Index
- Key Terms
- Legend
- Clothing and Armor
- Gats & Computers
- Kits
- Drugs
- Melee Weapons
- Ranged Weapons
- Vehicles, Drones & Cybernetics
Equipment
Key Terms
Concealed: The default state of this item when worn is hidden from view
Unconcealable: This item cannot be hidden from view
Two Handed: Requires both hands, and is Unconcealable
Large: This item cannot be carried
Critical: The effect applies on a Critical Success
Success: The effect applies on a Success
Legend
+/-X Stat: The Character’s Stat is modified by that value
+/-X PD: The Character’s Physical Defense if modified by that value
+/- SN: An increase or decrease in the Success Number
+X: Number of dice added to a Dice Pool
X/X/X: Modifications to the needed SN based on Short, Medium and Long Range. An X represents that the item cannot be used at that Range
Clothing and Armor
page 215 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Standard Clothing | 2 | |
| Enhanced Clothing 1 | 3 | +1PD vs Environmental Damage |
| Enhanced Clothing 2 | 4 | +2PD vs Environmental Damage |
| Enhanced Clothing 3 | 4 | +1PD, Unconcealable |
| Plated Armor | 5 | +2PD, Unconcealable |
| Skin Suit | 4 | +1PD, Concealed |
| Chameleon Suit | 5 | -2SN Stealth, Unconcealable |
| Hazard Suit | 6 | -2 Agi, +4PD vs Environmental Damage, Unconcealable |
| Smart Armor | 6 | +3PD, Unconcealable |
| Adornments | 1-5 |
Standard Clothing
Made from either traditional fabrics or simulated and gat printed, these clothes add no protection but can be made to look and feel like just about any standard clothing. They don’t protect from the elements any more than normal clothing, but they look good and are durable. Many people, especially those outside of a city, wear standard clothing. Cost Rank: 2
Enhanced Clothing
Enhanced Clothing is technologically advanced and often gives the wearer a bonus of some sort. Enhanced clothing can also do things that normal clothing can’t do and is always printed using advanced gat techniques. This means it can do things like be waterproof, or have sections that disobey standard cloth physics (a collar that stands up perfectly, higher than the back of your head for example), can rotate through various modes or colors, or can collapse into something extremely small when not being worn. In other words, the Player can get creative and make these clothes do outrageous and inventive things. The majority of people within Cahokia have at least a few pieces of enhanced clothing or have access to them.
Advanced Clothing and Armor
These items are not only expensive but are often prohibited or regulated by governments. They are items that aren’t necessarily meant for war, but are definitely advanced enough that they could be used for illegal purposes. Few people wear these items unless they are wearing it for their job and people wearing these will often draw attention. Common examples include:
Skin Suit
Can be worn under and in addition to any other clothing and armor. Provides +1PD. Transparent and weightless, it’s almost like a second skin. Standard issue for Cahokia’s Suyata. Cost Rank 5
Plated Armor
Overlapping plates give the wearer an armadillo like appearance. Provides +2PD. Cost Rank 5
Chameleon Suit
Works in tandem with wearers niisi and can change its appearance automatically to maximize camouflage capabilities. Cannot be combined with Chameleon’s Shine. Gives the wearer -2SN to Stealth Checks. Cost Rank 5
Hazard Suit
Completely self-contained suit. Gives the wearer five hours of air, +4PD vs Environmental Damage, +2PD against other forms of Damage and -2 Agility. Cost Rank 6
Smart Armor
Top of the line military hardware. Has a 1 hour battery life and 12 hour recharge time. When active, the armor can detect incoming Physical attacks and changes its shape and molecular makeup at the impact point where it hardens and shapes itself to an ablative angle. It does not slow movement or affect mobility. Nothing can be worn over the armor, otherwise, it can’t see incoming attacks. The suit is a thick black skin tight suit and draws attention to itself. Provides +3 PD (but not against Environmental Damage). Cost Rank 6
Adornments
While not strictly clothing, we’re going to talk about adornments here. Adornments cover everything from anklets to headware to tattoos. These can be handmade, old school style, or complex devices with technology built into them.
A current trend is to have smart shaped fabrics that emulate the shape of an animal face, while digital elements render the image of the animals face onto the fabric, allowing the wearer to look as though they have a wolf’s head for example, when in fact, it’s just a mask and hood combination.
