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Void Drifters ยท Gear

Item Qualities and Modifications

"The vibroblade is a good blade," said the armorer, turning it in her hands. "Your vibroblade, specifically, is a good blade with a worn oscillator cell, a slightly bent catch mechanism on the secondary grip, and someone has filed the Vicious edge on the back without knowing what they were doing. It is still a good blade. It is also going to run Pierce 1 instead of Pierce 2 until you let me fix it, and if you hit someone hard enough for a critical with that back edge it will probably flip out of your hand."

She put it back on the counter.

"Two hundred credits and I give it back to you as advertised. Your call."

Every item entry in this book includes a quality list and a stat block. This chapter is where those qualities are fully defined and where the system for modifying gear is explained.

Item qualities are the mechanical language of gear. They describe what a weapon or item does beyond its base numbers: the properties that make it distinctive, the active effects that skilled users can trigger, and the limitations that represent the trade-offs built into a design. Understanding qualities allows players to make meaningful equipment decisions and to use their gear effectively in play.

Modifications represent what happens to gear over time and with investment: upgraded, tuned, adapted to the user's needs, or stripped down for a specific purpose.

Passive Item Qualities

Passive qualities are always active. They require no special action, no Boon expenditure, and no decision to apply: they simply describe how the item functions as a matter of its design.

Accurate X

Passive

Add X Boon Dice to every attack made with this weapon. The quality represents the weapon's exceptional consistency: a barrel that holds true, a sight that is precisely calibrated, a trigger pull that is smooth and repeatable enough that the user's skill can fully express itself.

Stacking: Multiple instances of Accurate stack. A weapon with Accurate 1 that receives a Targeting Reticle modification (which adds Accurate 1) becomes Accurate 2.

Common items with this quality: Ossen Precision Pistol, Jaziri Covenant Rifle, Sniper Configuration, Antaean Whisper Rifle.

Awkward X

Passive, limiting

Add X Bane Dice to attacks with this weapon while you are Prone, while you are Engaged with two or more enemies, or in a confined space such as a crawlway or a crowded airlock.

Common items with this quality: Prayer Cord Garrote (Awkward 3).

Concealable X

Passive

Checks made to find this item when it is deliberately hidden on the carrier's person add X Bane Dice. An item with no Concealable rating cannot be hidden on the body. Dedicated security scanners at checkpoints are not affected by Concealable alone; they require additional concealment measures (Concealment Wrap, sensor-masked storage).

An item that is Concealable and is being worn openly without concealment effort is as visible as any other item its size.

Common items with this quality: Prayer Cord Garrote (Concealable 3), Hold-out Pistol (Concealable 2), Brass Knuckles (Concealable 2), Mesh Undersuit (Concealable 2), Combat Knife (Concealable 1), Suppressed Pistol (Concealable 1), Antaean Stealth Rifle (Concealable 1, when collapsed).

Cumbersome X

Passive, limiting

The weapon or item requires Might X to use without penalty. For each point of Might below the threshold, the user adds 1 Bane Die to every check made with the weapon, or to every physical check made while wearing the armor. A character with Might 2 wielding a Cumbersome 4 weapon adds 2 Bane Dice to every attack. Armor with Cumbersome also adds its full rating in Bane Dice to Stealth and swimming checks, whatever the wearer's Might.

Cumbersome represents a combination of weight, recoil, size, and operational force requirements that exceed what a weaker character can manage effectively. A Dhoran with Might 5 finds that Cumbersome 4 never applies to them. An Ossen with Might 1 finds that almost nothing in the heavy weapon category is usable without significant penalty.

Common items with this quality: Heavy Slugthrower (Cumbersome 3), Heavy Vibroblade (Cumbersome 3), Flame Projector (Cumbersome 3), Ion Disruptor (Cumbersome 2), Funtari Gravity Lance (Cumbersome 3), Antaean Whisper Rifle (Cumbersome 3), Jaziri "Wrath of the Faithful" (Cumbersome 4), Boarding Armor (Cumbersome 2), Heavy Combat Armor (Cumbersome 3), Irnan Warden Suit (Cumbersome 3), Boarding Assault Suit (Cumbersome 4), Military EVA Suit (Cumbersome 2), Ballistic Shield (Cumbersome 2), Jaziri "The Arbiter" (Cumbersome 2).

