Equipment

In this section, you’ll find lists and prices of all the various types of futuristic (and some not so futuristic!) equipment you might need to succeed in the future galaxy of Asteria. Equipment helps define what you can do; if viewing this electronically, searching for the term ‘required’ may help you find what your character needs based on their skillset. Because so much of the game is balanced around the skill vs. money dichotomy, lower-income players may find it extremely hard to purchase the things they want, possibly even some of their starting gear. It is highly suggested that those players work with their richer friends to get set up or to get the upgrades they need; survival in Asteria is a social game – not even the most skilled crewmate or most daring captain can run a massive ship on their own, after all! That said, Guides always have the final say – if they want to assume you start with all your tools and keep it more freeform, that is always an option, and items that provide bonuses to skills could then be useful upgrades to strive towards.

The equipment listed below is broken up into sections: Weapons, Armor, Planet-side Gear, Space Gear, Computers, Tools, Augmentations, Services, and Trade Goods. Space Ships can be found in its own section in this handbook. Each section has a list of items with descriptions and prices, and a brief discussion of the section at the end, but most information you need is in the item description itself. Some pieces of gear can fundamentally change gameplay, while others just give small bonuses to how the game functions. Help your Guide keep track of what equipment you have and what it all does for you – success or failure often comes down to the right tools for the right situation, and being fitted properly may see you through a Distress alive!

Note on ‘Re-Appropriation’ of gear: as this is a table-top game, players are going to want to loot something sooner or later, whether it’s a derelict space hulk or a storefront they have illegally broken into. While people are tracked, equipment usually isn’t except for some things that may make sense, such as datapads. Since money is tied to experience and goes through the background modifier, looting could be a hassle and lead to an imbalanced campaign. There are many possible solutions that you can choose for your campaign; look for them in the Guide section of this handbook under the Looting section.

Weapons, tech and general equipment should be limited so that your level is equal to the highest possible bonus provided by the equipment. Example: if you are level 1 then the highest bonus your equipment can provide is +1, level 2 is +2 and so on. If you have leftover funds at character creation, consider what you might want next and what the rest of your crew might need.

Quick Reference Range Chart


Weapons

Most, though not all, of the Asterials were born from predatory species. Though genetic modification is commonplace and thousands upon thousands of years have passed, deep within each still resides a primitive mind that sees conflict most easily resolved through violence and superiority of firepower. And even those that lack this primordial mind can still envision first-strike logic – to eliminate a threat before it can harm others. So it’s no surprise that so many different ways of conducting combat exist.

Note that we only give a few examples of scaling weapons. If you wish to make a stronger variant, consider the 4x rule – every upgrade in the weapons category should cost about four times as much as the previous one. If you want to add variant rules to homebrew items like some of these weapons have, try to consider this rule when deciding how to price it.

Weapon sizes and types are important to keep in mind when purchasing. While any race can use any size weapon, they might take penalties when using weapons larger than their race. This is the only time in which race might matter and only if the Guide chooses to utilize this rule. Even then, it can be mitigated by firing prone or otherwise propping up the weapon. The type of weapon can make a difference too; ballistic weapons rely on chemical propellant that is usually unaffected by magic, while energy weapons can be disrupted by it. While this renders ranged weapons mostly useless, melee weapons will continue to somewhat function from ambient heat alone, albeit at a -1 to all plays. Your Guide has final say on how weapons function, but use your best judgement! Note that ammo is not usually tracked, even for ballistic weapons.

Finally, be careful when it comes to weapon ranges. A melee range target is less than 5 meters away; it cannot hit things further than this unless specified. A thrown weapon can hit anything up to 50 meters away, but nothing further than that. A short range weapon can hit a target within 50 meters standard, while one between 51 and 150 meters adds a -5 to the play. A medium range weapon can hit a target within 150 meters standard, while one between 151 and 500 meters adds a -5 to the play. Long ranged weapons take a -5 penalty when used at targets within 5 meters or over 501 meters away, but can hit anything else just fine. Extra long ranged weapons can’t safely aim at anyone within 5 meters, take a -5 penalty to the play for targets within 6 to 50 meters, but can fire up to a maximum range of 2000 meters without trouble.


Quick Reference Range Chart

RangesLess Than 5 MetersUp To 50 MetersUp To 150 MetersUp To 500 MetersUp To 2000 Meters
MeleeIn Range<N/A><N/A><N/A><N/A>
ThrownIn RangeIn Range<N/A><N/A><N/A>
ShortIn RangeIn Range-5 To Play<N/A><N/A>
MediumIn RangeIn RangeIn Range-5 To Play<N/A>
Long-5 to playIn RangeIn RangeIn Range-5 To Play
Extra Long<N/A>-5 To PlayIn RangeIn RangeIn Range
Jump to equipment quick links.

Small Traditional Melee

Small traditional melee weapons are typically easier to hide than their larger brethren while the down side is usually a weaker over all performance. Most people will choose a small melee weapon as an extremely reliable, better than nothing option to remain armed at all times. Others may harness unique effects small melee weapons offer.

NameDamage; EffectPrice in SC
Plaxi-Knife-2; Undetectable by all but the most sophisticated security systems and easy to conceal against frisking.8,000
Flexi-Knife+0; Undetectable by all but the most sophisticated security systems and easier to conceal against frisking.90,000
Small Blade / Retractable baton
/ Popup Mace
+0500
Quality Small Blade+19,000
Quirky – Quality
Small Blade
+1; If your technique chain contains a card valued at 2 of any suit, add +2 damage (total +3).35,000
Hand Forged Small Blade+260,000
Hand Forged, Enchanted
Small Blade
+2; If your technique chain contains one or more diamond suited cards, deal +3 damage (total +5) and magic disrupt 1 meter.275,000
Zalu Alloy
Small Blade
+3195,000
Powered Zalu
Alloy Small Blade
+3; May be activated where the blade vibrates with incredible speed and deals additional damage +2 (total +5) for two turns. This must be recharged after use (1 hour). While active this is considered a traditional melee weapon, however it may be disrupted by magic and turned back to the off position.410,000
Tungsten Tipped Small Blade+4; This weapon is a bit unbalanced making it harder to strike with, -1 when calculating against armor. If the target has no armor or broken armor it deals +4 damage.
Example: A 10 of clubs would be 9 to see if the attack breaks armor, however if the target is unarmored or the 9 was successful it will deal +4 damage making the target discard 14 damage.
380,000
Tungsten Small Blade+4790,000
Diamond Edge
Small Blade
+51.9Million
Vanishing Diamond Edge
Small Blade
+5; This weapon is completely undetectable by any means (while vanished) and warps to another dimension on the wielder’s code word. Only the owner can will it with their word to vanish or appear in their hands.6.8Million
Cursing Diamond
Edge Small Blade
+5; Targets who bleed on the edge of this blade will lose one additional card every turn of their attacker until they are unconscious. The curse breaks before the target dies.9Million
Vanishing
Cursing Diamond Edge Small Blade
+5; Effects of both Vanishing and Cursing Diamond Edge Small Blade.22Million
All Melee weapons are considered “Melee Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Large Traditional Melee

Make a statement. You have a large weapon and you probably know how to use it. It is nearly impossible to hide one of these weapons. Why should you care what others think, you’re the one with a sword. Large Traditional Melee are high-damage low-cost solutions with unique effects.

NameDamage; EffectPrice in SC
Large Fixed
Blade Knife
+13,000
Sword / Staff
/ Mace / Halberd
+242,000
Bonker Mace+2; If one of the cards in your technique chain is a Jack and target’s armor is broken by the attack or they have none when struck: The Bonker Mace will force the target to be unable to move for free, if the target wants to move they must play acrobatics as their main and only action. This effect lasts 1 turn and can be repeated.129,000
Quality –
Sword / Staff
/ Mace / Halberd
+3148,000
Quantum Quality Staff+3; When activated the Quantum Quality Staff can block incoming damage up to 20 (Total and before armor check. Meaning if 5 goons shoot you for 5 damage, you’ll take 5 from the total of 25) from any source that isn’t magical, explosive, elemental or environmental.
This staff may be activated for one turn before needing to be recharged (1 hour); it may be disrupted by magic if magic is used during this round. (This must be activated proactively during your turn as a free action. The effect ends at the start of your next turn.)
525,000
Hand Forged –
Sword / Halberd
+4470,000
Goring Halberd+4; While the Goring Halberd is on your person in any capacity, lower all acrobatics checks and free movement by 2. If an ace of any suit is played in your technique chain: +5 damage (total +9) to target or armor. (This effect does not stack on the same turn)980,000
Zalu Alloy –
Staff / Mace
+51.2Million
Zapping Zalu Alloy Mace+5; If the target is hit by your attack with this weapon, takes any damage that isn’t armor, and has 4 or less cards in their hand after discarding damage done, they are stunned for one turn.3.5Million
Tungsten –
Sword / Staff
/ Mace / Halberd
+63.9Million
Tungsten Blocking Staff+6; You may retroactively play traditional melee weapons to block incoming attacks (excluding magic) before armor check. Your play must surpass incoming damage or be above 30 to block, this effect is all or nothing. Do not refresh your hand until the end of your next turn. If your technique chain goes above 30, block all incoming attack damage (from one target) but your Tungsten Blocking Staff shatters! Don’t worry, it can be replaced with their “lifetime warranty” and takes one week to be delivered.6.6Million
Diamond Tipped –
Sword / Staff
/ Mace / Halberd
+713.1Million
Enchanted Opulent Diamond Sword+0; When striking a target, deal damage as a normal +0 weapon and shards of the diamond will embed itself with a sound like hissing steam. On the target’s next turn this will explode before their action and deal an additional 15 explosive damage to the target and surrounding targets/equipment/scenery within 1 meter.48Million
All Melee weapons are considered “Melee Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Energy Melee

Energy weapons are easily disrupted by Magic, but Energy Melee weapons are never completely useless. They may be treated as a -1 damage while disabled, unless otherwise stated by an effect. (Note: The total damage bonus is -1. Example: if you have a +3 Energy Melee weapon and it is disabled, it will give a bonus of -1 to your technique chain, not +2). Energy Melee weapons are also the most powerful weapons in Asteria with few effects. These weapons are easily detected by some security systems (even while off) though if they are not powered on, they gain little outward attention.