Gats & Computers
page 219 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Personal Gat | 5 | |
| Community Gat | 7 | Large |
| Industrial Gat | 8 | Large |
| Niisi | 4 | |
| Home Computer | 4 | |
| Advanced Computer | 5 | -1SN Computer and Programming, Large |
| Standard Hack Rig | 5 | -1SN Hacking |
| Advanced Hack Rig | 6 | -2SN Hacking, Large |
| Second Eye AR | 4 | |
| Second Eye VR Basic | 5 | Large |
| Second Eye VR Advanced | 6 | Large |
| Communicators | 3 | Concealed |
| Small Charging Station | 4 | |
| Backpack Charging Station | 5 | Unconcealable |
Gats
Gats are at the core of most other technology production and indeed all production in the modern world. Complex 3D printers using biological materials can create an array of complex products. Gats are discussed further in the Chapters Technology, and The World That Could Be.
Personal Gat: The average gat a family would have at home. They create everything from kitchen utensils to a table leg. Roughly the size of a toaster oven. Cost Rank 5
Community Gat: Larger gat used by small communities, towns, or organizations. These can produce a large variety of everyday items. Cost Rank 7
Industrial Gat: These range in size from a large desk to a small building and often have robotic and automated elements. These are capable of producing small complex items as well as extremely large items used in construction. They’re often the tech used to create computers, pharmaceutical drugs and engines. Cost Rank 8
Niisi
Niisi are fairly ubiquitous devices that assume the same role as a smartphone and a laptop does in our world. They are often worn on the forearm (but not always and there are many variations, brands and styles). The word Niisi is a generic slang term that encompasses a wide range of portable, personal computing and communication devices. A basic Niisi can access nearby daso, take photos and videos, record audio, has a voice recognition interface, can share information with other niisi and can do many of the same basic functions that our modern mobile devices can do.
The devices are found on the vast majority of city living people and are common even among more rural folks. Some newer models actually project their information in a tiny three dimensional holographic format that floats just above the screen and can be manipulated by the user’s finger tips. Cost Rank 4
Computers
Home computer systems are much like our real world desktop computers while also taking the place of televisions. Computers tend to be part of a communal space in a home and few homes have more than one. For more private computing or entertainment people tend to use niisis or second eyes.
Instead, computers are used to conduct business, check weather forecasts, as an interface to operate robotic farming equipment, view civic addresses or information from governments and other very utilitarian purposes. These devices are hard-wired or wirelessly connected to the daso and tend to have light or non-existent security and privacy settings outside of financial files.
More advanced systems exist for businesses and governments and these vary wildly in their design and functionality. Some are used for science and education, others are used to manage gat factories or complex robotic interfaces. But like home models, computers in Makasing tend to not be used for entertainment but rather are purpose driven machines.
Standard Computer: Cost Rank 4
Advanced Computer System: Cost Rank 5
Hack Rigs
A standard hack rig is carried in an over the shoulder bag and comprises a number of physical and digital tools that allow the user to break into an otherwise secure computer. Most rigs include a portable cloak keyboard, holographic monitor, various physical interface cables and tools and memory crystals containing standard invasive programs. These reduce the Success Number needed when performing the Hack Skill by 1. Cost Rank 5
There are also larger versions of these that are not portable and often take up whole rooms. These are fairly rare and usually have to be put together over time. They comprise multiple computers, a VR set up and gear and software meant to break into heavier computer systems or cross intranets, gaining access to information outside of local regions. Governments are beginning to crack down on these. If a government knows you have one of these you will certainly be on their watch list and you may become a target of investigations. Large Hacking Rigs reduce the Success Number needed when performing the Hacking Skill by 2. Cost Rank 6
Second Eyes
Second Eyes are a broad term used for a number of pieces of gear that create an immersive interface with digital information available locally on the device or through the daso. They come in a wide variety of styles and sizes. While the concepts were invented more than twenty years ago, it’s only in the last ten or so that they’ve started to become more widely used, especially with younger people. The Augmented Reality (AR) band is the most popular, likely because it’s the least expensive but also because it’s portable and not entirely immersive like the other versions.
While these suits and goggles don’t convey any automatic benefits, they may lower Success Numbers to any number of other Skill Checks depending on how a Character uses them. Discuss further with your Story Guide.
The AR band appears as a pair of slim fitting swim-style goggles. They’re fed information wirelessly from either a nearby computer or from the wearer’s niisi. They can’t truly do any computing on their own and only act as an interface for the data that is fed to them.
As the name states, they are not totally immersive. They convey sound through ear pieces that come down from the headband and the goggles can become opaque so that the wearer’s normal vision is entirely blocked. Most of the time however, people wear these in the Augmented mode, allowing them to see superimposed data over the goggles lenses while still allowing them most of their normal vision. Many drone pilots use this setting to see through their drone’s cameras. Cost Rank 4
The Basic and Advanced versions are built out of computer systems and are not mobile and fully immerse the user in Virtual Reality (VR). The basic version includes a full head piece that covers users eyes, ears, and mouth. It also includes hand sensors to detect user hand movements within virtual environments. The advanced model takes up an entire room, uses complex computing and includes a complete haptic suit for full immersion. These suits are rare and cutting edge and are often employed by hackers, artists, programmers and engineers for intricate creations and visualizations.