Defensive X

Passive

Adds X to the wielder's Melee Defense while this weapon is held in one or both hands in a ready position. Dropping the weapon, being disarmed, or losing the ability to hold the weapon negates the Defensive bonus immediately.

Defensive represents the weapon's utility for blocking, parrying, and controlling space: a staff's reach that forces opponents to work around it, a blade's guard and the training to use it, a shield's physical coverage. It does not add to Ranged Defense unless specifically noted.

Common items with this quality: Combat Staff, Jaziri Devotional Blade (Khanjar), Irnan Warden Blade.

Deflecting X (type)

Passive; armor

Attacks of the named damage type against the wearer add X Bane Dice. Every weapon lists a damage type: Ballistic, Beam, Plasma, Disruption, Gravitic, Blast, Fire, Cutting, Thrusting, or Crushing. A type does nothing by itself; it matters only when the target's armor names it. An attack with no listed type is Crushing if it is made in melee and Ballistic if it is fired.

Stacking: Deflecting never stacks above 2. If more than one source of Deflecting applies to the same attack, the attack adds no more than 2 Bane Dice from Deflecting. Melee Defense and Ranged Defense are separate and add on top; see Chapter 5, How Armor Works, for the Defense guideline.

Common items with this quality: Security Vest (Deflecting 1, Ballistic), Combat Armor (Deflecting 1, Ballistic and Beam), Boarding Assault Suit (Deflecting 2, Ballistic), Personal Energy Screen (Deflecting 2, Beam).

Guided X

Passive

Remove X Trial Dice from the attack pool, to a minimum of none. If the pool holds fewer than X Trial Dice, downgrade the remaining difficulty to Bane Dice instead.

Common items with this quality: Long-range missile systems; certain heavy ship-scale weapons (see Vehicles Manual). Not found on the personal weapons in this book.

Heavy

Passive, limiting

Cannot be meaningfully carried and used simultaneously without a mount, bipod, vehicle hardpoint, or similar stabilized position. A character can transport a Heavy weapon but cannot fire it while moving or while not braced. Firing a Heavy weapon without a stabilized position adds 3 Bane Dice to the attack roll and deals 1 Strain to the user from the recoil.

Heavy weapons fired from a braced or mounted position ignore the Bane Dice but still require a Maneuver to set up and a Maneuver to break down. Heavy represents primarily ship-scale weapons and crew-served weapons; most personal weapons in this book do not carry this quality.

Inaccurate X

Passive, limiting

Add X Bane Dice to attack rolls with this weapon. Inaccurate represents weapons that are inherently difficult to aim with precision: the wide dispersal of a flame projector, the natural imprecision of a thrown weapon, or systems where aiming at a specific target is secondary to covering an area. Inaccurate and Accurate do not cancel each other; they both apply, resulting in a modified pool with both Boon and Bane Dice.

Common items with this quality: Heavy Pistol (Inaccurate 1), Heavy Vibroblade (Inaccurate 1).

Limited Ammo X

Passive, consumable

The weapon or item has X uses or charges before it must be reloaded or recharged. Reloading takes an Action. For items that use single-use charges or cells, reloading means replacing the cell or charge; for belt-fed or magazine weapons, it means changing the magazine.

Characters who run out of charges in combat are left with an unloaded weapon. Some players track ammo rigorously; some tables treat ammo as relevant only for weapons with notably low limits or as a resource under pressure. Consult your group's preference.

Common items with this quality: Most grenades (Limited Ammo 1), Hold-out Pistol (Limited Ammo 3), Heavy Pistol (Limited Ammo 4), Flame Projector (Limited Ammo 5).

Overheat

Passive, limiting

If the attack generates 2 or more Bane or a Calamity, the weapon cannot be fired until an action is spent venting it. Beam and Plasma weapons have this quality unless their entry says otherwise.

Common items with this quality: Laser Pistol, Plasma Carbine, Jaziri "The Witness", Jaziri Covenant Rifle, Jaziri "Wrath of the Faithful."

Pierce X

Passive

Ignore X points of the target's Resistance. Pierce does not deal additional damage; it reduces the protective value of Resistance, which means the same weapon damage penetrates further. A weapon with Pierce 2 against a target with Resistance 3 treats the target as having Resistance 1.

Pierce stacking works additively: Pierce 1 plus a Mono-Edge modification (Pierce 1) results in Pierce 2.