NameDamage; EffectPrice in SC
Stun Baton-3; Non-Lethal – (total -3) Play technique normally and deal damage. Target must place one additional card face down in front of them until the end of their next turn. This effect cannot stack with other stun devices, only one stun card may be face down in front of a target. Targets with one stun card in front of them are considered unconscious upon losing all of the cards in their hand. The stun card can be healed or will restore at the end of duress. (Note: If magic disrupted this weapon goes up to -1)23,000
Extendable Stun Pole-3; Non-Lethal – This melee weapon may attack out to 15 meters. / (total -3) Play technique normally and deal damage. Target must place one additional card face down in front of them until the end of their next turn. This effect cannot stack with other stun devices, only one stun card may be face down in front of a target. Targets with one stun card in front of them are considered unconscious upon losing all of the cards in their hand. The stun card can be healed or will restore at the end of duress. / This weapon cannot be used if magically disrupted, the pole is for jabbing with an electric charge. This pole isn’t strong enough to be used as a battering weapon.44,000
Stun Knuckle+0; Non-Lethal – May use Unarmed/Grappling skill or Energy Melee, whichever is higher. / Play technique normally and deal damage. Target must place one additional card face down in front of them until the end of their next turn. This effect cannot stack with other stun devices, only one stun card may be face down in front of a target. Targets with one stun card in front of them are considered unconscious upon losing all of the cards in their hand. The stun card can be healed or will restore at the end of duress. / If you’re using Unarmed/Grappling skill this weapon does not become -1 when magically disrupted, but the effect is disabled. (total +0)396,000
LAU-Trainer+0100
LAU-Sheath+22,000
LAU-Handle+329,000
Optimized LAU-Sheath+4109,000
LAU-B(attle)A(xe)+4; As hard to hide as Traditional Melee Weapons while also being detectable as an Energy Melee weapon by scanners. Show the table one club-suited card from your hand during a magic disruption and the LAU-BA will remain fully functional after the disruption. This may be repeated.293,000
Optimized LAU-Handle+5379,000
Free Floating Prizm LAU-Gloves+6980,000
Free Floating Prizm LAU-Double Handle+5; Twice as long as a typical handle with twice the cutting ends. If two targets are within 5 meters of one another and your first technique chain has any value club(s) in it, you may attack the second target if you discard a 10 or higher in addition to your last attack. Do not refresh your hand until the end of your turn, move next to the target if not already and play to attack the other target with a new technique chain.2.2Million
Far Focused LAU-Sheath+73.2Million
Far Focused LAU-B(attle)A(xe)+7; As hard to hide as Traditional Melee Weapons while also being detectable as an Energy Melee weapon by scanners. Show the table one club-suited card from your hand during a magic disruption and the FF-LAU-BA will remain fully functional after the disruption. This may be repeated.6Million
Far Focused LAU-Handle+87.6Million
Magic Crafted FF-LAU-Handle+7; Will magically create elemental damage on target. +5 damage (total +12) if a diamond of 10 or greater is used during the technique chain. Wielder may pick an element with their intent during the strike. (This effect remains if disrupted by magic but this becomes a -1 weapon with +5 elemental damage).12Million
“The” Light Adjusting Unit – Handle+9; T-LAU-H’s blade retains it’s shape even when passing through objects. This weapon is extremely deadly and illegal. You may retroactively play Energy Melee to block incoming energy attacks of any kind except magic, explosive and ballistic. To succeed, your block play must exceed the incoming damage because this is an all-or-nothing effect. Do not refresh your hand until the end of your next turn. If your block is successful against a melee weapon, that weapon breaks. If the attack was ranged, flip one card from the top of your deck; half of the damage is returned to the shooter if you flip a spade of 10 or higher. / T-LAU-H may be locked to its owner and worthless to anyone else. 38Million
All Melee weapons are considered “Melee Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Ballistic Pistols

Fired with a chemical charge that sends a heavy projectile down a tube, Ballistic Pistols are typically heavy to withstand the forces applied on them. However they are very reliable and fairly concealable. Most security systems miss ballistic pistols as they are completely mechanical and also cannot be disrupted by magic. All of these positive attributes add up to a compelling option, though Ballistic Pistols are the weakest weapons in all of Asteria.

NameDamage; EffectPrice in SC
Budget Buddy Pistol-2300
Pocket Pistol-1; Easily conceal this weapon on your person against frisking. All ranges are half on the range chart, meaning this pistol is only accurate to 25 meters. After 25 meters it becomes -5 (total -6) and it cannot hit any target with significant force after 75 meters.1,900
Pocket Pistol-7-1; Extremely easy to conceal this weapon on your person against frisking. Special made alloy makes it nearly impossible to detect by any but the most sophisticated security scanners.100,700
Ancient Pistol+0; The design is human in origin as most ballistic pistols are. This weapon served in two world wars on the human’s home world and remains a popular low cost choice today. A human or moiety with human traits may choose to inherit this weapon for free at character creation. However, this character must always try to carry their family heirloom pistol for better or worse. If inherited, this weapon cannot be sold.2,700
Basic Pistol+112,500
Kestrel-2+278,000
Kestrel-2+s+2; Perfect for when you don’t want ringing ears or to garner as much attention. This weapon fires at the same volume as an energy pistol or strike of a melee weapon.310,000
K-LO99+3220,000
Mag-Zec-3+3; Fires 3 shots for every trigger pull. For every card valued at 3 of any suit in your technique chain, add +3 damage. Repeat a max of 2 times per round. Total damage cannot exceed +9. / If any card in your technique chain is a diamond then your weapon fires successfully but jams after the third round fires and you must spend a turn to fix it or use another weapon until it is fixed.333,000
.457 Mars+4870,000
.457 M-AP+4; Fires a round that will ignore 1 card of passive armor. If target has more than 1 armor card, apply damage to the second armor card and follow the rules on the armor. This weapon has no other effect on reactive or proactive armors.1.8Million
Mark50 SK+52.2Million
H-CE Pistol+5; Use range chart as if this were a rifle. (Medium range weapon)6.1Million
Really Conditional
Pistol-90
+5; Much larger than a typical pistol, this is hard to conceal against frisking. / This weapon can be fired normally or in SaP mode. If fired in SaP mode, play technique as normal. Before dealing damage draw four cards from your deck and place them face up in front of you. For every spade drawn from your deck in the previous step apply your technique chain damage to one target in range. You cannot apply damage to the same target twice. If you draw no spades your shots miss.26Million
All Pistol weapons are considered “Short Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Energy Pistols

Cheap, effective, lightweight and not nearly as loud as the ballistic counterparts. Energy Pistols are a great way to have a primary weapon as a pistol. So long as you have a backup just in case magic breaks out. Unlike Energy Melee, Energy Pistols are completely useless after being magically disrupted. Energy Pistols are very difficult to hide from security scanners due to their high energy nature but easy to hide on your person.

NameDamage; EffectPrice in SC
Aged
E-Pistol
-1100
Laser Pistol+01,500
Zip-Tron+17,000
Personal Energy Weapon – X2+254,000
Personal Energy Weapon – X4+2; Can be fired normally or split shot. Split shot fires two much weaker projectiles at the same target at +0 (total +0). Play two cards from the top of your deck face up and add the values together to damage one target (max possible is 30 damage with 2 aces); ignore your skill and do not play a technique chain. (Must be trained in pistol or higher skill to use split shot).160,000
PS-03+3185,000
Beam36+3; May fire normally or with an AP mode. AP mode is +0 damage (total +0) and this mode ignores up to 1 card of passive armor. This mode has no effect on active, reactive or proactive armor. If a target has more than one armor card hit the second armor card instead and follow the armor’s rules.310,000
Pulsating Star+4640,000
Holo-Scope
LARS
+4; Use range chart as if this were a rifle (medium range weapon).1.3Million
Sp1k36+51.8Million
MA-3516+5; If your technique chain contains any diamond suited cards, this weapon will burst fire 5 meters in front of you which deals an additional 5 damage to anything directly in front of your weapon.4.6Million
P44536+65.6Million
Entail Elgar, Phoenix Pistol+6; Draw one card after playing technique. If the card’s suit is clubs then the fired round explodes on impact dealing +6 damage (total +12) and 6 explosive damage to any other targets/equipment/scenery within 1 meter. (Do not include technique chain in explosive area effect damage). 16Million
All Pistol weapons are considered “Short Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Ballistic Rifles

Much larger versions of ballistic pistols typically require two hands to hold and operate. These weapons can propel their projectile much faster down a longer tube. You’ll be hard pressed to hide one of these on your person without someone seeing it, but they are still typically missed by security scanners as they are completely mechanical. They cannot be disrupted by magic. Extra power comes with extra noise, and as such, these are the loudest weapons in Asteria.