Basic: Cost Rank 5
Advanced: Cost Rank 6
Communicators
These come in a variety of styles, from tiny ear buds to headsets. These allow for closed loop communication between specific individuals or peer to peer calling using the daso. When used as direct communication devices, they are limited to the horizon for range. When used as peer to peer communicators, they are limited by the range of the daso the device is connected to. Cost Rank: 3
Charging Stations
Portable electronic gear relies on batteries. At home or in buildings, power is generally abundant and homes have plenty of access to charging ports for portable devices. Power and the ability to charge devices at home or in places of work are so ubiquitous that it’s barely worth discussing further. However, once a person is mobile, things become more tricky.
Charging stations are most often solar in nature. Larger backpack styles will also have hydro-electric options, allowing the user to drop a small tube into a moving water source and generate the necessary electricity that way.
The main difference between a small charging station, which presents as about the same size and shape as a shoe box, and the backpack version is size of the charging field which determines the number of devices or batteries that can be charged at one time.
Small Charging Station: Cost Rank 4
Backpack Charging Station: Cost Rank 5
Kits
page 225 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Rope and Climbing Gear | 3 | -1SN to Climbing Checks |
| Ceremonial Kit | 5 | -1SN Ceremony |
| First Aid Kit | 3 | -1SN First Aid |
| Medicine Kit | 5 | -2SN Medicine |
| Herbalist Kit | 5 | -1SN to Herbalism Checks |
| Tool Kit | 3 | |
| Advanced Tool Kit | 5 | |
| Breathing Apparatus | 3-4 |
Climbing Gear
Much like our real world climbing gear, these items consist of rope, hooks, pulleys, pitons and other similar devices. Rope in this world is still sometimes made from traditional hemp or other natural fibers. Those are still frequently used. But as synthetic lines are far more durable and also easy to create with gats, traditional ropes are becoming less common. The synthetic line is constructed with fibers modified from spider silk proteins and can easily exceed products like kevlar when it comes to tensile strength. It also weighs much less. Cost Rank: 3
Ceremonial Kit
Unlike many of the items listed in this chapter, a ceremonial kit is very personal to the user. It can contain any number of items, reusable and consumable. That means you also can’t simply buy one off a shelf. The Cost Rank of 5 represents more than just cost in nizi. It represents a commitment to collecting a wide variety of items needed to conduct proper ceremonies.
Some ceremonies just need people, but many require very specific objects or ingredients. Regardless of someone’s Wealth Rank or Check, Story Guide’s should always add on a time element to obtaining a Ceremonial Kit. It will require speaking with family members, spiritual leaders, elders, herbalists and any other number of people. It may take days to months to assemble this kit. For the standard Ceremony Skill, having a ceremonial kit reduces the Success Number of the Check by 1. Not having one adds 4 to the Success Number. See the Ceremony Skill for more. Cost Rank: 5
First Aid Kit
This kit is roughly the size of a small charging station. It reduces the Success Number of a First Aid Check by 1. A standard kit contains four doses of Stabilizer drug (see below) along with bandages, splints, stitches, antibiotics and basic pain relief. Cost Rank: 3
Surgical Kit
This is a kit that doctors would carry into the field and is the size of a large over the shoulder bag or small backpack. It contains a full suite of surgical instruments, local and general anesthetic, everything in a First Aid kit, a stretcher that can collapse to fit into someone’s palm, and more. It also includes 2 doses of Accelerant and 2 doses of Sleep Inducers. It reduces Medicine checks by 2. Cost Rank: 5
Herbalist Kit
This kit represents both a store of standard herbs that users of the Herbalism Skill would have, and also storage for herbs that they collect as they travel. It reduces the Success Number of Herbalism Checks by 1, but it should be noted that if a Character does not have this bag or access to herbs in their natural environment, they cannot make a Check at all. The cost for this bag, like with the Ceremonial Kit, reflects the time and effort in collecting the proper herbs, some of which may be rare or take time to cultivate or prepare. A standard herbalist kit would be roughly the size of a medium over the shoulder bag. Cost Rank: 5
Tool Kits
These kits come in a variety of types and each reduces the Success Number of various Skill Checks by 1 for basic kits or 2 for advanced kits when attempting repairs or Crafting checks. A basic kit can be carried over the shoulder or in a small backpack while an advanced tool kit takes up multiple cabinets and storage devices and often occupies an entire room. When the player purchases the kit, they’ll need to specify which skill they are getting along with what type. Each kit contains various instruments, devices and supplies necessary to affect the related skill.