Common items with this quality: Combat Knife (Pierce 1), Vibroblade Light (Pierce 2), Vibroblade Heavy (Pierce 2), Antaean Phase Blade (Pierce 3), Brass Knuckles (Pierce 1), Laser Pistol (Pierce 2), Jaziri "Wrath of the Faithful" (Pierce 2), Breach Charge (Pierce 6).

Powered

Passive; armor

The suit carries its own weight. While it has power, its Encumbrance does not count against the wearer and its Cumbersome does not apply. Without power, both apply.

Common items with this quality: Boarding Assault Suit.

Prepare X

Passive, setup requirement

The weapon requires X Maneuver actions spent in preparation before it can be fired or activated. Weapons that require Prepare cannot be used as reactive attacks or snap shots. The preparation Maneuvers must be consecutive or nearly so; significant interruption between them (taking a Wound, being Staggered) requires the preparation to restart.

Prepare represents weapons that require physical setup: a sniper rifle that needs to be braced and sighted in, a launcher that needs to be loaded and armed, an explosive that needs to be set and triggered. The preparation time is the trade-off for the weapon's power or range advantage.

Common items with this quality: Sniper Configuration (Prepare 1), Antaean Whisper Rifle (Prepare 1), Breach Charge (Prepare 1).

Reach

Passive

The weapon can attack a target at Short range using its normal melee skill. An attack with it at Engaged range adds 1 Bane Die. Reach weapons list their range as Engaged, Short. This is the Reach quality of The Fantasy Armory.

Common items with this quality: Weighted Chain.

Sealed (duration)

Passive; armor

The armor is airtight and carries air for the listed duration, protecting the wearer from vacuum for that time. A hit that inflicts a Critical Injury on the wearer breaches the suit; patching it takes an Action and a suit patch kit or patch compound.

Common items with this quality: Flight Suit (5 minutes), Boarding Armor (30 minutes), Irnan Warden Suit (30 minutes), Boarding Assault Suit (1 hour), Standard EVA Suit (4 hours), Funtari Zero-G Work Suit (4 hours), Military EVA Suit (8 hours).

Slow-Firing X

Passive, limiting

After firing, X full rounds must pass before the weapon can be fired again. A Slow-Firing 2 weapon fired on round 1 cannot fire again until round 4. Slow-Firing represents weapons with significant cycle times: recoil-operated heavy weapons, certain energy weapons with charging requirements, or single-shot systems that require full manual reloading.

Common items with this quality: Funtari Gravity Lance (Slow-Firing 1).

Stun Setting

Passive

The weapon has a stun setting and a kill setting. Switching is free once per turn. On stun the weapon deals Stun Damage, its range is Short, and it cannot inflict a Critical Injury.

Common items with this quality: Jaziri "The Witness," Irnan Shock Blade, Irnan Warden Blade.

Superior and Inferior

Passive

These two qualities follow The Modern Armory for weapons and tools and The Armourer for armor.

Superior (weapons, tools, and other gear): The item generates 1 automatic Boon on every check made with it. It adds no damage. Superior represents exceptional manufacturing quality, custom fitting, or exceptional provenance. Examples: Irnan Shock Blade, Antaean Phase Blade, Jaziri "The Arbiter," Covenant-Certified items (Chapter 6).

Superior (armor): The armor is made to measure. It is 1 Encumbrance lighter and its Cumbersome rating is 1 lower. It adds no Rating.

Inferior (weapons, tools, and other gear): The item is badly made, damaged, or worn. It generates 1 automatic Bane on every check made with it, and a weapon deals 1 less damage than printed, to a minimum of 1.

Inferior (armor): The armor's Rating is 1 lower, to a minimum of 0.

Inferior items are what happens when you buy the cheapest option at a desperate fringe outpost.

Suppressed

Passive

Firing this weapon does not increase the difficulty of Stealth checks the way a normal weapon discharge would. Standard gunfire is loud and attention-attracting; a Suppressed weapon produces a substantially reduced sound signature, though not silence. An observer in the immediate area who is paying attention may still notice a Suppressed shot. An observer at medium or longer range is unlikely to associate the noise with a gunshot.

Suppressed does not affect sensor detections (muzzle flash, projectile tracking, thermal signature) unless specifically combined with other systems.