NameDamage; EffectPrice in SC
Surplus Rife+01,000
PZ-47+17,000
8u11-9u9+261,000
Folding 9u9+2; Weapon can be folded to be as small as a ballistic pistol but requires 1 turn under duress to assemble, or it can be used immediately if already assembled before duress starts.90,000
Auto-CB+3182,000
M-Closed Bolt+3; Treated as a long range weapon on the range chart.370,000
Zot-662+4662,000
Mer1c-4+4; Play technique chain as normal. This weapon fires at a comical rate, wasting projectiles and making an incredible noise. For every card in your technique chain after the first, add +1 damage (repeatable 3 times). If 4 or more cards are in your technique chain (this would be a total of +7 damage) then this weapon must be reloaded before it can fire again. Reload = 1 turn as primary action under duress. (Max bonus total +7, your technique may continue beyond 4 cards as normal and deal damage accordingly.)1.4Million
Fault Line-50+51.9Million
Gunniton-60+6 6.2Million
Moon Whomper+6; Fires a round from a modified fighter cannon. Must be reloaded after every shot before it can fire again. Reload = 1 turn as primary action. Note: You can use another weapon instead of reloading. / You must pay 190,000 SC before playing technique to fire a random special round. Play technique chain as normal and draw one additional card from the top of your deck. If the card is a spade the round will ignore up to 2 cards of passive armor. If the target has 3 or more armor cards, hit the third armor card and follow the armor’s instructions. This does not ignore active, reactive or proactive armor. If the card is a club the round will pass through the first target, deal damage to it and fire a directional charge to strike a second target within 50 meters of the first target. Technique chain total +0 (total +0). If the card is a heart the round explodes on impact dealing additional explosive damage of 15 to a 5 meter radius. If the card is a diamond the round is a normal shot. / This weapon is impossible to hide from others while on your person.9Million
All Rifle weapons are considered “Medium Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Energy Rifle

Cheaper, lighter, stronger, quieter. There’s good reason Energy Rifles are among the most common weapons in Asteria. Hiding one of these weapons on your person is still difficult but slightly easier than the rigid ballistic rifles. These are the most powerful ranged weapons in Asteria, but if disrupted by magic they are completely useless unless stated otherwise by an effect.

NameDamage; EffectPrice in SC
M-47 Laser Rifle+13,900
Thunderbolt VII+251,000
Long-Bow+2; Treat this weapon as extra long range. (Note: This weapon cannot be fired at a point blank target and is unreliable at short range. It is recommended you review the range chart before purchase.)1.2Million
PH-as36+3170,000
Type-3+3; Can be fired normally or in stun mode. While in stun mode -3 to bonus (total -3). Play technique normally and deal damage. Target must place one additional card face down in front of them until the end of their next turn. This effect cannot stack with other stun devices, only one stun card may be face down in front of target. Targets with one stun card in front of them are considered unconscious upon losing all of the cards in their hand. The stun card can be healed or will restore at the end of duress.328,000
PR-2373+4590,000
PR-2373++4; Play technique chain normally, if target has an active or reactive armor that blocks your shot draw one additional card and use this card’s suit/value against the armor’s rules instead of your technique chain. (Note: when using this effect instead of your technique chain the max damage possible is 15 on an ace, however this is still better than your shot being entirely worthless if blocked.)825,000
AMP-VS+51.5Million
L45i-i36+5; Fires a huge energy projectile that arcs energy to all tagged enemy targets within a 5 meter radius of the direct line of sight path to the main target. Targets hit by the arc will take half technique chain damage rounded down and have a weapon bonus of +0 (total +0). The main target will take +5 (total +5) but cannot also be hit by an arc. Tagging enemies is a free action before firing.5.8Million
L4N-C36+64.9Million
CC81416+717Million
All Rifle weapons are considered “Medium Range” unless otherwise stated. See the Range Chart.
Jump to equipment quick links.

Thrown Equipment

Thrown equipment is typically support or utility to a crew. These are not always a weapon but some have found ways of making these viable.

NameDamage; EffectPrice in SC
Discounted Throwing Knives-1; Set of throwing knives, reusable. / Near silent on hit. As loud as a melee strike on miss or armor strike.1,000
Throwing Knives Kit+0; Set of throwing knives, reusable. / Near silent on hit. As loud as a melee strike on miss or armor strike.9,000
Polished Throwing Stars+1; Set of throwing stars, reusable. / Near silent on hit. As loud as a melee strike on miss or armor strike.21,000
Energy Star+3; Single energy star, reusable. / Always silent. Must be recharged after use (5 minutes)./ May be disrupted by magic.40,000
Air Dome-15; Ball that explodes into an energy dome (or sphere if floating) with unstable shield able to keep gases inside for up to 3 turns with 3 meter radius. Once deployed this stops due to the shield even in 0 gravity. Gas included is an oxygen / co2 mix. Emergency use only. Not a suitable replacement for EVA suit.
WARNING: Explosive device, throw only! (Magic will not effect this item while undeployed, gas will emit for the entire duration without shield if disrupted after deployment.) One Time Use.
5,900
Air Dome Plus-15; Ball that explodes into an energy dome (or sphere if floating) with a shield able to keep gases inside for up to 5 turns. 10 meter radius. Once deployed this stops due to the shield even in 0 gravity. “Premium gas” included is a perfect natural mixture with nitrogen! Not a suitable replacement for EVA suit.
WARNING: Explosive device, throw only! (Magic will not effect this item while undeployed, gas will emit for the entire duration without shield if disrupted after deployment.) One Time Use.
44,000
Air Dome BME-15; Black Market Edition, a typical Air Dome Plus that has been modified to emit an extreme irritant gas. All characters (of any race/background) not in an EVA suit must discard one card from their hand for every round they are inside (if V2, 2 cards per turn). If a character has no cards left in their hand they are unconscious. The shield has been modified, people cannot pass through the shield to exit however they may enter. Weapons fire is stopped in both directions. To disable an ADBME you must attack the reinforced ball providing power. It seems not even magic can disrupt this while deployed. (HP of ball varies on cost. V1 40hp, V2 70hp (and two cards per turn). One Time Use.
This item is illegal but can be difficult to tell apart from their more mundane brethren.
V1 = 170,000
V2 = 950,000
Neuron-BombMuch different stun effect than other methods, this leaves your target(s) confused and potentially helpless if your bomb lands close enough to your target(s). Play your throwing technique chain as normal. For every 10 played, effect 1 target within a 10 meter radius of the bomb’s landed point.

Neuron effect: Cannot effect targets with 7 cards or more in their current hand size. Target must shuffle their hand and place it face down in front of them. The target may only play from face down cards for the first turn (or top of deck if skilled or higher) but may refresh to their hand (and face up) when refreshing cards that were played from face down at the end of their turn as normal. Cards will remain face down until played, cards that are still face down are treated as “in hand”. Cards may also be played from the face down position when discarding damage. (Rechargeable 1 hour). (Targets cannot be effected again by this until all of their face down cards are played or discarded to damage.)
226,500
Neuron-Bomb IIMuch different stun effect than other methods, this leaves your target(s) confused and potentially helpless if your bomb lands close enough to your target(s). Play your throwing technique chain as normal. For every 14 played effect 1 target within a 10 meter radius of the bomb’s landed point.

Neuron effect: Cannot effect targets with 10 cards or more in their current hand size. Target must shuffle their hand and place it face down in front of them. The target may only play from face down cards for the first turn (or top of deck if skilled or higher) but may refresh to their hand (and face up) when refreshing cards that were played from face down at the end of their turn as normal. Cards will remain face down until played, cards that are still face down are treated as “in hand”. Cards may also be played from the face down position when discarding damage. (Rechargeable 1 hour). (Targets cannot be effected again by this until all of their face down cards are played or discarded to damage.)
1.8Million
Psychosis
Bomb
Must be Elite in throwing to use.
Much different stun effect than other methods, this leaves your target(s) confused and potentially helpless if your bomb lands close enough to your target(s). Play your throwing technique chain as normal. For every 18 played effect 1 target within a 10 meter radius of the bomb’s landed point.

Psychosis effect: Target must shuffle their hand and place it face down in front of them. The target may only play from face down cards for the first turn (or top of deck if skilled or higher) but may refresh to their hand (and face up) when refreshing cards that were played from face down at the end of their turn as normal. Cards will remain face down until played, cards that are still face down are treated as “in hand”. Cards may also be played from the face down position when discarding damage. (Rechargeable 1 hour). (Targets cannot be effected again by this or Neuron effect until all of their face down cards are played or discarded to damage.)
12Million
Plasma Grenade+0; Explodes on target and deals plasma burn to a single target over 2 turns. / Play throwing vs. your target’s acrobatics. Both you and your target may not refresh until the end of your respective turns. If your target has a higher play or ties they dodge your Plasma Grenade and it explodes where the target was. The target may also use their acrobatics play to move as part of their movement next turn, but they may not play acrobatics again that turn. If your throwing technique chain is greater than their acrobatics, Plasma Grenade explodes for your technique chain value +0 (total +0) dealing damage to their armor first and refer to any armor’s rules. It then will deal half your technique chain’s value the next turn rounded down to the nearest whole number, this will hit armor first as usual. (One time use). (This effect cannot stack.)65,000
All thrown weapons are restrained to throwing on the range chart.
Jump to equipment quick links.