Basic Tool Kit: Cost Rank 3
Advanced Tool Kit: Cost Rank 5
- Art
- Computers
- Cooking
- Crafting
- Cybernetics
- Farming
- Melee Weapons
- Ranged Weapons
- Music
- Skullduggery
Breathing Apparatus
Compressed air is available in tanks that wearers can use for hazardous or low oxygen environments. This will generally give the user a couple hours worth of air and they are refillable where they were purchased or in major cities. Cost Rank 3
However, if the user is looking to stay underwater for a long period of time, then compressed air tanks are not usually used. Instead a combination of two devices is common. First the user attaches a mask that connects to a small container of liquid that dangles in front of the user’s chest. The liquid is breathable and highly oxygenated and allows users to swim at very deep depths without worrying about pressure issues or nitrogen narcosis. In addition, the user must wear a collar that taps into a user’s blood stream when it’s attached to their neck. The collar acts as a filter that draws out excess carbon dioxide and nitrogen that can build up in the user. It pushes the contaminates out into the surrounding water.
The first time a user attempts to use this device, they must make a Will Check and get at least two Successes to avoid Panicking as they inhale the liquid. After the first use, it only takes 1 Will Success to avoid the Panic. A single container of this fluid will allow the user to stay at almost any depth for up to four hours. Cost Rank 4
Drugs
page 229 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Stabilizers | 3 | +1 Body, -2 Mind |
| Accelerants | 3 | -1SN Per, End Checks, +1SN Wis Checks |
| Military Enhancers | 5 | -1SN (Str, Agi, End, Per) Checks, +1SN (Int, Wis, Cha, Spi, Wil) Checks |
| Neurotoxin | 4 | |
| Paralytic | 4 | |
| Mind Expansion Drugs | 3-5 |
Stabilizer
These are generally injected and take one Round to take effect. Stabilizers are commonplace in medical centers, with healers and in first aid kits. Meant to be administered to the injured or dying, this drug has the following effect: +1 Body -2 Mind. This drug has no additional effect if administered more than once per day. Cost Rank 3
Accelerant
This class of drug is generally given to those that need to stay awake, or need to be in a physically active state for extended periods. They’re taken in a number of formats, from chewed roots, to teas, pills and eye drops. Side effects tend to be short term focus loss and poor impulse control. Most of these last for around 12 hours. Sleep is not possible while on these drugs, even if countered with Sleep Inducers.
Most of these take effect in 1-3 Rounds or minutes. Effect: -1SN to Perception and Endurance Checks, +1SN to Wisdom Checks. Using this more than 3 days in a row can lead to Level 1 Addiction (see Gifts and Burdens). Multiple uses of this can stack but if a Stat is reduced to 0, the Character (at SG and Player discretion) may suffer a heart attack and die (see Death and Dying). Cost Rank 3
Sleep Inducers
Like Accelerants, these drugs come in a variety of formats and are meant to help the subject sleep. These can counter Gifts and Burdens like traumas or nightmares, but these drugs can also lead to Addiction if used more than three days in a row or at the Story Guides discretion (see Conditions and Addiction). These drugs generally take effect within 5 minutes. Users will sleep for 8 hours soundly. Resistances is a Will check every Round after the drug takes effect. Accelerants will reduce the Success Number by 2. Short of taking Body Damage, the user will not wake up due to noise or other conditions. Cost Rank 2
Military Enhancers
Currently, standard military enhancers can be used by military personnel voluntarily during combat situations. These extremely potent synthetic chemicals should be used sparingly. 1 dose lasts 4 hours. More than 2 in a 24 hour period will cause cardiac arrest and death. The effects cannot stack. Even consistent short term use of these drugs will cause permanent heart and neurological damage. These are injection only and take effect within seconds.
Effect: -1SN (Str, Agi, End, Per), +1SN (Int, Wis, Cha, Spi, Wil). Cost Rank: 5
Mind Expansion Drugs
These cover a wide variety of hallucinogenic, mood altering and state altering pharmaceuticals. Some of these are pure plant extract, others are carefully prepared tribal secrets. Still others are synthetics that target specific parts of the brain. Mind Expansion drugs target Checks involving Perception, Wisdom, Spirit and Will.
Drugs that fall into this category are sometimes taken as part of a social experience, such as at nighttime yawpon tea houses, or in specific casual environments and other times they are very carefully integrated into rituals or ceremonies.
Additionally, community and spiritual leaders, healers, social clubs and those who are involved in the creation of these drugs (whether through a gat or not), are usually the ones to administer these drugs and people often take these with someone watching out for them or in a safe environment.