Common items with this quality: Suppressed Pistol, Antaean Stealth Rifle, Antaean Whisper Rifle.

Vicious X

Passive

Add +X to Critical Injury rolls caused by the weapon. Vicious stacks with other bonuses to the Critical Injury roll. A Vicious 2 weapon that inflicts a Critical Injury adds +2 to the roll.

Vicious represents weapons that cause particularly severe wounds when they connect with full force: tearing cuts, deep penetrating injuries, explosive-tipped rounds, or any weapon where the worst-case outcome for the target is substantially worse than average.

Common items with this quality: Zosa Claw Extensions (Vicious 1), Vibroblade Light (Vicious 1), Vibroblade Heavy (Vicious 2), Boarding Axe (Vicious 1), Heavy Slugthrower (Vicious 1), Shotgun (Vicious 2), Jaziri "Wrath of the Faithful" (Vicious 2).

Vulnerable X (type)

Passive, limiting; armor

Against attacks of the named damage type, reduce this armor's Rating (its Resistance bonus) by X, to a minimum of 0. Vulnerable never reduces the Resistance the wearer has from Might, so armor is never worse than no armor. Natural attacks do not trigger Vulnerable.

Common items with this quality: Combat Armor (Vulnerable 1, Disruption), Heavy Combat Armor (Vulnerable 1, Disruption), Boarding Assault Suit (Vulnerable 2, Disruption), Standard EVA Suit (Vulnerable 1, Thrusting and Cutting).

Active Item Qualities

Active qualities require spending 2 Boons to activate, unless the quality entry specifies otherwise. They trigger as an additional effect when the player chooses to spend the required Boons on a successful attack or relevant check. A player who generates the necessary Boons can choose whether to activate an active quality or to use those Boons for other effects (extra damage, advantageous positioning, etc.).

Auto-fire

Active; adds 1 Trial Die plus 2 Boons per additional hit

To use Auto-fire, add 1 Trial Die to the attack roll before rolling. On a successful attack, the user may spend 2 Boons per additional hit, distributing hits between the primary target and other targets Engaged with or within Short range of the primary. Each additional hit deals the weapon's base damage plus damage equal to the check's net Successes. Auto-fire represents burst or full-auto fire modes and the controlled-spray effect of certain energy weapons.

Common items with this quality: Combat Rifle, Burst Rifle, Jaziri "Wrath of the Faithful."

Blast X

Active; costs 2 Boons

After a successful attack, each other target Engaged with the primary target takes X damage. No separate attack roll is made for secondary targets; the Blast damage is automatic. The primary target takes the full attack roll result; Blast targets take only X damage.

Blast represents area-effect attacks: grenade detonations, wide-energy beams, and weapons that damage an area rather than a precise point. In enclosed environments, the GM may apply collateral damage to the structure or to bystanders in the blast area.

Common items with this quality: Frag Grenade (Blast 6), Concussion Grenade (Blast 4), Incendiary (Blast 4), Shotgun (Blast 4), Stun Grenade (Blast 3), Flame Projector (Blast 3), Breach Charge (Blast 2), EMP Grenade (Blast 2).

Burn X

Active; costs 2 Boons

Spend 2 Boons from a successful attack to set the target alight. The target suffers X Wounds at the start of each of its turns until it or an Engaged ally spends an Action to put the fire out. The GM may require an Easy or Average check to put out an especially severe fire. Burn does not stack from multiple hits: a target already burning at Burn 3 who is hit again by a Burn 3 weapon still suffers 3 Wounds each turn, and a Burn 3 hit on a target burning at Burn 2 raises it to Burn 3.

In environments with limited oxygen, the GM may rule that fire effects are reduced or absent. In environments with flammable materials or atmosphere, the GM may rule that fire spreads beyond the target.

Common items with this quality: Flame Projector (Burn 3), Incendiary grenade (Burn 3), Plasma Carbine (Burn 1), Plasma Coil modification (Burn 1).

Concussive X

Active; costs 2 Boons

The target is Staggered for X rounds: it may take Maneuvers and move, but may not take Actions. Concussive represents pressure-wave, sonic, or blunt-force impact effects that disrupt coordination without necessarily causing lasting injury.

Common items with this quality: Concussion Grenade (Concussive 1).

