Unlockable Equipment

These pieces of Loot can be earned over time through RP, or awarded by GMs.

Name Type Fluff Crunch Cost
Subspace Weaponry Light, Normal, or Heavy Ranged Weapons Developed in the 1960s as a result of anomalous research, recently improved upon and declassified. A tattoo in the shape of the gun is applied to the character. The character can spend their turn to make the tattoo disappear and the gun materialize in their hand. The weapon has -1 to Ranged and Ranged (Heavy) rolls. 2
Magical Floppy Disk Utility Equipment A floppy disk with a custom Foundation program that makes it easier to break into electronic systems. Probably not actually magic. Get a +1 To Science/Engineering when trying to hack a computer system. Also makes it go faster. 1
Medpac Medical Equipment The cutting edge in medical technology, complete with mobile sterilization and micro-surgery equipment. One additional 1d4 in the healing pool. 4
Tranquilizer Pills Utility Equipment Easy-swallow fact-acting gel capsules, helps calm your nerves and keep you light on your feet. You get a +2 to your next Sneak roll if trying to pull off an Assassination. 3/run. When used, you take 1d6 - Determination MHP damage, possibly knocking yourself out before it does you any good if you're weak-willed and unlucky. 2
Modified Weaponry Any weapons other than Light weapons A variety of small-scale modifications for weapons that make them more lethal when you get in a lucky hit. When you roll the maximum you can when rolling for damage, reroll your dice and add the original roll and new roll together. This does not chain together, so for example the highest you could roll with a modified Normal weapon would be 12. 5
Tactical Balistic Armor Armor A series of thin, flexible plates that will harden when struck, can be worn under or sewn into an existing outfit. 2 damage reduction to physical attacks, provided the character was at or above 10 PHP right before the attack hit. 7
Body Shell Armor Another result of the Foundation's recent advances in material science. Semi-flexible full body armor and jacket. Can be worn with other equipment but cannot be easily hidden or disguised. Additional 3 PHP. 5
Mark III Stealth Suit Espionage Equipment Dark blue suit equipped with thermoptic camouflage, designed especially for covert operations in urban environments. Any claims that it is a 'spy cat suit' are, according to R&D, clearly lies and slander. Grants a +1 to Sneak in the dark and also independenty provides +1 to Sneak in urban environments. Also negates any opponent advantages from things such as night vision goggles. 3
"Stunny with a chance of clouds" Grenade Offensive Equipment About the size of an apple, acts as a mix of flashbang and tear gas grenade. Comes with three shaded gas masks. 1/run. When used in combat, anyone in the combat cycle and in the nearby area skips their next turn if not wearing a gas mask. Lasts 1 round. 7
Poison/Bleed Weaponry Light or Normal Weapons Weaponry laced with various toxins. If a character is hit with one of these weapons and has not received medical attention, they take 1d4-1 damage at the start of their first turn after being hit. 2
An Archaic Weapon for a Less Civilized Age A Melee Weapon NO SWORDS A giant melee weapon, such as a giant battleaxe or warhammer. A Heavy Melee weapon. Deals 1d10 damage. 2
Wands Unorthodox Weapon Must be crafted by the characters as part of a GM-approved project, possibly in conjunction with an arc. Each wand has a single effect crafted into it in a thaumaturgical process. The effect is usually based on something the team has encountered over the course of the arc. Has a single thaumaturgical effect. 1/run to 3/run depending on the strength and utility of the effect. Variable, but 4 or higher
Tin Foil Cap Unorthodox Armor A somewhat cramped helmet that covers most of the head, with the exception of eyeholes. Probably contains neither tin nor telekill. Add 1d4-1 to Antipsychic rolls while wearing. No good for covert missions. 2
Dr. Wondertainment's Wonderous Xoggles! Utility Equipment One of the less hazardous items that the Foundation has recovered from Dr. Wondertainment, giving agents "X-Ray Vision." Don't lose them. Allows characters to see through up to eight inches of materials in a 3-foot diameter circle directly ahead of them. Does not work on lead, lead alloys, and living biological matter. 4
Flamethrower Heavy Weapon It's a flamethrower. Yes it's ridiculous, yes it is awesome. The target takes 1d6 damage from an initial hit. The next two times the target takes damage, roll 1d4 and add it to that damage. This cannot stack, but can refresh (e.g. if you land two attacks in a row and account for the afterburn, the result is 1d6, 1d6+1d4, 1d4, 1d4 as opposed to being 1d6, 1d6+1d4, 2d4, 1d4). Any remaining burn damage is canceled if the target can put the fire out. 8

MTF Gear

During character creation, you can choose one of these pieces of equipment to give them based on their task force.


  • The Clean Gun: Kills 99.9999999999% of germs! A small pistol-sized tool that looks kind of like a phaser, was cooked up by the biomedical branch and a guy from cognitohazards to use ultraviolet and sonic pulses to disrupt viral and bacterial growth and clean and sterilize surfaces. Can be shone on an open wound to help sterilize it. Will likely slow the spread of anomalous diseases, but may not protect against them entirely. Science or Medical to use.
  • Forensics Kit: Comprised of a miniaturized camera, a blacklight, cotton swabs, a brush, some sterile glass vials, and fingerprinting tape, all in a small container about the size of a wallet. Can be used to collect and preserve evidence and samples from a crime scene indefinitely.


  • Tracking Beacon: A small, button-sized device that adheres to almost any surface and is very difficult to detect. Can be discreetly applied to any item without needing an action as part of an Engineering roll on that item. Battery life of 8 hours once activated. No maximum range, but can be blocked by things like lead or a faraday cage. 1/run
  • Nanopatches: Reverse-engineered from some nenotech lifted off Promethean Industries back in the ‘70s. These 2” square patches can corrode through most non-anomalous woods, plastics, and metals given enough time, self-destructing and rendering themselves inert after eating through a surface. Safeguards prevent them from going hog-wild on living organic matter, though you might be able to leave a nasty acid burn with one in a pinch. 3/run.


  • VERITAS: An improvement on 1950s Foundation tech, this VERITAS is more powerful than predecessors but also in the form of a hand-held counter rather than a head-mounted display. Can give readings of background levels of thaumic radiation (which, sadly, only covers a certain subsection of anomalies) and tell you if an EVE-manipulator is a reality warper, thaumaturge, or neither given a biological sample.
  • Alias: While agents are often provided with cover-stories when being sent on a mission, sometimes more in-depth tactics are required. Your character has a second, false identity complete with speech-training, wardrobe, falsified credentials and papertrail, and other trappings of an in-depth false identity that they can take on at any time.


  • Silent Explosives: A new product from the Ministry of Ungentlemanly Warfare, a formula that can be mixed with other explosives to negate any sound that would be produced by the resulting blast. -2 to any Engineering rolls to calculate explosive damage, but hey, at least it won’t draw as much attention. 1/run
  • Improved Weaponry: Befitting their role as the decommissioning squad, Psi-7 operatives may be provided with advanced weapons and combat training that gives them just a little bit of edge over other agents. The agents gets one Light or Normal melee weapon or one Light, Normal, or Heavy ranged weapon that uses different damage dice than a regular weapon of that type. 2d2 for Light weapons, 2d3 for Normal, and 2d5 for Heavy.
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