The main effects of these drugs can vary from mild mood alteration (almost always to a positive or relaxed state) to a completely hallucinogenic state and even a deep catatonic state. They can last less than an hour or more than a day. The visions induced by these drugs can be powerful and important and should not be taken lightly by the Story Guide.
These drugs are not necessarily physically addictive, but taking normal actions and behaviors outside of Perception, Wisdom, Spirit or Will based Skill Checks become increasingly challenging the more potent the drug.
Class 1: -1 Success Number for Perception, Wisdom, Spirit or Will related Checks. +2 Success Number for Strength, Agility, Intelligence or Charisma Checks. Cost Rank 3
Class 2: -2 Success Number for Perception, Wisdom, Spirit or Will related Checks. +3 Success Number for Strength, Agility, Intelligence or Charisma Checks. Cost Rank 4
Class 3: -3 Success Number for Perception, Wisdom, Spirit or Will related Checks. +4 Success Number for Strength, Agility, Intelligence or Charisma Checks. Cost Rank 5
Poisons
Poisons are generally used by assassins or by certain special forces. They’re not generally employed in standard large scale warfare or under average combat circumstances. While socially frowned upon, those who do use poison will often tell you that they use them because they’re necessary. Like our real world, using poisons on people is illegal and isn’t used by government forces (even if they might sanction it secretly). Most poison’s aren’t generally used on animals as it would likely be seen as both cruel and risk spoiling the meat.
Neurotoxin
This is a liquid that can be coated onto blades, slipped into someone’s food or injected directly into someone’s veins. When introduced in small amounts, like on an arrow or knife edge, it will do 2 points of Physical Damage on the Round after the target was initially affected by the Poison and then its effect ends and cannot be repeated unless the edge is re-coated and the target is cut again.
If ingested or injected, the target will begin to feel the effects two Rounds later. Starting on the third Round, they must begin making an Endurance Check every Round with a Success Number of 9. A Success indicates no damage, a Fail means the target takes one point of Damage. A Critical Failure indicates they take 2 points of Damage. The target must continue to make Endurance Checks every Round until one of two things happens:
- The Target achieves two Critical Successes on the same Endurance Check.
- Someone is able to aid the Character with a Successful Medicine or Herbalism Skill Check. The Skill User must have either a Medicine Kit or an Herbalism Kit. With a Successful Check, the Character ceases to take further damage and the poison is neutralized.
Cost Rank 4
Paralytic
Unlike neurotoxins which are meant to harm or kill, a paralytic poison is simply meant to hamper movement by temporarily affecting the nervous system. In order to completely stop someone’s mobility, a sizable amount of paralytic needs to be introduced into the target. This can be done by injection through syringe or darts that can be fired from standard mag-slings or by pill form.
One Round after introduction (or three minutes if by pill), the target must begin making Will Checks, Success Number 10, in order to take any actions that involve movement. This effect will last until the target is able to take a Long Rest or they have been treated with a Successful Herbalism or Medicine Skill Check. In addition, the skill user must have an Herbalism or Medicine Kit. Cost Rank 4
Melee Weapons
page 233 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Knife | 2 | +1, Concealed |
| Combat Knife | 3 | +2, 0/+2/X |
| Surgical Knife | 3 | +1, Concealed |
| Anicha Short Blade | 5 | +3, 0/+2/X |
| Anicha Long Blade | 6 | +4, Two Handed |
| Ax | 2 | +1, 0/+2/X |
| Combat Ax | 3 | +2, 0/+2/X |
| War Ax | 4 | +3, Two Handed, Critical: Bleeding |
| Club | 2 | +1, +2SN to Stun |
| War Club | 4 | +3, Critical: Stat Damage |
Knives and Blades
These are generally 1 handed weapons and vary in lethality and utility. Most are made by gats and are composed of an extremely durable and sharp material made from cellulose nanofibers that are reinforced during production with an extreme yutsu powered magnetic field.
Blades (needs vary a lot) famed engineer Anicha, are a big leap in technology, and are essentially blades that are only a single molecule in diameter along their cutting edge. Instead of shearing an object, the blade severs the molecular bonds entirely and cleanly. It should be noted that these blades are not only extremely dangerous (even potentially to the user), but are likely to draw a lot of attention as they are housed in special electromagnetic sheaths, which keep the blade from accidentally doing damage and are very obvious.
While it’s not illegal to own Anicha blades, people will assume that a person carrying one has hostile intentions or should be considered dangerous. Using an Anicha blade without at least 3 points in the Specialized Melee Weapons Skill (Anicha blades) causes a point of Damage any time a Fail is rolled during an attack with the blade to someone or something other than the target (user or ally).