Disorient X

Active; costs 2 Boons

The target is Disoriented for X rounds. A Disoriented character adds 1 Bane Die to all checks while the condition lasts. Disorient represents disruption to senses, coordination, or cognition: the effect of a stun flash, interference with electronic implants, or a hit that rattles the target without incapacitating it.

Common items with this quality: Shock Baton (Disorient 3), Stun Grenade (Disorient 3), Directorate Stunner (Disorient 3), Shoiyan Memory Disruptor (Disorient 3), Shoiyan Pulse Rifle (Disorient 2), Ion Disruptor (Disorient 3).

Ensnare X

Active; costs 2 Boons

The target is Immobilized: it cannot take Maneuvers that involve movement. Breaking free takes an Action and an Athletics or Reflexes check, Average for Ensnare 1, Hard for Ensnare 2, and Severe for Ensnare 3. An ally Engaged with the target can make the check for it instead.

Common items with this quality: Hazren Coil Strike Harness (Ensnare 1), Weighted Chain (Ensnare 1), Prayer Cord Garrote (Ensnare 2).

Ion X
Armory bench: stun and ion gear

Passive

Ion is a passive quality: it needs no Boons. On a hit, the weapon deals X System Damage to a drone or an AI-run device. Ion represents electromagnetic disruption of electronics rather than physical damage, and it does nothing else to a living body.

  • Powered armor: against a character in Powered armor, spend 2 Boons to shut the suit down for X rounds.
  • Cybernetics: against a character with cybernetic implants, the hit also inflicts Strain equal to X or to the character's total implant Load (Chapter 10, Cybernetics), whichever is lower, and 2 Boons shut down one implant of the attacker's choice for X rounds.
  • Personal scale: against a ship, or any vehicle with Hull and System Points, a personal weapon's Ion deals X divided by 10, rounded down, as System Damage. A thrown EMP Grenade therefore deals none. A charge placed by hand on an exposed ship system is the exception: see the EMP Grenade entry in Chapter 4.

Common items with this quality: Ion Disruptor (Ion 6), EMP Grenade (Ion 4), Shoiyan Pulse Rifle (Ion 3), Shoiyan Memory Disruptor (Ion 3).

Knockdown

Active; costs 2 Boons

The target is knocked Prone. Ranged attacks against a Prone character add 1 Bane Die; melee attacks against it add 1 Boon Die. Standing up costs a Maneuver. Knockdown represents attacks with enough force, leverage, or destabilizing effect to drop the target.

Common items with this quality: Funtari Gravity Pistol, Funtari Gravity Lance, Dhoran Grip Wraps, Shotgun, Concussion Grenade.

Linked X

Active; costs 2 Boons per additional hit

After a successful attack, spend 2 Boons per additional hit, up to X additional hits, against the same target only. Each additional hit deals the weapon's base damage plus the check's net Successes. Unlike Auto-fire, Linked adds no Trial Die to the attack, and its additional hits cannot be distributed to nearby targets.

Stun X / Stun Damage

Active (Stun X costs 2 Boons); Passive variant (Stun Damage)

Stun X (Active): Spend 2 Boons from a successful attack: the target suffers X Strain in addition to the weapon's normal damage. Stun represents shock input, electrical discharge, or neural overload.

Stun Damage (Passive): All damage dealt by this weapon is Strain rather than Wounds. Resistance applies as normal. A character whose Strain reaches its Strain Points this way is incapacitated (unconscious or overwhelmed) rather than injured. A Stun Damage weapon cannot inflict a Critical Injury. Stun Damage and Stun X can appear on the same weapon.

Common items with this quality: Shock Knuckles (Stun 3), Electro-Knuckles (Stun 3), Shock Baton (Stun Damage), Stun Grenade (Stun Damage), Directorate Stunner (Stun Damage, Stun 3). Jaziri "The Witness," the Irnan Shock Blade, and the Irnan Warden Blade deal Stun Damage on their Stun Setting.

Sunder

Active; costs 1 or 2 Boons

Spend 1 Boon to damage one item the target is carrying or wearing (attacker chooses which). A damaged item works at a penalty until repaired: a weapon loses 1 damage, armor loses 1 Rating, a tool adds 1 Bane Die to checks it is used for. Spend 2 Boons instead to render the item unusable until repaired. Repair requires appropriate tools and a successful Craft check.

Common items with this quality: Mono-edge Machete, Vibroblade Heavy.

