Cards: Leg Boost: - Grants +1d6 when jumping - Cyber Finger Blade: - Adds +1d4 damage - Cyber Subcutaenous Mic: - Allows speaking while sneaking - Cyber Cyberarm: - Adds +1d8 damage - Lifting tests are 1d10 - Cyber Light Pistol: - 1d10 to hit - 1d8 damage - Gun Heavy Pistol: - 1d8 to hit - 1d10 damage - Gun Rifle: - Opponents get +1d4 in Melee - 1d10 to hit - 1d10 damage - Gun Sniper Rifle: - Opponents get +1d10 to hit in Melee - 1d12 to hit - 1d12 damage - Double damage when you have surprise - Gun Heavy Jacket: - Subtract 1d6 from incoming damage - Armour Riot Armour: - Subtracts 1d8 from incoming damage - Adds 1d4 to opponent's melee attacks - Armour Adrenal Boost: - Subtracts 1d4 from incoming melee attacks - Cyber, Armour Subcutaneous Plating: - Subtacts 1d4 from incoming damage - Cyber, Armour Cyberdeck: - 1d8 to all hacking rolls - Computer Candy Wrapper: - 1d10 to stealth while hacking - Program Commlink: - Computer Common Handgun: - Gun Hammer: - 1d10 damage while hacking - Program Ammo: - Can only be used with one gun at a time - If you roll all 1s (after specialties), you have run out of ammo. - Ammo Nice Suit: - +1d4 to social rolls with people who care about dress - Destroyed if you take 3 or more damage - Armour Nice Meal: - Can be eaten in place of one paste - Can be spent for its value in paste - +1d4 to any social roll when you spend this (even if you are getting its value) - Food First Aid Kit: - Allows bandaging rolls Stim Pack: - Heals 1d4 HP, which are removed after two hours - Losing these HP can drop you below 0 Medical Bench: - Requires an hour of work - Recovers 1d4 HP (specialities can apply to this roll) Drug Injector: - Allows drug injection without an action - Cyber Targetting Coprocessor: - Steps up the die to hit for guns - Cyber Soy Processor: - Flavours and shapes food to mimic real meals Food Additives: - Flavours soy - 5 uses Marijuana: - Smoked or used in soy processor - One use - Use to ignore pain for a scene, or get +1d8 to social rolls with anyone you share this with - Subtract 1d4 from anything that requires attention - Drug PCP: - One use - Snorted - Gain +1d4 on attacks - Incoming attacks subtract 1d4 - Drug Tobacco: - One Use - Smoked - Use to add +1 to any test which requires concentration - Drug Heroine: - One Use - Injected - Ignore pain, -4 from anything that requires concentration - Drug Injection Rounds: - Loads a drug, and applies its effect as well as damage - Ammo Dark Clothing: - 1d8 to Stealth checks - Armour Stealth Suit: - 1d10 to Stealth checks - Reactive camoflague - Armour Optical Camoflague: - 1d12 to Stealth checks - Armour Goggles: - 1d8 to visual notice rolls Binoculours: - 1d10 to distance notice rolls Parabolic Mic: - 1d10 to distance notice rolls Keycard Copier: - Allows copying a keycard (swipe or tap) with a sleight of hand roll - Can store unlimited cards Gas Mask: - Ignore gas in an area Rebreather: - Ignore gas in an area - Go without air for up to an hour Sword: - 1d8 damage - Melee Common Cards: Heavy Chain: - 1d8 damage - Melee Leathers: - Subtracts one from melee damage Cobbled Together First Aid Kit: - Subtracts 1 from medical tests when using it - Allows bandaging rolls Tattoo: - Adds 1d4 to social rolls with affiliated gangs - Subtracts 1d4 from social rolls with unaffilated gangs - Roll 1d8 intimidation against barrens rats affiliated with smaller gangs or no gang - Cyber Knife: - 1d4 damage - 1d10 to hit - Melee Moltov: - One use - 1d8 damage - 2 damage until the person hit by it stops drops and rolls - Thrown Weapon