Knife: +2, Cost Rank 2
Combat Knife: +2, (0/+2/X) Cost Rank 3
Surgical Knife (Included in Medicine Kit): +1, Cost Rank 3
Anicha Short Blade: +3, (0/+2/X), Cost Rank 5
Anicha Long Blade: +4, Two Handed, Cost Rank 6
Axes
Axes come in a wide variety and, like knives, often serve a variety of purposes, including as weaponry. These weighted angular blades are meant for cleaving and can do significant damage. Axes are far less concealable than knives and outside environments where being used as a tool, will definitely provoke caution or concern from others.
Ax: +1, (0/+2/X) Cost Rank 2
Combat Ax: +2, (0/+2/X) Cost Rank 3
War Ax: +3, Two Handed, Critical: Bleeding, Unconcealable, Cost Rank 4
Clubs
Throughout history, humans have found that something as simple as a bone or a stick can cause a lot of damage to someone else. Modern war clubs are built to take maximum advantage of physics and engineering. These devices can shatter bones and cause massive internal damage. Lighter versions can be used intentionally to do non-lethal damage or Stun an opponent.
Club: +1, Optional: +2SN to cause Stun, Cost Rank: 2
War Club: +3, Critical: Stat Damage, Cost Rank 4
Ranged Weapons
page 237 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Mag-Sling | 4 | +2, -1/0/+2 |
| Heavy Mag-Sling | 5 | +3, +1/+2/+4, Two Handed |
| Bear Paw Mag-Sling | 6 | +5, -1/+3/X, Critical: Bleeding, Large |
| Tracer Rounds (12) | 2 | |
| Widow Rounds (12) | 3 | +1SN, Critical: Bleeding |
| Anicha Spear | 5 | +3, 0/+2/X, -1PD from Armor |
| Recurve Bow | 3 | +2, +1/-1/0 |
| Superior Recurve Bow | 4 | +3, 0/-1/-1 |
| Mag-Bow | 5 | +4, 0/-1/-2, Critical: Bleeding |
| Stabilizer Arrows (12) | 4 | 0/0/-1 (Range modifiers stack with the bow) |
| Neurotoxin Arrows (12) | 4 | Success: Poison 2 |
Mag-Slings
The idea of using centrifugal force to propel a small hard projectile is ancient. No one (at least no one in modern society) uses traditional slings any longer and mag-slings have all the benefits with none of the drawbacks.
A mag-sling is the equivalent of a gun in the world of Coyote & Crow. It can easily be discharged repeatedly at close and medium range targets and can cause lethal damage. A mag-sling resembles the grip of a real world hand gun and is meant to fit easily within the grasp of an average adult. Ammo is fed through a clip-like device held in front of the fingers. Instead of a slide, hammer, and barrel though, a mag-sling has two parallel rails running a short length out away from the user.
Just a few inches for most mag-slings. Between these two rails is an intense magnetic field powered by a battery that drops down in front of the fingers of the user. The weapon pulls a single, bullet shaped slug made from extremely dense synthetic material up from the clip and then, when the trigger is activated, the rails put extreme pressure on the slug and send it hurtling down the rails.
Mag-Sling: +2 (-1/0/+2) Cost Rank 4
Heavy Mag-Sling: +3 (+1/+2/+4), Two Handed, Cost Rank 5
Bear Paw Mag-Sling: +5 (-1/+3/X), Critical: Bleeding, Large, Cost Rank 6
Tracer Ammo: Success: Target can be tracked through an isotope by the user’s niisi, lasts for 48 hours, Cost Rank 2
Widow Ammo: +1SN, Critical: Bleeding, Cost Rank 3
Spears
Classic spears are still used for fishing in many areas as they’re simple and they still work. However magnetic and yutsu based weapons have made most spears less likely to be employed in combat. Nevertheless, they can still be deadly. Attaching a synthetic pointed, razor sharp angular tip to a long, light, balanced shaft, creates a thrown or melee weapon that in the right hands can easily go straight through an opponent, armored or not.
Anicha Spear: +3 (0/-2/X) (-1PD from Armor) Cost Rank 5
Bows
By far the most common ranged weapon on both continents, bows are the culmination of thousands of years of classic bow development combined with modern technology and engineering. Traditional recurve bows are still common and easy to produce. Most people who need a bow for hunting still use these incredible weapons.
Modern versions are often printed to exacting specifications, with synthetic strings, but really, they are not any better than a finely crafted wooden bow made by someone who knows what they are doing.
Recurve Bow: +2, +1/-1/0 Cost Rank 3
Superior Recurve Bow: +3 0/-1/-1 Cost Rank 4
Mag-Bows
Mag-bows are a different story. These weapons are advanced pieces of technology that take serious assembly and are often seen in the hands of professional hunters, warriors and others that need a bow in their daily life.