Weapon Modifications

Modifications are physical changes made to a weapon that alter its performance characteristics. Installing a modification requires: the modification item, the correct tools (Basic Toolkit at minimum, Engineer's Kit for complex modifications), and typically 30-60 minutes of work. Some modifications require a successful Craft check; others are straightforward enough that the work is assumed to succeed with adequate time and tools.

Only one instance of each modification can be applied to a given weapon unless specifically noted. A weapon cannot have both a Mono-Edge and a Vibro-Cell (the Vibro-Cell replaces the Mono-Edge upgrade rather than stacking with it).

Modification Effect Enc Change Price Avail Applicable To
Expanded Magazine +4 to Limited Ammo capacity +0 50cr Common Projectile weapons with Limited Ammo
Extended Barrel Range increases by one category +0 150cr Uncommon Ranged weapons
Folding Stock Weapon gains Concealable 1 -1 100cr Uncommon Long arms and carbines
Targeting Reticle Gains Accurate 1; if already Accurate, +1 to existing value +0 200cr Uncommon Ranged weapons
Suppressor Checks to detect weapon discharge by hearing add 2 Bane Dice +0 300cr Restricted Most projectile weapons
Mono-Edge Adds Pierce 1; stacks with existing Pierce +0 250cr Uncommon Melee weapons only
Vibro-Cell Adds Pierce 2 (replaces Mono-Edge; does not further stack) +0 600cr Rare Melee weapons only
Plasma Coil Adds Burn 1 +0 500cr Rare Melee or Short-range weapons
Underbarrel Attachment Allows mounting a secondary weapon system below the primary +1 (plus secondary weapon's Enc) 150cr Uncommon Long arms and carbines
Custom Grip Negates first Bane Die on checks involving grip (disarm, zero-g hold) +0 75cr Common All weapons
Shock Emitter Adds Stun 2 active quality +0 400cr Uncommon/R Melee weapons only
Heavy Ballistic Insert Adds Vicious 1; stacks with existing Vicious +1 350cr Uncommon Projectile weapons
Grenade Integration Integrates a standard grenade tube; fires grenades as a Maneuver +1 200cr Uncommon/R Long arms only
Expanded Magazine

The standard magazine or cell is replaced with a higher-capacity variant. The weapon holds four more rounds before requiring a reload. Simple to install; Craft check not required. Most projectile weapons can accept an expanded magazine, though the physical fit varies; the modification price includes any necessary adapter hardware.

Extended Barrel

A longer barrel section is installed, increasing the effective range of the weapon by one category: Short becomes Medium, Medium becomes Long, Long becomes Extreme. Projectile weapons benefit from increased muzzle velocity; energy weapons benefit from tighter beam focus at range. The tradeoff is that the weapon becomes harder to use in tight quarters; at GM discretion, using an extended-barrel weapon in Engaged combat adds 1 Bane Die due to the awkward length.

Folding Stock
Rifle and its modifications

A hinged or collapsing stock replaces the fixed stock, allowing the weapon to be reduced to a shorter overall length for carry and concealment. With the stock collapsed, the weapon has Concealable 1 for carry purposes. Firing with the stock collapsed removes the aiming benefit (if any) and at GM discretion may add 1 Bane Die to attacks at Medium or longer range; deploying the stock from folded position is a free Maneuver.

Targeting Reticle

An advanced optical or electronic sight system that provides precise targeting feedback. Grants Accurate 1 to the weapon; if the weapon already has Accurate, the existing value increases by 1. Electronic targeting reticles can be affected by EMP and jamming; optical ones cannot.

Suppressor

An integral or attached sound-reduction system for the weapon's discharge. Hearing-based detection checks to identify that the weapon fired add 2 Bane Dice. This does not affect visual detection (muzzle flash, movement), sensor detection (projectile tracking), or the noise of the actual impact. A suppressor requires periodic cleaning and replacement of sound-dampening material; after approximately 50 uses without maintenance, effectiveness degrades and the 2 Bane Dice bonus reduces to 1 until serviced (Craft check, 30 minutes, no additional materials needed).

Mono-Edge

A monofilament cutting surface is applied to the blade's edge or striking surface, dramatically increasing penetration capability. Adds Pierce 1 to a melee weapon; stacks with existing Pierce values. The monofilament edge requires careful maintenance; treating the blade roughly (prying, cutting wire, non-combat use) may degrade the edge and require re-application (50cr and 30 minutes). Compatible with bladed and edged melee weapons only; does not apply to bludgeoning weapons.

