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.
Name | Type | Description / Effect | Price |
Light Combat Armor | Passive | Basic 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 Armor | Passive | Bulky 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 Armor | Pro-active | Thin 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 Armor | Pro-active | Thin 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 Armor | Reactive | High 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.
Type | Damage | Price |
Small Blade | +0 | 1,000 |
Stun Baton* | +0 | 10,000 |
Sword (or blades) | +1 | 15,000 |
Lethal Energy Weapon | +4 | 650,000 |
Other Lethal Melee | +X | X,XXX,XXX |
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.
Type | Range | Damage | Size | Price in SC |
Pistol (Gun Powder) | Short | +0 | Small | 3,000 |
Rifle (Gun Powder) | Medium | +0 | Medium | 3,500 |
Sniper Rifle (Gun Powder) | Long | +0 | Medium | 7,000 |
Energy Pistol | Short | +1 | Small | 10,000 |
Energy Rifle | Medium | +1 | Medium | 12,000 |
Energy Sniper | Long | +1 | Medium | 24,000 |
Gauss Pistol | Short | +2 | Small | 30,000 |
Holo-Scope G.Pistol | Medium | +1 | Small | 45,000 |
Gauss Rifle | Medium | +2 | Medium | 90,000 |
Gauss Sniper | Long | +2 | Medium | 180,000 |
Illegal Gauss Sniper | Extra Long | +3 | Large | 1,200,000 |
Unconventional Pistol | Short | +X | Small | X,XXX,XXX |
Unconventional Rifle | Medium | +X | Medium | X,XXX,XXX |
Modified Ship Laser | Long | +5 | Extra Large | 20,000,000 |
Thrown Weapons
Thrown weapons can be used by any size race.
Type | Damage/Effect | Price |
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 Knives | If target is hit, deal silent damage equal to cards played. A kit of throwing knives, reusable. | 5,000 |
Energy Throwing Weapon | Disc 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 |
Medical
All races can use and receive healing from medical devices listed below.
Name | Description / Usage | Price |
Disposable Medical Pen | One 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-Puncher | A 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 Cartridge | Reload kit filled with nanites for the Med-Puncher. Required for use with Med-Puncher | 10,000 |
Misc
Name | Description | Price |
Hacking Equipment | Basic hacking equipment used to break into electronic devices. | 25,000 |
Gene-Splicer Equipment | A 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 |