| Dust Breather | 1 | - | - | - |
5591 1 - - A character wearing a Dust Breather suffers one less wound any time they would gain wounds from a Sandstorm (this effect can be stacked with the effect of Dust Gear if wearing both). Dust breathers have the added benefit of filtering gasses and poisons in the air as well. A character wearing a Dust Breather ignores the effects of gasses and airborne poisons.
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| Scramkit | 0 | 1 | - | - |
7037 - 1 - This emergency on-the-go medicine kit contains the bare
minimum of supplies needed to treat injuries without a proper clinic facility. A Scramkit allows a character to heal wounds or critical wounds without penalty (see Medical Care rules on page 116 of the Genesys Core Rulebook). If
a Medicine check generates :n%: :n%: :n%: or :n$: , the materials inside the kit are all used up and it may no longer be used.
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| Patch | 0 | - | - | - |
6005 - - - Heals 5 wounds.
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| Zero 3 | 3 | - | - | - |
9945 3 - - Once per session, a character may inhale a dose of Zero to heal 5 strain. On any additional use of Zero in one session, a character heals one less strain and then rolls one 1 per use after the first, suffering a wound for each :n-: result generated (ignore :n%: results).
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| Dust Goggles | 1 | 1 | - | - |
7287 1 1 - Add :nB: to any perception checks made while in the Dustlands. Remove one :nK: added to any skill checks due to Sandstorms. A character wearing Dust Goggles cannot be blinded by Dust Bombs.
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| Chain Link | 3 | - | - | - |
1071 3 - - When making a Charm, Leadership or Negotiation check
with a member of the Mechanic's Union, the Scrapper's Union, and the Skewered Scarab from which you wear a Link (or a Coercion check with a member of a known enemy group) add :n*: to the results. When making a Charm, Leadership, or Negotiation check
targeting a member of a group that is hostile towards any of the groups that are represented on your character’s Links, add :n-: to the results.
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| Rucksack | 1 | - | - | - |
4650 1 - - +5 Encumbrance Threshold.
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| Dust Bomb | 1 | 1 | - | - |
6029 1 1 - When used, it creates a cloud of
sand, effectively a level 1 sandstorm (page 11) within short range of the point where it detonated. When using, a character may spend a Story Point cause it to temporarily
blind a single target within range, adding :nK: :nK: :nK: to the target’s next check.
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| Skyblade Helmet | 1 | 1 | - | - |
4733 1 1 - Has six hours of oxygen. Gain an automatic :n^: on Knowledge (Galactic History) and (Warfare) skill checks made while worn.
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| Sarween Gamma Press | 0 | 4 | - | - |
6067 - 4 - The gamma press is an antigrav repulsor jack. The pressure
exerted using its two nearly unbreakable mandibles can force
open airlocks and pry apart debris fused during a collision. The tool is a favorite among scavengers, although emergency rescue teams benefit from it when attempting to gain entry to crashed vessels to save potential survivors.
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| Comm-Bead | 1 | - | - | - |
7792 1 - - Comm-beads are capable of communicating with ships in orbit or across a planet’s surface to a distance of a thousand kilometers. To transmit farther, they need to be linked to an FTL transmitter or orbital relay network.
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| Hyper Healer MK. III | 1 | - | - | - |
5230 1 - - Heals 6 wounds. Functions as a painkiller.
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| Adrenaline Shot | 1 | 1 | - | - |
7262 1 1 - If you succeed on an Easy ( :nD: ) Medicine check, your second maneuver doesn't cost strain. If you are unconscious while receiving an adrenaline shot, you heal enough strain to equalize your strain threshold. Lasts for two turns.
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| Scrap | 1 | 1 | - | - |
9622 1 1 - 20 Scrap.
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| Superior Scrap | 5 | - | - | - |
2041 5 - - 5 Superior Scrap.
|