Vibro-Cell

A high-frequency oscillating cell is integrated into the weapon's core, causing the blade or striking surface to vibrate at a rate that makes it significantly more penetrating than a static edge. Adds Pierce 2 to the weapon. If a Mono-Edge is already installed, the Vibro-Cell replaces it (the monofilament edge is removed to install the oscillating mechanism properly). The Vibro-Cell requires a power cell that lasts approximately 20 hours of active oscillation; the weapon functions as a standard melee weapon when the cell is depleted. The distinctive high-pitched hum of an active Vibro-Cell is identifiable to experienced listeners at Engaged range.

Plasma Coil

A contained plasma filament wrapped through the weapon's striking or cutting area, generating intense localized heat at the point of impact. Adds Burn 1 to the weapon. The coil is powered by a standard cell lasting approximately 10 hours of continuous activation. The weapon glows faintly when the coil is active, making concealment after activation difficult. Compatible with melee weapons and Short-range energy weapons; not compatible with projectile weapons.

Underbarrel Attachment

A mounting rail and locking system beneath the weapon's primary barrel or body, allowing a secondary compact weapon system to be attached. Common underbarrel attachments include: a compact grenade launcher (fires standard grenades as a Maneuver instead of an Action), a stun projector (Short range, Stun 3, limited ammo 3), or a targeting laser (adds Accurate 1 for Short range only). The secondary weapon requires its own ammunition and has its own Limited Ammo rating. Switching between primary and secondary is a free action.

Custom Grip

The weapon's grip is replaced or supplemented with one precisely fitted to the user's hand. Benefits: negates the first Bane Die on any check involving maintaining grip on the weapon (resisting disarm attempts, holding the weapon in zero-g, keeping purchase during unexpected impacts). Takes approximately 2 hours to produce and fit for a specific user; a Custom Grip fitted for one user provides no benefit to any other user and adds 1 Bane Die to their grip checks due to the incompatible fit.

Shock Emitter

An electrical discharge system is embedded in the weapon's striking surface. Adds Stun 2 as an active quality to any melee weapon. Powered by a standard cell lasting approximately 50 activations. Works through most standard clothing and light armor; insulated armor negates the Stun effect but not the physical damage. Restricted in most jurisdictions because the modification clearly converts a mundane weapon into a dedicated compliance or incapacitation tool.

Heavy Ballistic Insert

A denser, harder-impact projectile system is loaded, replacing the standard projectile with a heavier round that hits with more force. Adds Vicious 1; stacks with existing Vicious values. The heavier round also increases recoil: the user adds 1 Bane Die to attacks if they do not use both hands on the weapon (i.e., firing one-handed at your own discretion becomes more difficult).

Armor Modifications

Armor modifications alter the protective or functional characteristics of worn armor. Installing armor modifications is generally more involved than weapon modifications: armor modifications require the armor to be taken off, and installation typically takes 1-3 hours depending on complexity. A Craft check is required for modifications that involve structural changes to the armor's plate or frame.

Modification Effect Enc Change Price Avail Applicable To
Reinforced Plating +1 Rating (maximum 3) +1 300cr Uncommon Medium and heavy armor only
Environmental Seal Adds atmosphere/vacuum protection equivalent to a flight suit (5 min. vacuum) +1 400cr Uncommon Medium and heavy armor only
Signature Dampener Adds Concealable 1 to the armor; reduces sensor visibility +0 500cr Rare Light and medium armor only
Climate Lining Temperature regulation; negates heat/cold environmental penalties +0 150cr Common All armor
Reactive Layer Once per scene, converts one hit that would inflict a Critical Injury into a normal hit; resets after a full rest (a night's rest) +0 800cr Rare Medium and heavy armor only
Mag Plate Integration Integrates mag boot function into lower armor sections; removes zero-g footwear dependency +0 350cr Uncommon Medium and heavy armor only
Species-Specific Fitting Reframes existing armor for a different species; removes species mismatch Bane Die +0 200-400cr Uncommon Any armor with a species restriction
Comm Integration Integrates a short-range encrypted comm into the armor's collar or helmet +0 200cr Common Medium and heavy armor with helmet only
Reinforced Plating

Additional composite plate is bonded to the armor's existing structure at the primary coverage areas: chest, back, and shoulders. The plates add +1 to the armor's Rating, to a maximum of 3, and +1 to Enc. The modification is permanent: the plates are bonded and cannot be removed without damaging the base armor. Medium and heavy armor only; applying reinforcement to light armor exceeds the structural tolerances of the underlying carrier.

