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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 attack rolls made with the Aim action using this weapon. Accurate does not apply to snap shots, reactive attacks, or any attack made without the benefit of a deliberate aim action. 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: Ilyari Precision Pistol, Jaziri Covenant Rifle, Sniper Configuration, Antaean Whisper Rifle.


Burn X

Passive on trigger; ongoing effect

On a successful hit, the target catches fire and suffers ongoing damage at the start of each of their turns until the fire is extinguished. The target takes the weapon's base damage value again at the start of each of their turns for X rounds, or until they spend a full action extinguishing the flames. The X value does not stack from multiple hits: a target already suffering Burn 3 who is hit again by the same Burn 3 weapon resets the timer but does not increase the damage. A Burn 3 hit on a target already burning at Burn 2 increases to Burn 3.

In environments with limited oxygen (low-atmosphere, vacuum-adjacent), the GM may rule that fire effects are reduced or absent. In environments with flammable materials or atmosphere, the GM may rule that fire propagates beyond the target.

Extinguishing: Standard action to stop, drop, and address the flames. An ally can spend their action to assist, which allows a help-assisted roll and may clear the condition faster in some situations.

Common items with this quality: Flame Projector, Incendiary grenade, Plasma Coil modification.


Concealable

Passive

The item grants advantage on checks to conceal it on the body or in a container. Characters attempting to find the item during a pat-down or casual search add 1 Bane Die to their check. Sensor sweeps at dedicated security checkpoints are not affected by Concealable alone; they require additional concealment measures (Concealment Wrap, sensor-masked storage).

Concealable does not mean the item is automatically hidden; it means the item is designed to be hidden effectively and rewards the attempt. An item that is Concealable and is being actively worn without concealment effort is as visible as any other item its size.

Common items with this quality: Hold-out Pistol, Suppressed Pistol, Prayer Cord Garrote, Mesh Undersuit, Antaean Stealth Rifle (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 attack rolls made with the weapon, or to any relevant physical check if the quality applies to a non-weapon item (such as armor). A character with Might 2 wielding a Cumbersome 4 weapon adds 2 Bane Dice to every attack roll.

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 Ilyari 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), Boarding Assault Suit (Cumbersome 4), Jaziri "Wrath of the Faithful" (Cumbersome 4).


Defensive X

Passive

Adds X to the wielder's Melee Defense characteristic 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.


Guided

Passive; requires setup action

Does not suffer range penalties for attacks at Extended or Extreme range. However, the weapon requires a successful Electronics or Gunnery check (difficulty based on target's ECM rating) to achieve a lock-on before firing. Firing without a lock-on removes the Guided quality's range benefit and adds 2 Bane Dice to the attack roll.

The lock-on action is a Maneuver. If the target moves significantly or uses active ECM between lock-on and attack, the GM may require a new lock-on attempt. Guided weapons are specialist equipment for specific engagement scenarios; their advantage over standard ranged weapons is only apparent at ranges where standard weapons suffer severe penalties.

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


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: Flame Projector (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 1 full action (2 Maneuvers). 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), some specialist weapons.


Pierce X

Passive

Ignores X points of the target's Armor Rating (or Resistance, depending on terminology in use at your table). Pierce does not deal additional damage; it reduces the protective value of armor, which means the same weapon damage penetrates further. A weapon with Pierce 2 against a target with Armor Rating 4 treats the target as having Armor Rating 2.

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).


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).


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.


Superior / Inferior

Passive

Superior: The item automatically generates 1 Boon on any relevant check; additionally, for weapons this means +1 damage, and for armor +1 to Armor Rating. Superior represents exceptional manufacturing quality, custom fitting, or items with exceptional provenance. Examples: Irnan Shock Blade (Superior), Jaziri "The Arbiter" (Superior), AGI-Touched Artifacts.

Inferior: The item automatically generates 1 Bane on any relevant check; additionally, -1 damage or -1 Armor Rating where applicable. Inferior represents damaged, worn, or poorly manufactured items. 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

On a critical hit, deal X additional damage in addition to the critical hit's standard effects. Vicious effects stack with other critical hit bonuses. A Vicious 2 weapon that deals a critical hit generates +2 damage on top of whatever the critical hit result specifies.

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: Felina Claw Extensions (Vicious 1), Vibroblade Light (Vicious 1), Vibroblade Heavy (Vicious 2), Boarding Axe (Vicious 1).