Armor

Much as weapons have continually evolved, so too has protection from them, and armor is no exception. This is just a small sampling of armor in Asteria, though many other types may also exist. Unless otherwise stated, you may not wear more than one armor at a time. Note that armor has a profound impact on combat, negating one or several shots, requiring additional plays, or interacting with the rules in unusual ways. There isn’t an easy scaling to armor, so be extremely careful when trying to create variants.

Armors are split into tiers and tiers are limited by level. Typically the next tier is exponentially more expensive than the last. Even if your background cannot afford their highest tier of unlocked armor, any armor is better than nothing and a potentially good investment might be an active, reactive or proactive armor from a lower tier to use long term.


Tier I

Tier 1 is for new characters just starting their adventures in Asteria. These are often the most affordable armors. We recommend guides use these armors for all characters at any level.

NameType; EffectPrice in SC
Dura-WeavePassive; Lowers all damage of all types against your character by 1. This effect may be repeated. Can look like average clothes and be worn under EVA. (Example: A punch or laser shot that deals 15 now will deal 14).2,500
Apprentice Mage CharmReactive; After your attacker plays draw one card from the top of your deck. Disregard 20 damage or less if the card you drew in the previous step is an Ace of any suit.5,000
Light Combat ArmorPassive; At the start of an encounter draw one card and place it face down in front of you. The first time you take damage this encounter, flip this card. If the card is higher than the damage done to you, disregard all damage and leave the card face up until you take damage greater than or equal to the card’s value from an attack. If your armor card is lower, discard armor card and take the remainder of the damage done after subtracting your armor card. Do not refresh your armor card this encounter. (Fits under EVA suit).15,000
Heavy Combat ArmorPassive; Restricts free movement to 5 meters per round and half movement for Acrobatics plays. At the start of an encounter draw two cards and place them in front of you face down. The first time you take damage this encounter flip one card. If the damage is lower than your face up armor card disregard all damage and leave card face up until you take damage greater than the card’s value from an attack. If damage is higher than your card subtract your armor’s value and take the remaining damage. Discard the face up armor card. Flip the second armor card upon taking more damage and repeat as if it were the first card. Do not refresh your armor cards this encounter.55,000
Heavy Range Assistant ArmorPassive / Active; Passive: Works the same as Heavy Combat Armor. While wearing this, the passive effect is always on even when Active. / Active: All ranged weapons with the exception of throwing; receive a bonus of +1 to their technique chains. This effect may be disrupted by magic.290,000
Low-Power’d
Strength Armor
Passive / Active; Passive: Works the same as Light Combat Armor. While wearing this, the passive effect is always on even when Active. / Active: All unarmed and grappling in addition to traditional melee technique chains receive a bonus of +1. This effect may be disrupted by magic.290,000
Agile ArmorPro-Active; At the start of combat, play one card from your hand face down. You may not refresh to your full hand size while this card is face down, but when you take damage you may flip this card and play Acrobatics with technique. If your play exceeds the damage, you avoid damage; however you cannot refresh your cards until the end of your next turn. This is an all-or-nothing effect. If you succeed, draw a card and place it face down; it will function as described for the next attack. Once damage is taken, the armor is deactivated. This effect may be disrupted by magic. Cannot be worn with EVA.450,000
Light Bending ArmorPro-Active;  At the start of combat, play one card from your hand face down. You may not refresh to your full hand size while this card is face down, but when you take damage you may flip this card and play Stealth with technique. If your play exceeds the damage, you avoid damage; however you cannot refresh your cards until the end of your turn. This is an all-or-nothing effect. If you succeed, draw a card and place it face down; it will function as described for the next attack. Once damage is taken, the armor is deactivated. This effect may be disrupted by magic. Cannot be worn with EVA.650,000
Reactive ArmorReactive; Reactive armor attempts to identify the damage dealt towards the wearer and mitigate that type of damage. When taking damage draw one card from the deck and play it face up. If the card suit matches the first card played as damage then disregard all damage done. If you’re targeted more than once this round, use the same card drawn by reactive armor until the start of your turn. This effect may be disrupted by magic. (Fits under EVA suit and will protect EVA suit from damage assuming it blocks). 1.2Million
Jump to equipment quick links.

Tier II

Characters level 5 and above may use T2 armor. Generally speaking T2 armor is better in many ways but it is also much more expensive than the T1 counterparts. There are still affordable options for lower income classes that are a major improvement, but it’s worth remembering that you can still choose a lower tier armor with a special effect for your character.

NameType; EffectPrice in SC
DoubleDura-WeavePassive; Lowers all damage of all types against your character by 3. This effect may be repeated. Can look like average clothes and be worn under EVA. (Example: A punch or laser shot that deals 15 now will deal 12).25,000
Adept Mage CharmReactive; After your attacker plays draw one card from the top of your deck. Disregard 25 damage or less if the card you drew in the previous step is an Ace or King of any suit.50,000
Hardened Light Combat ArmorPassive; At the start of an encounter draw one card and place it face down in front of you. The first time you take damage this encounter, flip this card and increase its value by 5 (example: an Ace would become 20 points worth). If it is higher than the damage done to you, disregard all damage and leave card face up until you take damage greater than or equal to the card’s value (+5) from an attack. If your armor card is lower or equal to the damage dealt, discard the armor card and take the remainder of the damage done after subtracting your armor card (+5). Do not refresh your armor card this encounter. This armor card retains its +5 bonus until broken at which time it is like wearing no armor. (Fits under EVA suit).250,000
Energizing ArmorActive; This armor attaches to any energy melee weapon and increases its value by +2 all the time. You may glow and look cool wearing it, but it provides no protection. Note: This effect cannot be disrupted by magic. (Example: if your energy melee weapon is disrupted by magic and is a -1, with this armor on it will be a +1 instead while disrupted). (This armor also improves normally functioning energy melee by +2 to the weapon’s current bonus value. Example: Optimized LAU-Handle is a +5 weapon but is a +7 weapon while functioning normally and wearing this armor. While the LAU-Handle is disrupted, it is a +1 while wearing this armor instead of -1. )275,000
Medium Combat ArmorPassive; At the start of an encounter draw two cards and place them down in front of you. The first time you take damage this encounter, flip both cards. Discard the lower value of the two cards. Now add 4 to the value of the remaining card. (Example: 10 would become 14). If the remaining card (+4) is higher than the damage done to you, disregard all damage and leave card face up until you take damage greater than or equal to the card’s value from an attack. If your armor card is lower or equal to the damage dealt, discard the armor card and take the remainder of the damage done after subtracting the value (+4) of your armor card. Do not refresh your armor card this encounter.400,000
Hearty Heavy Combat ArmorPassive; Restricts free movement to 5 meters per round and half movement for Acrobatics plays. At the start of an encounter draw three cards and place them in front of you face down. The first time you take damage this encounter flip one card. If the damage is lower than your face up armor card (+3) disregard all damage and leave card face up until you take damage greater than the card’s value (+3) from an attack. If damage is higher than your card subtract your armor card’s value (+3) and take the remaining damage. Discard the face up armor card. Flip the second armor card upon taking more damage and repeat as if it were the first card. Repeat with third card as if it were the first, should your second card also be broken. Do not refresh your armor cards this encounter.780,000
Defensive Apprentice
Wizard Robes
Reactive; After being targeted by an attack valued at 25 or less play any diamond from your hand to focus your magic and deflect the attack. This also causes magic disruption in meters equal to the value of your diamond played. Do not refresh your hand until the end of your next turn. Note: Your background must be Wizard to wear.1Million
Offensive Apprentice Wizard GarbsActive; Provides no protection but increases all magic plays by +5. Note this also increases the magic disruption in meters by 5. Note: Your background must be Wizard to wear.1Million
Specialized Wizard ScarfActive; Provides no protection. Spend one turn to channel a spell type into this scarf. Play a technique chain face down, leave these face down until your next turn. Do not refresh your hand at the end of your turn. You may not use this to combine with One Word Magic. If you cast the same type of spell (example Elemental) then next turn the scarf will release your face down technique chain and you may start a new chain. Add the two chains together, releasing an extremely powerful spell! After releasing your powered spell or doing another action the scarf will lose its charge and you may refresh your hand as normal at the end of your turn. Note: Your background must be Wizard to wear. (If you are damaged while channeling into the scarf and run out of cards in your hand after discarding damage, you fall prone and lose all cards in your face down technique chain. However, you may redraw cards equal to those in the chain that came from your hand.)1.5Million
Ninja ArmorPro-Active; At the start of combat, play one card from your hand face down. You may not refresh to your full hand size while this card is face down, but when you take damage you may flip this card and play Acrobatics with technique. If your play exceeds the damage, you avoid the damage; however you cannot refresh your cards until the end of your next turn. If you succeed, draw a card and place it face down; it will function as described for the next attack. Once damage is taken, the armor is deactivated. Also adds +3 to Acrobatics and Theft plays, including the uses described above. This effect may be disrupted by magic. (Doubles as an EVA suit when the included helmet is installed).3Million
Power’d
Strength Armor
Passive / Active; Passive: Works the same as Medium Combat Armor. While wearing this, the passive effect is always on even when Active or disrupted. / Active: All unarmed and grappling in addition to traditional melee technique chains receive a bonus of +4. This effect may be disrupted by magic.3.4Million
Assassin ArmorPro-Active;  At the start of combat, play one card from your hand face down. You may not refresh to your full hand size while this card is face down, but when you take damage you may flip this card and play Stealth with technique. If your play exceeds the damage, you avoid damage; however you cannot refresh your cards until the end of your next turn. This is an all-or-nothing effect. If you succeed, draw a card and place it face down; it will function as described for the next attack. Once damage is taken, the armor is deactivated. Also adds +3 to Stealth and Perception plays, including the uses described above. This effect may be disrupted by magic. (Doubles as an EVA suit when the included helmet is installed).5Million
Deployable Bunker ArmorPassive / Active / Reactive; Passive: Works the same as Heavy Combat Armor (T1). While wearing this, the passive effect is always on even when Active. / Active: While deployed this bulky armor will extend a small shield in front of you. You may deploy/undeploy or move during a turn but not both. This effect cannot be changed by other effects by your character. Your character will also be unable to move while deployed (however, you could for example be lifted and moved with telekinesis from another player). Once you start deploying you may change your mind and cancel to move next turn but you’ll be unable to get the deployed bonus. You may also attack normally while deploying. Deployed bonus starts on your next turn. While deployed your ranged weapons (except thrown weapons) become easier to handle with a holographic and computerized assistance from the armor. (+3 to all ranged weapons except thrown.) (May be disrupted by magic.) / Deployed only Reactive: While deployed the shield may block incoming shots from your front for up to 10 damage when an enemy targets you from the front with a ranged weapon for 10 or less damage before your passive armor check. Draw 1 card from the top of your deck and play it. If this card is a club of any value disregard this attack. This effect can only be triggered once per round. An 11 or greater zips through the shield and doesn’t count as triggering the effect. (May be disrupted by magic).5.9Million
AIO Graviton ArmorReactive; Functions as a Hazard EVA. This power armor also functions like Reactive Armor (T1), but has the added benefit of incorporating a wireless datapad in the arm, an activable arm cannon that acts as if it were a +3 energy rifle (medium range), and a +3 to Acrobatics or EVA when conducting maneuvers. The systems also include a HUD in the helmet, increasing perception by +3. Includes maneuver jets for EVA. This armor’s functions (although tech based) may not be disrupted by magic.7Million
Jump to equipment quick links.

