Equipment

All new characters in Asteria may start with their basic needs. Clothes, backpack, food and water unless otherwise stated by your Guide. Depending on your starting funds this will decide the quality of the basic items you have.

Armor
Melee Weapons
Ranged Weapons
Thrown Weapons
Medical
Misc


Armor

All armor types are available for all sizes and types of races.

NameTypeDescription / EffectPrice
Light Combat ArmorPassiveBasic armor vest, leg, arms and head armor. 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 it is higher than the damage done to you, disregard all damage and leave card face up. If your armor card is lower, discard armor card and take the sum 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 ArmorPassiveBulky armor, a mixture of soft and hard materials designed to stop multiple blows. Restricts movement to 5 meters per round(Half movement). 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. 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
Assassin ArmorPro-activeThin body suit material with stealth augmentation. Purchase includes EVA helmet attachment. When in or out of combat play “Stealth” skill as 5 skill points higher skill. At the start of combat play one card from your hand face down. You may not refresh to your full hand size but may play this card as “Stealth” with technique to avoid damage. Taking damage will deactivate your Assassin Armor for the encounter. If you’re successful in stealthing away from the damage draw one card and place it face down as your next “Stealth” play. (Adds 5 to Stealth)750,000
Ninja ArmorPro-activeThin body suit material with agility augmenters. Purchase includes EVA helmet attachment. When in or out of combat play “Acrobatics” skill as 5 skill points higher skill. At the start of combat play one card from your hand face down. You may not refresh to your full hand size but may play this card as “Acrobatics” with technique to avoid damage. Taking damage will deactivate your Ninja Armor for the encounter. If you’re successful in avoiding damage draw one card and place it face down as your next “Acrobatics” play. (Adds 5 to Acrobatics)550,000
Reactive ArmorReactiveHigh tech waist belt and shoulder straps. Comes with optional attachable pouches. 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 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. (Fits under EVA suit and will protect EVA suit from damage assuming it blocks)1,250,000

Melee Weapons

Most melee weapons can be made to the size of your race. Note: All Energy Melee Weapons may be used even if disabled by magic with a total modifier of -1 damage.

TypeDamagePrice
Small Blade+01,000
Stun Baton*+010,000
Sword (or blades)+115,000
Lethal Energy Weapon+4650,000
Other Lethal Melee+XX,XXX,XXX
*Stun weapons do not kill a target. If you want a different melee weapon, work with your Guide to work out price and damage.

Ranged Weapons

Ranged weapons may be used by any size race. However using a weapon larger than your race may come with penalties unless prone or if the weapon is propped. Always check with your Guide, this rule may not apply in your game or may be more strict than recommended. Be sure to check the range chart.

TypeRangeDamageSizePrice in SC
Pistol (Gun Powder)Short+0Small3,000
Rifle (Gun Powder)Medium+0Medium3,500
Sniper Rifle (Gun Powder)Long+0Medium7,000
Energy PistolShort+1Small10,000
Energy RifleMedium+1Medium12,000
Energy SniperLong+1Medium24,000
Gauss PistolShort+2Small30,000
Holo-Scope G.PistolMedium+1Small45,000
Gauss RifleMedium+2Medium90,000
Gauss SniperLong+2Medium180,000
Illegal Gauss SniperExtra Long+3Large1,200,000
Unconventional PistolShort+XSmallX,XXX,XXX
Unconventional RifleMedium+XMediumX,XXX,XXX
Modified Ship LaserLong+5Extra Large20,000,000
Ammo is typically included and not tracked. Your Guide’s rules may differ. If ammo is required it’s recommended to cost 1/1000th of the gun’s purchase price per shot.

Thrown Weapons

Thrown weapons can be used by any size race.

TypeDamage/EffectPrice
Stun Grenade*Stun targets for one round. Effect wears off on the start of the thrower’s turn. Stun one target for every 10 played if they are close enough or against the target’s acrobatics.7,500
Grenade*15 Damage to one target or 8 damage to multiple targets. Deal damage to additional targets for every 10 played, assuming the targets are close enough together. Some targets may use acrobatics to dodge.1,000
Plasma Grenade*Burn one target for played damage +10 divided over 2 turns. (Round down)20,000
Throwing KnivesIf target is hit, deal silent damage equal to cards played. A kit of throwing knives, reusable.5,000
Energy Throwing WeaponDisc shaped object that when activated releases energy blades around the disc. Always silent even on miss. Does +3 damage. Run time before recharge is short.
Reusable but may require recharge after prolonged use use with any standard tech charger.
65,000
*Grenades are one time use. All thrown weapons are short range.

Medical

All races can use and receive healing from medical devices listed below.

NameDescription / UsagePrice
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.10,000
Med-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 up to max hand size for every 10 played. This can only be used by a “Trained” or more skilled user.125,000
Med-Puncher CartridgeReload kit filled with nanites for the Med-Puncher. Required for use with Med-Puncher10,000

Misc

NameDescriptionPrice
Hacking EquipmentBasic hacking equipment used to break into electronic devices.25,000
Gene-Splicer EquipmentA specialized table with straps and computers. Requires 1 space of systems or cargo space to setup and use. Only a Gene-Splicer understands how to use this.35,000,000
This category could be pages long, ask your Guide to create you any item that might be missing. Please submit us ideas of things we “need” to have.