Gear List
Check DrainSmith's
Equipment Encyclopedia for ideas on modern-era gear you may want to pick up. Focus on the "Modern" section, although other gear may be permissible with GM approval.
In addition, see below for lists of weapons, armor, and gear that you may want to purchase.
Brawl, Melee, and Ranged Weapons
Barrel
Full barrels cannot be moved without some kind of forklift or dolly, or a
Formidable (PPPPP) Athletics check.
Baseball Bat
When using the aim maneuver to aim for the head as a specific target, the subsequent attack gains Concussive 1.
Brass Knuckles
When making a Brawl (Striking) attack while wearing Brass Knuckles, add +1 to damage, and either add the Knockdown and Disorient 3 quality, or, if the attack (such as a Punch instead of the natural unarmed attack) already has those qualities, instead add Disorient +1 and reduce the Advantage needed to trigger the Knockdown Quality by one 1 Advantage (minimum 1 Advantage).
Brick
A successful melee combat check with a brick deals Brawn +1 damage, +1 damage per net Success, and still has the Disorient 1 and Inferior weapon qualities.
Ladder
Standard ladders require two maneuvers to set up. Once set, they enable a character to reach any location within short range directly above the ladder. If the character stands atop the ladder, they can leap or climb to a location within short range with a
Hard (PPP) Athletics or Coordination check.
Steel Chair
If the steel chair generates 3 Threat or Despair during an attack, or an attack against this character generates Triumph, the chair bends or breaks, making it unusable.
Switchblade
The switchblade adds 2 Setbacks to attempts to locate it on one’s person, thanks to its concealable nature.
Weighted Chain
Add Boost to all Brawl (Grappling) checks while wielding a chain. If a character uses the Parry talent while wielding the chain, they can spend 2 Threat generated on the attack to gain the Advantageous Position over that target in a grapple (see page 24). Further, fighters can swing the weighted chain as a weapon. Use the baseball bat stats, but add the Inaccurate 3, Reach 3, and Slow-Firing 1 weapon qualities.
Armor
Boxing Gloves
The mitten-like structure of a boxing glove is heavy, and makes it difficult to land a clean strike, adding Setback to all Brawl (Striking) checks with fists, as well as Resilience checks to recover between rounds (see Optional Rules: Rounds, page 84). It also makes gripping an opponent very difficult, adding 2 Setbacks to all Grappling checks. It also makes it nearly impossible to manipulate fine objects with the fingers or hands, upgrading the difficulty of such checks twice at the GM’s discretion. Still, wearing boxing gloves makes the hands immune to the hand-breaking Critical hit suffered on a Despair or 2 Despairs on Table 3–1. The defense provided by Boxing Gloves is Melee Defense only.
Combat Pads
When wearing combat pads, if a character has the Parry talent, they can use it to defend against melee weapons while unarmed. Combat pads often have a hard plastic or metal exterior, which can be spiked. Combat Pads can also act as a Brawl weapon, doubling the price can add either +1 damage, +1 Vicious, or +1 Pierce to appropriate Brawl (Striking) checks at the GM’s discretion.
Fancy Robes
Upon purchase, the buyer can select one social skill (Charm, Coercion, Deception, Leadership, or Negotiation). While wearing the robes in an appropriate combat sports situation, downgrade the difficulty of all checks made with that skill once. Only one set of robes can be worn at a time.
Gi
A traditional tunic, pants, and belt used in many Asian martial arts.
Mouth Guard
While wearing a mouth guard, reduce the result of criti- cal injury rolls by 10, but add to any social checks that require the character to speak. Placing or removing a mouth guard is a maneuver.
Protective Pads
Wearing Protective Pads reduces the result of critical injury rolls by 40 (from brawl and blunt melee combat checks), but upgrade the difficulty of all Agility based checks once.
Spiked Leathers
If an incoming unarmed attack generates 2 Threat or Despair against a target in spiked leathers, the target may spend those results to force the attacker to suffer 1 wound.
Sports Pads
Sports pads reduce the severity of any Critical Injury results by 30, as if providing three ranks in the Durable Talent (Genesys Core Rulebook, page 73).
Taped Up
Wrapped-up limbs and fingerless gloves help prevent injuries to the hands and joints. Triggering the Injured Limb result on
Table 3–1 (page 23) while wearing taped up requires 2 Despairs instead of 1 Despair. Some other unarmed weapons can trigger this same result via variable amounts of threat. In this case, add 1 Threat to the results necessary to trigger the result. Taping up limbs does nothing to defend against limb injuries created by joint submission attacks or incoming attacks.