Tier III

Characters level 10 and above may use T3 armor. Generally speaking T3 armor is better in many ways than lower tiers but is also much more expensive. There are still affordable options for lower income classes that are major improvements, but it’s worth remembering that you can still choose a lower tier armor with a special effect for your character.

NameType; EffectPrice in SC
UltraweavePassive; Lowers all damage of all types against your character by 6. This effect may be repeated. Can look like average clothes and be worn under EVA. (Example: A punch or laser shot that deals 15 now will deal 9).100,000
Master Mage CharmReactive; After your attacker plays draw one card from the top of your deck. Disregard 30 damage or less if the card you drew in the previous step is an Ace, King, or Queen.250,000
Ultraweave
Light Combat Armor
Passive; At the start of an encounter draw one card and place it face down in front of you. The first time you take damage this encounter, flip this card and increase its value by 8 (example: an Ace would become 23 points worth). If it is higher than the damage done to you, disregard all damage and leave card face up until you take damage greater than or equal to the card’s value (+8) from an attack. If your armor card is lower or equal to the damage dealt, discard the armor card and take the remainder of the damage done after subtracting your armor card (+8). Do not refresh your armor card this encounter. This armor card retains its +8 bonus until broken at which time it is like wearing Ultraweave T3. (Lowers all damage of all types against your character by 6. This effect may be repeated. Except; this may never look like average clothes.) (Fits under EVA suit).1.1Million
Agile
Energizing Armor
Active/Pro-Active; This armor attaches to any energy melee weapon and increases its value by +5 all the time. You may glow and look cool wearing it, but it provides no protection. Note: This effect cannot be disrupted by magic. (Example: if your energy melee weapon is disrupted by magic and is a -1, with this armor on it will be a +4 instead while disrupted). (This armor also improves normally functioning energy melee by +5 to the weapon’s current bonus value. Example: Optimized LAU-Handle is a +5 weapon but is a +10 weapon while functioning normally and wearing this armor. If the Optimized LAU-Handle is disrupted by magic it is a +4 instead of -1.) / Also functions like Agile Armor T1.1.8Million
Regenerating
Medium Combat Armor
Passive/Regen; At the start of an encounter draw two cards and place them down in front of you. The first time you take damage this encounter, flip both cards. Discard the lower value of the two cards. Now add 6 to the value of the remaining card (example: 10 would become 16). If the remaining card (+6) is higher than the damage done to you, disregard all damage and leave card face up until you take damage greater than or equal to the card’s value from an attack. If your armor card is lower or equal to the damage dealt, discard the armor card and take the remainder of the damage done after subtracting the value (+6) of your armor card. / When your armor card breaks immediately draw one card from the top of your deck and stage it sideways. While staged and sideways, your armor card cannot be used. At the end of your next turn finalize the play of your armor card by turning it 90 degrees. The next time you’re attacked this will act as if it were your armor card +6 as described above.2Million
Layered Hearty Heavy Combat ArmorPassive; Restricts free movement to 5 meters per round and half movement for Acrobatics plays. At the start of an encounter draw three cards and place them in front of you face down. The first time you take damage this encounter flip one card. If the damage is lower than your face up armor card (+5) disregard all damage and leave card face up until you take damage greater than the card’s value (+5) from an attack. If damage is higher than your card’s value (+5) discard the face up armor card. Your armor will stop an additional 10 damage after discarding. This only applies to the same attack which broke the face up armor card. If the attack has any value left after subtracting the additional 10 damage, you must discard that remaining value like any other damage. Flip the second armor card upon taking more damage and repeat as if it were the first card. Repeat with third card as if it were the first, should your second card also be broken. Do not refresh your armor cards this encounter.3.5Million
True
Wizard Robes or Garbs
Reactive/Active; Reactive: After being targeted by an attack valued at 25 or less play any diamond from your hand to focus your magic and deflect the attack. Causes magic disruption in meters equal to the value of your diamond played. Do not refresh your hand until the end of your next turn. / Active: Increases all magic plays by +5. Note this also increases the magic disruption in meters by 5. Note: Your background must be Wizard to wear.4Million
Reinforced Exosuit ArmorPassive; At the start of duress place your hand face down in front of you as armor cards. Draw 4 cards and use these 4 cards as your character’s hand for this encounter. You may refresh cards and treat these 4 cards as your max handsize. When taking damage flip one armor card of your choosing. First check if the suit matches the last played card in the attack, if it does this blocks the attack but you must discard your armor card. If the suits do not match but the attack has a lower value than your armor card, disregard damage and keep this card face up, but you must also use this armor card for the next attack. If the armor card is lower than the attack value, discard the armor card and take the remainder of the damage or a flat 15 damage, whichever is lower. Repeat until all armor cards are discarded.
If your 4 card hand is emptied from damage before all of your armor cards are used, draw all remaining armor cards and continue as if you’re wearing no armor at all. The number of armor cards you redraw is your new current handsize. You may not refresh armor cards this encounter. (This armor doubles as Extended Use EVA.)
8Million
Power’d
Strength Armor
Passive / Active; Passive: Works the same as Regenerating Medium Combat Armor. While wearing this, the passive effect is always on even when Active or disrupted. / Active: All unarmed and grappling in addition to traditional melee technique chains receive a bonus of +7. This effect may be disrupted by magic.12Million
Heavy
Deployable Bunker Armor
Passive / Active / Reactive; Passive: Works the same as Hearty Heavy Combat Armor (T2). While wearing this, the passive effect is always on even when Active. / Active: While deployed with this bulky armor, it will extend a small shield in front of you. You may deploy/undeploy or move during a turn but not both. This effect cannot be changed by other effects or exploits from your character. Your character will also be unable to move while deployed (however, you could for example be lifted and moved with telekinesis from another player). Once you start deploying you may change your mind and cancel to move next turn but you’ll be unable to get the deployed bonus. You may also attack normally while deploying. Deployed bonus starts on your next turn. While deployed your ranged weapons (except thrown weapons) become easier to handle with holographic and computerized assistance from the armor. (+5 to all ranged weapons except thrown.) (May be disrupted by magic.) / Deployed only Reactive: While deployed the shield may block incoming shots from your front for up to 15 damage when an enemy targets you from the front with a ranged weapon, only for 15 or less damage and before your passive armor check. Draw 1 card from the top of your deck and play it. If this card is a club of any value disregard this attack. This effect can only be triggered once per round. 16 or greater zips through the shield and doesn’t count as triggering the effect. (May be disrupted by magic).20.9Million
Prototype Ninja Assassin ArmorPro-Active;  At the start of combat, play one card from your hand face down. You may not refresh to your full hand size while this card is face down, but when you take damage you may flip this card and play Acrobatics or Stealth with technique. If your play exceeds the damage, you avoid damage; however you cannot refresh your cards until the end of your next turn. This is an all-or-nothing effect. If you succeed, draw a card and place it face down; it will function as described for the next attack. Once damage is taken, the armor is deactivated. Also adds +5 to Acrobatics, Theft, Stealth and Perception plays, including the uses described above. This effect may be disrupted by magic. (Doubles as an EVA suit when included helmet is installed).30Million
Ultimate Reactive ArmorReactive; Ultimate Reactive armor negates all attacks that have one card in their technique chain, then attempts to identify the damage dealt towards the wearer and mitigate that type of damage. When taking damage draw one card from the deck and play it face up. If the card suit matches any of the cards played in the damage technique disregard all damage done. If you’re targeted more than once this round, use the same card drawn by reactive armor until the start of your turn. This effect may be disrupted by magic. (Fits under EVA suit and will protect EVA suit from damage assuming it blocks). 80Million
Jump to equipment quick links.