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; costs 1 Bane Die plus 2 Boons per additional hit

To use Auto-fire, add 1 Bane 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 uses the weapon's base damage. Auto-fire represents burst or full-auto fire modes and the controlled-spray effect of certain energy weapons.

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


Blast X

Active; costs 2 Boons

After a successful attack, all targets within X meters of the primary target's location also suffer the attack's base 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 the base damage value.

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).


Concussive X

Active; costs 2 Boons

The target is Staggered for X rounds. A Staggered character adds 1 Bane Die to all checks and cannot take more than one action per turn. Concussive represents pressure-wave, sonic, or blunt-force impact effects that disrupt coordination and function without necessarily causing lasting injury.

Common items with this quality: Concussion Grenade (Concussive 2).


Disorient X

Active; costs 2 Boons

The target is Disoriented for X rounds. A Disoriented character adds X Bane Dice to all checks for the duration. 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's ability to function without fully incapacitating them.

Common items with this quality: Weighted Chain (Disorient 1), Shoiyan Memory Disruptor (Disorient 3), EMP Grenade (Disorient; electronic targets), Ion Disruptor (Disorient 3).


Ensnare X

Active; costs 2 Boons

The target is Ensnared for X rounds. An Ensnared character cannot move and adds 2 Bane Dice to all physical checks. Escaping Ensnare requires a successful Might or Athletics check at difficulty 2, which costs the target a full action. An ally can spend their action assisting with the escape attempt.

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


Ion X

Active; costs 2 Boons

Deals X System Damage to vehicles, drones, AI-operated systems, and heavily electronically integrated targets. Ion damage represents electromagnetic disruption of electronic systems rather than physical damage. Against purely biological targets with no electronic integration, Ion deals only half its rated value (rounded down) as Strain from neural disruption. Against hardened military electronics, Ion damage may be halved at GM discretion.

Common items with this quality: Ion Disruptor (Ion 6), EMP Grenade (Ion 8), Shoiyan Pulse Rifle (Ion 3), Shoiyan Memory Disruptor (Ion 3).


Knockdown

Active; costs 2 Boons

The target is knocked Prone. Standing from Prone costs a Maneuver. A Prone target adds 1 Bane Die to attack rolls and reduces their Melee Defense by 1, but gains +1 to their Ranged Defense (cover behind low positions). Knockdown represents attacks with sufficient force, leverage, or destabilizing effect to physically drop the target.

Common items with this quality: Funtari Gravity Pistol, Funtari Gravity Lance, Shotgun, Shock Baton, Concussion Grenade.


Linked X

Active; costs 2 Boons per additional hit

After a successful attack, spend 2 Boons per additional hit against the same target only. Linked differs from Auto-fire in that additional hits from Linked must be directed at the primary target; they cannot be distributed to nearby targets. Linked represents a weapon with coordinated or chained firing capability rather than area spray.


Stun X / Stun Damage

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

Stun X (Active): The target must make a Fortitude check at difficulty X or be Stunned for 1 round. A Stunned character loses their next action entirely. Stun represents overwhelming shock input, electrical discharge, or neural overload that briefly interrupts the target's ability to function.

Stun Damage (Passive): All damage dealt by this weapon is Strain rather than Wounds. A character dropped to 0 Strain by a Stun Damage weapon is incapacitated (unconscious or overwhelmed) rather than injured. Stun Damage and the Stun X active quality can appear on the same weapon.

Common items with this quality: Shock Knuckles (Stun 3), Shock Baton (Stun Damage, Knockdown), Stun Grenade (Stun 8), Directorate Stunner (Stun Damage), Jaziri "The Witness" (Stun Damage).


Sunder

Active; costs 2 Boons

Deals 1 point of permanent damage to one of the target's equipped items (attacker chooses which item). The affected item loses 1 point of effectiveness until repaired: a weapon loses 1 damage, armor loses 1 Armor Rating, a tool adds 1 Bane Die to checks it is used for. Sunder represents attacks aimed at equipment rather than body: cutting a weapon hand, damaging armor plating, wrecking a tool the target is using. Full repair of a Sundered item requires access to appropriate tools and a successful Craft check.

Common items with this quality: Mono-edge Machete.

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 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

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 is Concealable 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 Armor Rating +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 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 critical hit into a normal hit; resets after a full 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 Armor Rating 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 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

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 (minimum 6 hours). 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 Craft check (difficulty 2) 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.