Gear
Backpack
+4 Encumbrance; $50; Rarity 3
Cell Phone
Encumbrance 0; $100; Rarity 2
Corner Kit
The corner kit includes a stool, a bucket, towels, and a water bottle. The corner’s job is to help a fighter recover between rounds, cooling them down, hydrating them, and helping them catch their breath. Characters with a corner kit can make an
Average (PP) Social check as an action to help an engaged seated fighter recover. The fighter regains 1 strain per net Success or 2 Advantage.
Cross-body Bag
+3 Encumbrance; $30; Rarity 1
Cutman's Kit
The cutman’s (or cutwoman's) kit includes an enswell, gauze, cotton swabs, and petroleum jelly. The enswell is a metal block with a handle kept cold on ice, rubbed on damaged areas to reduce swelling. When it comes to cuts, gauze dries up blood, while cotton swabs apply medications designed to control bleeding before being sealed with petroleum jelly. A cutman’s kit contains all of these elements, and enables Medicine checks to heal wounds and Critical Injuries. In addition, the specialized equipment reduces the difficulty by one when healing Critical Injuries with a severity under 95.
Disguise Kit
Encumbrance 4; $250; Rarity 5
Includes wigs, hairpieces, makeup, colored contacts, basic camouflage paint, and putty for prosthetic adjustments.
Extra Clip
Encumbrance 0; $25; Rarity 2
Used to replace the ammo in a gun when it runs out of ammunition (on a Despair roll result).
First Aid Kit
Encumbrance 1; $100; Rarity 3
Lets you make Medicine checks to heal wounds and critical injuries without penalty.
Flashlight
Encumbrance 0; $10; Rarity 1
Handcuffs
Encumbrance 0; $15; Rarity 4
Requires a
Daunting (PPPP) Athletics or
Coordination check to escape from.
Hydrade
A sugary sports drink often recalled for the presence of trace chemicals, Hydrade is popular with professional and aspiring athletes across Rumble City. The beverage comes in a variety of flavors that feature electric, almost glowing neon colors. The beverage features a seven- headed serpent as its mascot, each of which has a distinct personality used in advertising to comedic effect. Drinking Hydrade as a maneuver recovers 4 strain, and adds Boost to all Brawn-based checks for the rest of the encounter. A character cannot benefit from Hydrade more than once per encounter. At the end of the encounter, reduce the character’s strain threshold by two for the rest of the session.
Lockpicks
Encumbrance 1; $75; Rarity 5
Lets you attempt to use Skulduggery to pick locks without penalty. In addition, you add automatic Advantage to the check.
Mossil-Max Pills
A steroid supplement that is frequency abused in Rumble City. Taking Mossil-Max Pills as a maneuver gives a character +1 Brawn for the remainder of the encounter. However, the character must upgrade the difficulty of all Cool and Discipline checks once for the remainder of the session. This penalty stacks if Mossil-Max Pills are taken in multiple encounters per session. If a character who has taken Mossil-Max Pills uses the Berserk talent they must make a Brawl or Melee check every turn possible, even if it’s against an ally. But they add 1 Success to Brawl and Melee combat checks, in addition to the benefits already granted by the Berserk talent. At the end of the encounter, the character suffers 4 additional strain.
Night Vision Goggles
Encumbrance 1; $500; Rarity 5
Removes all setbacks from checks due to darkness.
Painkiller
Encumbrance 0; $25; Rarity 2
One-use item that heals 5 wounds. The next painkiller in the same day heals 4 more wounds. The third heals 3, and so on.
Portable Medkit
Encumbrance 2; $200; Rarity 4
Lets you make Medicine checks to heal wounds and critical injuries, and adds automatic 1 Advantage to the check.
Portable Toolkit
Encumbrance 4; $200; Rarity 2
Lets you make Mechanics checks to repair things (or break them) without penalty.
Rank Belt
Wearing a respected belt of a higher rank than someone else can add Boost to social checks against that character at the GM's discretion, particularly Coercion and Leadership checks.
Rope
Encumbrance 1; $5; Rarity 1
Sports Drink
After drinking a sports drink, the target character immediately heals 3 strain. While a character can use this item up to three times in a day, it provides diminishing returns. A second drink heals 2 strain, a third heals 1. Additional applications have no mechanical effect.
Tablet Computer
Encumbrance 1; $200; Rarity 3
Tool Belt
Encumbrance +2; $20; Rarity 1
Training Dummy
Having a training device can add Boost to checks during training encounters at the GM’s discretion. This does not stack with the benefits of a training facility (see page 95).