Gear

Usually more specific to your occupation. This section is one we encourage players and guides to expand upon as their game might need more items we didn’t dream up. Use these as a baseline for costs.


Wearables

Gear you wear! Reminder that any gear that provides a bonus (example +3) must be equal to or lower than your level. Most wearables bonuses work with armor, however all wearable’s effects are diminished when using EVA, this includes when the armor is capable of EVA. (Example: Assassin armor, Standard EVA) Why? Wearing gloves inside of that armor will do little good under your armored fingertips.

NameDescriptionPrice in SC
Lifeline TetherIt’s a rope with metal buckles. Well, it’s better than nothing. (~2meters)100
Polyweave ContainerCan be plastic boxes, durable duffle bags, or a traditional backpack!100
Polyweave ClothesClothes made of basic but comfortable material. Stretchy and fits fine for most all body shapes and can be easily tailored. You can start the game with one set of these for free; the cost indicates special tailoring, designs, color, etc. added rather than a standard issue black body-hugging design, which is of negligible cost.100
Standard EVA
/Bubble EVA
It’ll protect you from the vacuum of space and comes with a rebreather. You’ll be fine. For an hour. Then, probably dead. Bubble lasts the same amount but is a bubble for very difficult forms.1,000
Daklin JacketHeavy clothes that keep Daklin comfortable on most temperate worlds and stations. They can be used by other races as cold weather gear, too.1,000
Comfortable Clothes (textile)Textiles are somewhat rare, as most things in the universe are made of MUP, relegating these to luxury status. They do nothing special but they are comfortable and a small status symbol.5,000
High Fashion ClothesYou may pick up the styles of the rich but that doesn’t mean you can actually afford the best stuff. You might look pretty fancy among your peers but your betters will spot you instantly. Also implies a -1 to acrobatics, as these are form over function.5,000
Medical ApronMedical apron gives you the look and confidence to do medical work. +1 Medical. (Cannot be worn under EVA of any kind including armor/EVA).7,500
Daklin Heated SuitFor use in very cold climates by Daklin. Can be adapted by other races as well as extreme cold gear when an EVA might not be available or appropriate. 10,000
Extended Use EVAA standard EVA but can last up to 24 hours.10,000
Rocketman JetpackThe workhorse of Rocketman Incorporated, LLC. A polymer trellis with arm extensions for the control sticks. Up, down, right, left, forward… no backwards. A minor design flaw but skilled rocket-men master the spin-break maneuver quickly. The rest may drift off into space. Requires Rocketman Jetfuel; 5-minute full burn, or 60-minute careful movement if you’re skilled. (Guides should keep a running tally; every point over your EVA check reduces the 60 until fuel is spent). (Additional fuel pods are available for 1,000sc each.)10,000
Gek-GlovesGloves designed to assist in climbing, increasing friction to help grip. +1 to acrobatics when used for climbing, or +1 to grappling when used to unarmed/grapple.12,500
SunshadesNow you’re viewing the world in style. +1 to Charisma and Perception, use reliant on sight.15,000
VacMag BootsThese boots are highly magnetized and have small active suction at all times. Stay upright and play acrobatics instead of EVA for traversal. These do not have a life support system of their own, you must still play EVA to survive if there’s no air.17,500
Tailored Acrobatics SuitSpecial circuits integrated into this suit help to regulate body temperature, redirect perspiration, and move with the wearer like a part of the body. Grants a +1 to acrobatics in most situations.20,000
Chameleon ClothesFor two very different types of people, these clothes can match their surroundings, or highly contrast with them at the user’s preference. +1 to Stealth use.20,000
Devil’s Fire-spitter JetpackActually manufactured by a human company; daklins find it offensive. It’s a solid step up from a Rocketman, though, featuring an omnidirectional jet and an impressive efficiency for full burn, lasting 20 minutes on one cartridge. Confers +1 to EVA maneuvers in space and, when using full burn, can sometimes be used planet-side. Kinda dangerous though, as it can catch fire in oxygenated conditions (if 10 below a check while using planet-side, takes equivalent damage and explodes; may also take additional fall damage). (1,000sc for recharge).50,000
HazEVAAn EVA that works as a hazard suit for use up to 24 hours. Can be used in planetary environments too; regulates temperature too. You can have it in any color you want, so long as that color is Lamda Orange.50,000
Powah GloveAn unassuming, thick grey glove, but possessing strong microservos to assist in grip. Confers a +2 to acrobatics when climbing or unarmed/grappling.50,000
EagleEye LongsightAutozoom-enabled eyewear. Can be linked to datapads and tools as well to increase visual distance. +2 to visual-based Perception, use reliant upon sight.60,000
Sound AmplifierLow-cost alternative to visiting a GeneDoc for the hearing impaired. +2 to Perception, use reliant on sound, unless the character actually is deaf, in which it just allows for hearing.60,000
Silent SolesAn attachment usually bolted to the feet, this device automatically detects sound and sends out a counter sound to try to cancel the soundwaves. Provides +2 to stealth. Only works if your feet are making the sounds it is trying to counteract.105,000
Spacemaster EVAThe ultimate in EVA protection. Protects against hazards, lasts 48 hours, and comes with a built-in jetpack that can be refueled. Regulates temperature too! It’s kinda bulky on land though. +1 to EVA uses, -2 to Acrobatics.150,000
Hotshot’s JetpackDaklin Development’s rebuttal to the Fire-spitter. Contains built-in gyroscope readout on the arm controls and auto-stabilization assistance. Confers +3 to EVA maneuvers in space. 45 minute full burn use. (Recharges after one hour in powered off position.)175,000
Professional SmockIncreases your medical prowess, can only be purchased by trained medical professionals. +3 Medical. (Does not provide bonus while under EVA of any kind, including armor with EVA.)190,000
Dragon’s Grip GlovesNot actually guaranteed to give dragon strength, or even grip. Confers a +4 to acrobatics when climbing or unarmed/grappling, though.200,000
Power Belt (and pants)Belt with strength enhancing augmentation. Small arms and actuators help move your legs to the desired positions, also works as a chair you can have anywhere. Provides a +3 bonus to lifting or moving heavy objects.200,000
Power ScouterAttaches to side of head and provides a green holo hud over one eye. Allows a character who is trained in hacking or better to follow wires through most walls or objects. Also great for tech repair, if you can figure out how to use its CLI interface. Hard freezes if more than 9000KW are on screen.250,000
Elgar Atomic JetpackUses a special fuel cell instead of the cartridge. While it is only a silver backpack with wireless glove attachments. When in use strange circles appear to propel the user through proprietary secrets known only to the Elgar. The jetpack is omnidirectional and easily controlled. Confers a +5 to EVA maneuvers in space or planet. Lasts 60 minutes on full burn. (Fuel cell recharge 150,000sc).500,000
“Bottomless” PackEntail Elgar’s newest creation and example of why EE has the highest end tech, this pack has near limitless space, so long as it can fit within the 1 meter mouth. Retrieving items from the Bottomless Pack is simple, merely select your desired item from the built in display before reaching inside. / Scanners in the pack will detect a living creature of any kind larger than microscopic and reject them. / Placing a BP inside of a BP will cause both BPs to violently explode, dealing 25 damage within 10 meters. This could be used as a very expensive bomb, but EE will have logs of your negligence and refuse to sell you another. Apparently if they didn’t self destruct something even worse could theoretically happen? (May not be disrupted by magic.)950,000
Jump to equipment quick links.

Medical Tools

Use it with your hands, use it with your feet, heck use it with your teeth! Tools are what you’ll use to repair, fix, mend, heal, scan and much more.