At first glance, a mag-bow would appear broken in two pieces, unusable. They’d be half right. In its inert or off state, the bow is in two distinct pieces. The first is the grip and lower part of the recurve. The lower part of the bow ends in a magnetic ballast that also acts as a power source and sensor suite. Just above the grip is a single, half-moon shaped magnetic rail that is about the length of an arrow. With about two-thirds of it extending forward past where the hand would be on the grip.
The second half is the top part of the recurve, which also has a ballast and sensor array at the top end and another half-moon magnetic rail on the bottom.
When the user activates the bow (through a physical switch or cybernetically) the top half aligns itself as though it were connected to the bottom half through a complex series of magnetic fields being issued by the ballasts and the rails. To do this, the bottom half has to be within a foot or so of the top half.
Users often just guide the two pieces together by hand. The bow, two separate pieces holding a single shape, will stay like this until deactivated or it runs out of power. The two halves, it’s important to note, aren’t touching. There is a roughly 1 1/2 inch gap between the two rails and that’s where the user slips an arrow in.
Once in place, the arrow will hover, held in place between the two rails. As with traditional bows, the user uses one hand to hold the bow and the other to draw back. Except there is no string. Instead, the sensors in the ballast keenly detect specific hand and finger movements.
Mag-Bow: +4 0/-1/-2, Critical: Bleeding Cost Rank 5
Arrows
Arrows come in a variety of styles and functionality. It should be noted that arrows for the mag-bow must be gat printed as the arrows are under very specific and intense pressure. Hand crafted arrows are likely to shatter or spin wildly off course. Gat printed arrows, including special arrows, will work fine in traditionally made bows.
Stabilizer Arrows (12): 0/0/-1 (Range modifiers stack with the bow): Cost Rank 4
Neurotoxin Arrows (12): Poison 2 (see Neurotoxin) Cost Rank: 4
Vehicles, Drones & Cybernetics
page 242 in Rulebook
| Item Name | Cost Rank | Notes |
|---|---|---|
| Yutsu Sled | 4 | End 4 |
| Industrial Yutsu Sled | 5 | End 6 |
| Yutsu Barge | 7 | Agi 2, End 8, PD 9 |
| Industrial Yutsu Barge | 8 | Agi 1, End 9, PD 13 |
| Skimmer | 5 | Agi 3, End 5 |
| Sunwing | 5 | Agi 5, End 2 |
| Personal Mobility Vehicles (PMVs) | 3-6 | |
| Drone | 4 | Agi 3, End 2, Str 1, Investigation 4 |
| Military Drone | 5 | Agi 2, End 4, Str 1, Investigation 4, PD 8 |
| Robots | 5-7 | |
| Cybernetics | 5 | |
| Advanced Cybernetics | 6-7 | +1 Stat |
Yutsu Sled
These vary in shape and size but most are rectangular and roughly the size of a door. They’re often digitally coupled to a user, designed to hover at a certain height and distance from the user if not being manually operated. The yutsu lift makes the flat surfaced sled an ideal device for carrying anything an individual person wouldn’t want to lug around themselves.
Varying versions are used in construction work, for personal use like shopping and groceries, in medical work for transporting the injured and in military service for transporting supplies across distances that are too far to do by hand, but close enough not to bother with a barge.
Most sleds do not have much in the way of propulsion of their own and are pulled by hand since they require almost no force when the yutsu tech is working properly. A few versions have magnetic coupling devices that pair with a user, so that the user’s movement pulls the sled along.
Yutsu Sled: Endurance 4, Cost Rank 4
Industrial Yutsu Sled: Endurance 6, Cost Rank 5
Yutsu Barges
These massive vehicles serve as the bulk transport option for a variety of uses. Yutsu barges provide cross continental cargo delivery, mass transit between cities, troop carriers during times of war and more. As versatile as they are, they take the place of our real world planes, trains, long haul trucks, buses and cargo ships.
They are often multi-decked vehicles that resemble large sailing ships with flat bottoms. They are built to stay continuously in the air as their massive batteries are constantly being recharged from solar paint cells all over the structure as well as massive sails which serve three purposes: to act as actual sails, helping provide propulsion and steering, to act as secondary solar power sources as the sails absorb sunlight, and to act as shade and shelter for those staying on the top decks.
Yutsu Barge: Agility 2, Endurance 8, Physical Defense 9, Cost Rank 7
Industrial Yutsu Barge: Agility 1, Endurance 9, Physical Defense 13, Cost Rank 8
Skimmers
These cover a wide variety of waterborne vessels. Many people still use canoes or even rafts in their day to day, often still made in the traditional fashion. But when traveling further than the other side of a river or across their local ponds, people often rely on skimmers, which offer a powered option.
