melee roll a d6 before taking damage. On a 1-2 you take the hit as normal. On a 3-4 they miss.
On a 5-6 they miss and you get a free attack on them. 1 use every 2 rounds limit.
Counter stance II—requires counter stance. Like counter stance but roll a d8. On a 1-2 you take the
hit. On a 3-4 they miss. On a 5-8 they miss and you get a free attack on them. 1 use every 2
round limit.

Gear

Ammo

Incendiary rounds—For next mission your gun is loaded with incendiary rounds. If on the attack you
roll the highest number on any die the foe is now on fire. They burn for 2 turns for each die you
roll the highest number on. $10
Glass rounds—If on the armor roll you roll the highest number on a die you do +1 damage. 35$
Acid rounds—For next mission when your gun does damage the foe must roll Resistance. If fail all
attacks on them get penetration +1. $20
Black clip—When used replaces 1 clip in your gun. When you roll armor you can re-roll the dice once,
$25
Purple clip—When used replaces 1 clip for your gun. These rounds prevent anyone they hit from
regenerating. It effects the location they hit so may need to hit several times. $30
Heap round—A single bullet. When hits double the armor roll result. 10$
Silver rounds—On your next mission you may re-roll armor rolls on a boss. 80$
Blunt rounds—Replaces your ammo on your next mission. Foes you kill have a 35% chance of
droping a core when killed by your gun. Your gun also gets -1 to all armor rolls. 55$
Sin Rounds—Your guns get +1 to their armor rolls for your next mission. 65$
Dead Man Rounds—This replaces one clip for your gun. Every time you do damage with your gun it
does 1 more HP of damage. 85$
Cryonics rounds—Replaces 1 clip in your gun. Foes you damage gain frost till your next turn. 75$
Needle rounds—On your next mission your gun attack gets -1 to armor rolls. Anything you kill gets a
+10 chance to drop a core. $15

Medical

Blue Goo—For civilians. Heals their wounds and stabilizes them. 10$ each.
Green Goo—Cures everyone in blast=1 of status effects. 15$
Quick patch—Heals 2 HP to a location. Takes 2 actions to use. 1 use. $20 each.
Gummy pop—Eat to heal 4 spirit. 10$
Berserk-IX—1 use. Increases you melee damage class by 1 for a round. 20$.

Abnormal
Black Crown—An implant that fuses with your head. Gives +1 alteration level. 125$
Chaos rune—Can activate as 1 action. 1 use. Once activated your attacks will ignore protection or
similar effects and always hit HP directly. Lasts 10 rounds. 90$ Doesn't take any item slots.
Wraith rune—A one use item that can be activated for 1 action. For 10 rounds all attacks you that
cause a foe to loose HP cause them to loose double the amount. This ignores all abilities or
damage limits. Unfortunately foes killed by this will not drop cores. 90$ Doesn't take an item
slot
RPG—R=30, Sh=1, D=d20+d12+d10+d8. 1 use. $55. You can only carry 1 but doesn't take an item
slot.
Angle Tear—A tear shaped glass container filled with a odd colored fluid. To use break. Covers a 30
foot area in a mist. The mist will cost all foes in it 1 HP a turn to all locations. It also prevents
regeneration and resurrection of foes. Will put out environmental threats like fire and kill things
like Oil Thorn.
Nuclear winter—A large metal cylinder. Takes 2 troopers to carry and setup. Once activated will drain
all the spirit from every team member. Its effect lasts 1 round for each spirit it drained. It has
no effect on troopers or lost souls. Also 1 use. 100$
Effects
• No new foes will enter the level from outside the level
• All foes will take double damage from attacks.
• All foes glow green and act as a light source.
• It begins to snow

Utility

Area Denial Turret—R=20, Sh=1, D=2d12, Clip=14. $80 Automated turret. Shots every target in front
arc and range that moves. Even allies.
Gun orb—Place on ground and turns into a turret. R=12, SH=3, D=d8, Clip=20. Will protect its
location till dies. 105$
Storm Generator—Once activated covers a blast=1 area in lighting. Those who enter take 4d6 D.
They then must pass Res or loose 1 actions. $60
Instant tar—Spays 6 spaces in goo. Anyone moving through must test STR. If fail it costs 3 move to
go 1 space. If pass it costs 2. Lasts 4 turns. $22
Beacon—Once placed will wait 1 minute then begin attracting ever foe in a mile to it. Meant to clear
the enemy out for a while but can easily backfire. 1 use, 10$ Lasts till the enemy destroys.
Lantern—Lights up a large area [360 degrees] with a blue/white light. Can be hand held, worn on
shoulder, or left on the ground. Their batteries will last the mission. 35$
Glow Orbs—Similar to a glow stick but brighter, and round. Squeeze to start a chemical reaction that
makes it glow. Produces a decent light but is better at marking a place then letting you see it.
Each box hold 10 orbs. 10$
Razor Web—A metal ball. Toss to use. Will rapidly bounce covering up to a 4 by 4 area in mono-
wires. Does requires either walls or a ceiling to attach to. Any one who walks through takes
4d8 damage to all locations. This also clears 1 space of the web. 35$
Scanner—Helps you find lost souls. Gives a general direction where they are, 250$ pluse a core.
Tools—A pack of tools for use with you skill. Costs 10$
Heavy cable—Can be attached to a surface and climbed. 8$
Breaching charge—Place on a door then the door vanishes. 10$

Non-carried
Black rose—For your insertion box. A high power laser that shoots foes. Placed above door B. R=40,
Sh=1, D=2d12, infinite ammo, shoots twice a round. [1000$]
Robby tactical crawler—A robotic supply carrier. Holds 20 spirit reloads. Also caries a gun. R=15,
Sh=1, D=d8, Clip=75, and can fire once a round. 400$
Spirit pack—Lets your insertion box hold 25 extra spirit. 75$
Shrapnel charges—For you insertion box. When you first open door B these charges detonate and kill
any foe in R=45. 1 use. 15$

Equipped

Spirit Channel—When make a melee attack can spend 2 spirit to re-roll the armor and take best. 280$
Mental Eradicator—For 3 spirit the next melee attack you make gets D+d8. For 4 spirit the next
ranged attack get D+d6. 150$
Restoration PAC-Ver 7—Added to your armor. It can be activated for 3 spirit. On each turn you heal 1
HP to a location of your choice. Lasts mission. 1 use. 250$
Pep-tank—When used heals 3 spirit. Can be refilled between missions for 5$. Costs 60$. Can have 4
and 2 take 1 item space,
Ammo pack—Holds 6 reloads for your gun. Takes 1 item space and refills between missions. $75
Capacitor Attachment—For a melee weapon [not a throw able one]. Holds 3 charges. When activate
choose 1 to 3 charges to use. For rest of battle your melee weapon can cause parallelization
level 1. The difficulty to resist is based on activated charges. 1 is difficulty 4+. 2 is 6+, 3 is 9+.
Can recharge for 2 spirit. 75$

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