Environmental Seal

Seals the armor's coverage area against atmospheric incursion at standard pressure differentials. Includes sealed gloves, collar seal, and joint gaskets. Does not provide a self-contained air supply; the wearer still needs a rebreather or vacuum mask for extended operations in hostile atmospheres. Provides approximately 5 minutes of vacuum tolerance, matching a flight suit, before the sealed volume's oxygen becomes insufficient. For longer vacuum operations, a proper EVA suit is required.

Signature Dampener

A layer of sensor-absorbing composite material laminates the armor's outer surface, significantly reducing its radar, thermal, and sensor cross-section. The dampener adds Concealable 1 to the armor: security sweeps to detect the armor specifically (rather than the wearer's identity) add 1 Bane Die. The dampener does not hide the wearer from view; it hides the armor's material composition from sensor analysis, which is useful primarily for maintaining the appearance of being less armored than one is.

Climate Lining

An active thermal management underlining that monitors ambient temperature and adjusts the armor's internal microclimate accordingly. In extreme heat, it wicks and cools; in extreme cold, it retains and generates warmth. Negates environmental temperature penalties (Bane Dice imposed by extreme heat or cold) as long as the armor's power cell is active. The cell lasts approximately 8 hours of continuous active thermal management; standard temperature environments use minimal power.

Reactive Layer
Ruggedized datapad, locked

A micro-matrix of distributed shock-absorption cells embedded in the armor's structural layer. When an impact exceeds a calibrated threshold (approximately what a critical hit produces), the reactive layer expends, distributing the force across a larger area and converting what would have been a critical hit into a normal hit. Single use per scene; the cells reset during a full rest, a night's rest or its equivalent (Player's Guide, Chapter Fourteen). The reactive layer cannot be triggered voluntarily; it activates automatically when the impact sensor detects a qualifying hit.

Gear Modifications

General modifications applicable to a variety of equipment beyond weapons and armor.

Modification Effect Price Avail Notes
Ruggedization Resistant to environmental damage: water, dust, vacuum, impact 50-100cr Common Price varies by item size; most electronics and tools can be ruggedized
Biometric Lock Keyed to one user; unauthorized users cannot operate the item 75cr Common Electronics and weapons; authentication is foolproof against casual circumvention
Extended Power Cell Triples battery life of any powered item 125cr Uncommon Any powered item with a standard cell interface
Superior Calibration Treats the item as Superior quality after calibration; requires an Average Craft check to install 400cr + Craft check Rare Applicable to any tool or instrument; not weapons
Secure Compartment Adds a hidden physical compartment to a bag, case, or large piece of equipment 150-300cr Uncommon Containers only; adds Concealment Wrap equivalent to contents
Ruggedization

A combination of sealed casing, shock-mounted internal components, and protective coating that makes the item resistant to the environmental damage that regularly destroys electronics in field use. Water, dust, temperature extremes, and minor physical impacts no longer threaten the item's function. Ruggedization does not protect against direct physical violence or heavy impacts; it protects against the casual hostile environment of everyday use in the Verge. Most experienced field operators ruggedize their electronics and critical tools as a matter of course; losing a Slicer Kit because it got wet during a hull breach is an avoidable tragedy.

Biometric Lock

The item is keyed to a biometric profile (fingerprint, retina, palm temperature/pressure pattern) stored in an internal reader. Unauthorized users receive no function when they try to operate the item; the item simply does not respond. Bypassing a biometric lock requires either duplication of the authorized biometric (difficult, requires the person to be present and compliant) or a dedicated Electronics check at Hard difficulty with appropriate tools. Not an absolute security measure, but makes "someone just picked it up" theft significantly less useful.

Extended Power Cell

A higher-capacity power cell replaces the standard cell in a powered item, providing three times the standard operational duration. The replacement cell is the same form factor as the standard; it is simply more dense. Not all items have user-replaceable cells; some require a Craft check to open the casing and perform the swap.