Skimmers come in a variety of shapes and sizes, from canoe sized to what we might think of as a yacht. They’re called skimmers because often they use technology similar to hydrofoils and catamarans, lifting much of the body of the vessel out of the water.
Skimmer: Agility 3, Endurance 5, Cost Rank 5
Sunwings
Sunwing is a generic term for a number of styles of vehicles that are used as localized personal transport, for military scouting, and for sport flying and racing. Since most people opt for walking or public transport within their own city and use yutsu barges for intercity travel, sunwings have a more narrow use.
Broadly speaking, these flying vehicles are modeled after birds but mostly with forward swept wings. There are a wide variety of styles, models, capabilities and seating for these vehicles and only a few will be covered here.
Unlike our real world airplanes, sunwings don’t usually carry more than one or two people at a time and tend to feature an open or partially open canopy. There are no main-stream sunwings that are pressurized and generally none flies higher than around 10,000 feet.
On a single charge, without any sunlight at all, sunwings can travel around 200 miles. On a bright, sunny day, they can often cover 600 miles before needing to land.
Sunwing: Agility 5, Endurance 2, Cost Rank 5
Personal Mobility Vehicles
Personal mobility vehicles cover a wide range of mobility options for individual citizens. Whether for the elderly, or for those missing limbs or with those various diseases or genetic disorders, personal transportations take a wide variety of shapes and sizes. These devices don’t really have a standard form, but instead are often customized to the users needs and desires.
While a Cost Rank of 3 is common and 4 is even possible, it should be noted that Cahokia and many other major cities provide these to their citizens at no cost. Note that these devices, which might be compared to wheelchairs or crutches in our world, are distinct from more permanent types of physical augmentation covered under cybernetics.
Personal Mobility Vehicle (PMV): Stats Vary, Cost Rank 3-6
Drones
These remotely operated vehicles, most roughly the size of a small animal, are becoming more and more popular. While they don’t have true artificial intelligence, savvy operators of these vehicles are encoding them with software and add-on functions that make them seem closer to pets than machines.
What separates Drones from robots (detailed below) is that Drones must, to some degree, be controlled by a human operator, even if they also have some independent programming.
Many drones are flying vehicles, but some are also ground based, with legs or treads for mobility. Most of these vehicles operate best when used with Second Eye AR. This allows the user to see what the drone sees. All drones are equipped with at least one camera, many have more.
Drone: Agility 3, Endurance 2, Strength 1, Investigation 4, Cost Rank 4
Military Drone: Agility 2, Endurance 4, Strength 1, Physical Defense 8, Investigation 4, Cost Rank 5
Robots
Robotics covers a wide range of automated machinery. Unlike our own world, there isn’t much interest or drive in replicating humans or animals with robotic analogs. Instead, robots in this world often focus on their form being driven by function.
A perfect example of this are modern robotic mahiz harvesters. These robots can efficiently pick and even shuck large swaths of mahiz fields. They can detect diseased or problem pieces of mahiz and separate them. They can stop to avoid hitting people. They even know when to harvest.
Similarly, most robots in the world of Coyote & Crow serve very specific functions and do not have anthropomorphized behaviors. While many modern robots have verbal interfaces, they do not have voice responses. They rarely have ‘legs’ or ‘eyes’ or are given names or anything resembling personalities.
Cost Ranks, Stats and Skills but usually start at least a Cost Rank 5.
Cybernetics
People in the world of Coyote & Crow have conflicted and varying views when it comes to cybernetics. While the technology and capability of replacing human parts is advancing rapidly and the option to even improve upon human physiology is possible, the people of this world doesn’t necessarily embrace that option as something desirable or relatable.
Part of that comes from the fact that not having a limb, or sight, or hearing, etcetera, isn’t necessarily considered a disability in the same way some people of our world think of it. For example, trying to operate a bow without having two hands might present some engineering challenges. But since so much of the current technology is based around customization, it’s not as big a hurdle as one might think.
Standard cybernetics can be a replacement for any limb or portion of a limb. They can also be a replacement for any organ within a person’s torso. There are also cybernetic replacements for eyes and ears.
The Cost Rank 5 reflects monetary costs being shared by the person in need and the community they live in. Costs may be higher for folks living in remote areas or if centralized healthcare is not an option. These replacements only replicate what standard human physiology is built to do.
More advanced cybernetics are available in metropolitan areas or from cybernetic specialists and can raise Physical Stats and Perception up to 4 or even 5.
Cybernetics: Cost Rank 5
Advanced Cybernetics: One Stat to 4, Cost Rank 6
Advanced Cybernetics: One Stat to 5, Cost Rank 7