NameDescriptionPrice in SC
Poor Quality Heal DartPlay throwing skill with technique to throw this dart at a target. 1 point equals 1 meter or skip to play on self. Next you must have one ace in your hand to discard in order to heal your intended target for one card. One time use. This may not be used on anyone who is already at max hand size. (Cannot be used on a target or self with EVA of any kind on, this includes armor with EVA.)1,900
Low Quality Disposable Medical PenOne time use medical device loaded with a small number of nanites. Out of combat you may use this freely to regain one card on yourself or a target. In combat play medical skill with technique. If your play is 10 or higher, gain 1 card to self or target. You must be within reach of the target when this is played. This may not be used on anyone who is already at max hand size. (May only be used on characters under level 4).2,000
Disposable Medical PenOne time use medical device loaded with a small number of nanites. Out of combat you may use this freely to regain one card on yourself or a target up to the target’s max hand size. In combat play medical skill with technique. If your play is 10 or higher, gain 1 card to self or target. You must be within reach of the target when this is played. This may not be used on anyone who is already at max hand size.10,000
Med-CartridgeReload kit filled with nanites for the Med-tools. Required for use with many medical tools.10,000
Low Quality Medical PuncherA medical tool used by a trained professional. Med-punchers are pistol shaped and can be operated with one hand with a reloadable cartridge of nanites. Out of combat you may use this freely to regain all cards for targets. In combat play medical skill and heal 1 card up to max hand size for every 10 played. This can only be used by a “Trained” or higher skilled user. Auto refilling. (May only be used on characters under level 4).25,000
Heal BombPlay throwing skill with technique for bomb placement. 1 point for 1 meter, meet or beat the distance you’re throwing. (Hint, you could drop it for 0.) Next play your medical skill, you must be trained or higher to use this item. For every 7 points played, going from closest to furthest from the bomb, every living thing gains one card of healing up to their max hand size. If a target is at full health it still counts towards the total. (Example, if I’m at max hand size and drop a heal bomb on my left and you are on my right missing one card. If I played anything less than 14 you would not be healed by this.) One time use. (Maximum Radius 50 meters).12,500
Heal DartPlay throwing skill with technique to throw this dart at a target. 1 point equals 1 meter or skip to play on self. Next you must be trained in medical or higher, play your medical skill with technique. For every 10 played, heal your intended target for one card up to their max hand size. One time use. (Cannot be used on a target or self with EVA of any kind on, this includes armor with EVA.)12,000
Perception BombMedical device for putting everyone on edge, professionally of course! You must be skilled or elite in medical to place this tool. Perception bomb must be placed at your feet. Play your medical skill with technique. For every 7 points, increase everyone’s perception by 1 point within 10 meters. Lasts the duration of duress (or 10 minutes). One time use. (Example: If I placed the perception bomb at my feet with a play of 14 and you were within 10 meters of me, we would both increase our perception by +2).50,000
Medical PuncherA medical tool used by a trained professional. Med-punchers are pistol shaped and can be operated with one hand with a reloadable cartridge of nanites. Out of combat you may use this freely to regain all cards for targets or self for one charge per target. In combat play medical skill and heal 1 card for every 10 played. Your target may not exceed their max handsize. This can only be used by a medically “Trained” or more skilled user. Requires Med cartridges.125,000
Dart ThrowerComes in pistol or rifle variants. Use the respective variant skill with technique in place of throwing for “Heal Dart.” Consumes 1 heal dart on use. Must be trained in medical or higher to use. See: “Heal Dart.” 150,000
Stim PuncherA medical tool used by a trained professional. Stim Puncher is about the size and shape of a baton. You must be advanced trained or higher in medical to use this tool. Play your medical skill versus the top two cards of your target’s deck combined. If your play is higher than your target’s two cards combined, your target will gain 1 card to their max hand size for the duration of duress. You must be within reach of your target. This can only be used once per day on the same target. Uses 1 med-cartridge for successful or failed attempts. (Example: When I stim punch you as my target you will draw 2 cards, let’s say a 3 and 5. Regardless of suit you will combine this value to make 8. If my play is greater than 8, you will draw one extra card and retain a higher max hand size this encounter.)190,000
Stout PuncherA medical tool used by a highly skilled professional to increase raw strength of a target for a very brief period of time. You must be skilled or elite in medical to use this tool and within reach of your target. Play your medical skill versus three of the top cards of your target’s deck. If the value of your play is higher than your target’s three cards combined, increase their traditional melee and unarmed/grappling by +10 to all plays. Lasts 2 turns. Consumes 2 med-cartridges for every successful or failed attempt. (Example: If I Stout Punch you as my target, you will draw 3 cards and combine their values regardless of suit, let’s say a 3, 5 and 8. The combined total would be 16. If my play is greater than 16, all of your plays for the next two turns that involve unarmed/grappling and traditional melee increase by +10 to your plays.)250,000
Focal PuncherA medical tool used by a highly skilled professional to increase focus. You must be skilled in medical or elite to use this tool and within reach of your target. Play your medical skill versus three of the top cards of your target’s deck. If the value of your play is higher than your target’s three cards combined, increase their energy melee, pistols and rifles by +3 to all plays. This effect lasts (the duration of duress, consumes 2 med-cartridges) or (3 turns, consumes 1 med-cartridge) for every successful or failed attempt. (Example: If I Focal Punch you as my target you will draw 3 cards and combine their values regardless of suit, let’s say a 3, 5 and 8. The combined total would be 16. If my play is greater than 16 all of your plays for the next 3 turns (or duration of duress) that involve energy melee, pistols or rifles increase by +3 to your plays.)250,000
Golden Life PuncherGold plated and preferred by only the best medical personal in Asteria. You must be skilled or elite in medical to use this tool and you must be within reach of your target. Play your medical skill with technique. For every 15 played, heal your target for two cards up to their max hand size. Consumes 3 med-cartridges per use. Use out of duress consumes 1 instead of 3 med-cartridges and heals a target to full with extra care and time.1.6Million
Jump to equipment quick links.

Hand Tools

Physical tools in this section help to define what a character can do. Remember that Guides can use variant rules where basic tools are not needed and the rest just increase the various plays you make. It was designed to make you think about what you need and specialize with your team in mind.

NameDescriptionPrice in SC
Polyweave Duct TapeRequired for most uses of Jury Rig. Never runs out! Unless it’s critical to the plot that it does.100
Value Hand ToolsThis kit contains all the basics you would need to fix most problems… slowly. Comes with a carrying box. These hand tools are widely popular and available. Quality is a bit questionable.100
Value Hand Tools (Belt)That’s right, now in this special bundle get a belt for hands-free carry of Asteria’s most popular tool set! (Tools included!)500
Second Hand Power ToolsA bit more bulky and harder to fit into places but essential for most mechanics and engineers. Can be used on basic repairs or creations. Zip, Zing, Cut and more! Power tools get the job done in a fraction of the time. BYOB. (Bring Your Own Box). (May be disrupted by magic).750
Dubious Lock PickRequired for unlocking mechanical locks (Theft). If you can figure out how to use them and keep these tiny things from snapping. (Play 1 club of any value from your hand in addition to your theft skill or draw one card from the top of your deck. If the card drawn is a spade of any value, your dubious lock pick breaks.)1,000
Polyplaster GunRequired for many uses of Mechanical Repair. When working for others under non-combat situations, it can usually be assumed to be loaded. Otherwise this takes 1 turn to load and is restocked for free at any station. (Restock is 10 charges.)2,500
Multiweapon Maintenance ToolRequired for most uses of Weapons Repair. Contains magnetic grindstones, barrel cleaning rods, specialty screwdrivers, energy crystal alignment tools and polish. It’s got to look nice, too. (Also works on ship weapons, though depending on damage you may need to go outside!)2,500
Welding LaserRequired for many uses of Mechanical Repair. Can also double as a +0 energy melee weapon. (May be disrupted by magic.)5,000
Creature Corp Hand Tool Set (Belt)This kit includes a belt and allows you to fix nearly all problems even if it is still slow. The first mass market hand set of “quality” tools at an affordable price. Belt includes snaps to keep your tools in place during EVA and 0G.7,500
Power ToolsSpeed up your repairs and projects with new XuJ-Brand Power Tools! Includes that new power tool smell. Can be used to fix or create moderate complexity. Comes with polyweave sling bag! (May be disrupted by magic.)10,000
Mechanical MultitoolRequired for nearly all uses of Mechanical Repair. Can be used to fix issues or create new engineered items of moderate complexity in large spaces at the speed of a power tool. About the size of a rifle but includes a welder, power tools and polyplaster gun. In addition it has a selection of hand tools that can be detached. (May be disrupted by magic.)25,000
Diamond Tipped Hand ToolsThis kit contains all the basics you would need to fix nearly every imaginable problem a hand tool could fix, even if your speed is still limited by your hands. With diamond infused tips these are the highest quality hand tools widely available on the market and come with the largest selection. They also include a bandolier to stylishly show off your appreciation for old and reliable tech. The snug fit of our bandolier ensures you’ll never lose a tool while EVA or 0G. Did we mention that this set comes with a life-time warranty? 30,000
NYGHP Lock PickRequired for unlocking mechanical locks (Theft). Not Your Grandmother’s Hair Pin Lock Pick Co. brings you the latest version of mechanical lock picking. Lawyers agree that this is Not Your Grandmother’s Hair Pin Lock Pick. +1 Theft while unlocking mechanical locks.60,000
Compact Mechanical MultitoolRequired for nearly all uses of Mechanical Repair. Can be used to fix issues or create new engineered items of moderate complexity in small spaces at 75% the speed of a power tool. About the size of a pistol but includes a welder, power tools and polyplaster gun. In addition it has a selection of hand tools that can be detached. (May be disrupted by magic.)75,000
Virst’s Weapon Maintenance And Repair KitRequired for most uses of Weapons Repair. Contains magnetic grindstones, barrel cleaning rods, specialty screwdrivers, energy crystal alignment tools and a grounding stone specially tuned to fix disrupted tech weaponry! You may play weapons repair on weapons that have been disrupted by magic! (Also works on ship weapons, though depending on damage you may need to go outside!)100,000
Repair Master’s Multi-toolWorks the same as Compact Mechanical Multitool and Virst’s Weapon Maintenance and Repair Kit. +1 to Mechanical Repair or Weapons Repair when using this kit. (May be disrupted by magic.)250,000
The Ultimate Mechanical MultitoolRequired for nearly all uses of Mechanical Repair. Can be used to fix issues or create new engineered items of moderate complexity in small spaces at the speed of a power tool. About the size of a pistol but includes a welder, power tools and polyplaster gun. In addition it has a selection of hand tools that can be detached. +3 to Mechanical Repair. (May be disrupted by magic.) 550,000
MagiTech Multi-ToolRequired for many uses of Mechanical Repair. Asteria’s first truly magical mechanical multitool. The MTMT is about the size of a screwdriver and comes with a thigh holster. Has magical attachments that are snapped from a dimensional portal to the tip of the tool. Screwdrivers, polyplaster, hammers, saws, welders and more! Fix problems and create new engineered items in tiny spaces with extreme complexity at the speed of a power tool. (Cannot be disrupted by magic, does not create magic disruption. Requires voice command to activate.)2Million
MagiTech Xonik Screw DriverFunctions for Mechanical Repair plays, Weapon Repair plays, and Theft plays on mechanical locks. Provides +2 to any applicable listed skill when used. The scholars at MagiTech have improved from their last model to bring you the greatest in all repair items. The new MT XSD has all the same functions as the old MTMT and much more, however it now simply applies magic to your screw, weld, nail, the possibilities are near limitless. Fix problems and create new engineered items in tiny spaces with extreme complexity at double the speed of a power tool. (Cannot be disrupted by magic, does not create magic disruption. Has to be waved like a wand.)5Million
Jump to equipment quick links.

Datapads

This section contains all hardware and some software related to personal computers. Don’t forget to look at the Datapad Accessories!

If today is dominated by computers, the future is likely to be even more dominated and interconnected. The only thing holding them back would be the lore associated with AI – so a lot of the simple-tech is no more impressive than today’s tech. A basic datapad isn’t much different than most handheld tablets today, with the added wrinkle of the cheapest of them actually requiring wires to function. A step back!

That said, higher levels of technology can scale quite far into the future. Just looking at the datapads can give you a sense of how – going from even simpler tablets of today into augmented reality and hologram-created realities, possibly even being able to hack your senses into tech not listed beyond that. If you want to go higher concept in your game and use the same prices, feel free – the bonuses are designed around each background’s availability of money, not the level of tech you want your universe to have!

NameDescriptionPrice in SC
Value-PadRequired to perform most tech actions. Basic Datapads must be wired to the database or device they are interacting with. Useless for anything more than personal data storage without a datalink, which is included with the Value-Pad bundle.2,500
SI Industries Datapad (Old Gen)Required to perform most tech actions. Is faster and holds more data than the Value-Pad. SI Industries makes top tier products, this one just happens to be the old generation. (Can be purchased as wired or wireless.)7,500
SI Industries “New” DatapadRequired to perform most tech actions. Tied for the fastest current model datapad. Can be both wired or wireless with an included* dongle adapter.
*That’s an 800SC value.
13,500
Booble Glass DatavisionHeadgear that fits over one or both eyes; datapad functions can be accessed via an alternate reality keyboard/touch rectangle. Can only be wireless. Takes some getting used to and probably too expensive.30,000
Creature Corp HolobraceletDatapad in bracelet design, usually overtop the biochip embedded in the arm. Accessed through holoscreen display and keyboard. Can be wired or wireless. 60,000
Booble Burken Borble (aka “Triple B”)The Burken Borble has expanded datapad like functions in a datapad design. No longer are you limited by local wireless systems. Access the entire web from even some of the most remote places in Asteria. (Must be within range of a Burken Borble repeater. ~75% of Asteria and 12% of outer Asteria.) Wireless only, each Booble Burken Borble links to the individual who purchased it. It’s said that this is impossible for a thief to clear and use as their own.225,000
SI Industries Bolter DPThe Bolter DP comes with a suite of tools usually only for developers and is available in a datapad like design with ‘enhanced wired connection’. +3 to Every Day Tech plays. Must be trained or higher in Every Day Tech to use. (Wired only.)230,000
Booble Glass Datavision Advanced EditionHeadgear that fits over one or both eyes; datapad functions can be accessed via an alternate reality keyboard/touch rectangle. Can only be wireless. +3 to Every Day Tech plays. Experienced users only, must be Advanced Trained or higher in Every Day Tech to use. 333,000
Modified Creature Corp Holo BraceletIt is no longer what it started life as. Some ‘genius’ got their hands on this and started sticking additional chips to this thing in various places. Includes a suite of hacking tools. Must be Trained or higher in Hacking to use. (Wired or wireless)350,000
Modified Booble GlassWelding goggles with gadgets, chips and gizmos on it. To the untrained eye it might look like a mad scientist cosplay. Specialized Booble Glass OS in a new skin made for hackers. No longer has the limitation of wireless only and can attach your face straight to a device or remain wireless. Must be Trained or higher in Hacking to use. +2 to Hacking plays.590,000
Gold Plated SI Industries “New” DatapadSame as the regular SI Industries “New” Datapad but the housing is gold plated. +1 Charisma plays while holding the datapad. The tag line reads: “Be seen with it”680,000
Proto-Magic Resistant PadProto-Magic is proud to announce their first generation of magic resistant datapads! Functions like a typical datapad, wired or wireless.700,000
First Mate DatapadAvailable only in datapad form. Functions as SI Industries Datapad (Old Gen) wireless only. In addition to its normal function, this ship branded datapad allows a trained or higher Bridge Worker to access Bridge Worker controls from anywhere within the ship.750,000
Number One DatapadAvailable only in datapad form. Functions as SI Industries “New” Datapad. In addition to its normal function, this ship branded datapad allows an Advanced Trained or higher Bridge Worker to access Bridge Worker controls from anywhere within the ship or within 100 meters of the exterior of the linked ship.1.9Million
EMH Holo-Doc BraceletTypical datapad functions. In addition, a small holographic compu-doc will help assess patients. Draw 2 cards when playing your medical skill. If either of these cards are hearts, increase your medical play by +4.2.1Million
Jump to equipment quick links.

Datapad Accessories

Of course there are accessories for your datapad. How else would you express yourself or convince someone on the other side of that camera you’re not there?

Pay extra attention to if the accessory requires a wired connection and what your datapad supports.

NameDescriptionPrice in SC
Color CaseProvides extreme protection from drops to your datapad so long as it is a tablet design. Comes in your preferred color… usually.100
Datalink Extended WireIncrease your wired connection to 10 meters!*
*Must still be physically plugged in, just increases the length of your tether to 10 meters.
250
Basic Comms DeviceRequired to communicate with others; usually it’s tuned to a certain frequency using a datapad and datalink. It breaks up in most indoor conditions and the range is short. It might as well be a walkie talkie. (Wired or wireless adaptor).1,000
Low Grade Hacking ToolsThe software is designed by tech wizards in their free time. This ultra cheap tool allows the most basic hacking functions. It is wired only and probably shouldn’t be used for anything other than low risk environments. (Recommended for level 3 or less).1,200
Basic Utility ScannerThis scanner supports wired or wireless connections and provides detailed information from a limited database about a single scanned object within 5 meters.2,500
Mass SpectrometerCapable of determining the makeup and weight of nearby materials.7,500
Wireless datalink adapter.Converts a wired datalink to wireless. Cannot be combined with other accessories.9,000
Standard Comms DeviceStill requires tuning via datapad but is stable in most normal indoor conditions. Still fails in 1 meter thick walls or more. Range is ship-to-ship. (Wired or wireless.)11,000
Co-Pilot AdaptorAdditional screen, wired only. Provides basic flight data and semi advanced flight data/suggestions based on the ship being piloted. +1 to Piloting plays.40,000
L-ForgeHeavy adapter with tons of sensor wires sprawling from it. One of these goes into your datapad, the rest connect to your ship’s engine and provide engineering data. (Wired only). +1 to Engineering plays regarding the ship’s engines.60,000
Hacking ToolsWired adaptor that connects to your datapad. It’s about the size of a small book and provides essential tools for hacking into systems.60,000
LEXXL Comms DeviceConnects to your datapad for the ‘ultimate’ communication experience, at a budget price. Communication range is orbital or planetary. (Wired or wireless).75,000
Wireless Hack ToolNo need to connect this hack tool physically to your datapad or the subject you’re attempting to breach. Your datapad must support wireless and both must be on your person or within 1 meter. Hack range of subject is up to 20 meters. Note: Not all subjects will accept a wireless connection.90,000
Long Range CommunicatorIs about the size of a fanny pack or small backpack and connects to your datapad with a wired connection. This allows you to communicate out to an entire system worth of space. (~1STS)230,000
Metrognome Translation SoftwareLoads to any datapad with connected communicator. This single license seat allows your user to experience languages of any kind and have our patented software’s best guess at what the other party is saying. (Attempts to translate any alien species or language).
Have your guide draw 1 card for hard, 2 for medium or 3 for easy and keep them secret. If any of these are clubs the translation is successful. Otherwise the translation may be misleading or make no sense.
250,000
Jump to equipment quick links.