The bazaar of East City teems with buyers and sellers of many sorts: engineers, designers, jewelers, and grocers, not to mention humanoids of every shape, size, and fur color. These marketplaces exist is all the largest cities, and almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and simple weapons.
For your character, the availability of armor, weapons, capsules and similar goods is of great importance since the proper gear can mean the difference between life and death in combat. This chapter details the mundane and artifact items that you might find useful in the face of the threats that are present in the world and throughout the cosmos.
Capsules Corporation. The Capsule Corporation is the world’s leading business in all industries, owned by Dr. Briefs, the inventor and creator of capsules. Also known as DynoCaps or Hoi-Poi, capsules are for making objects compact and easy to transport. Capsules are easy to use – just click the top button, toss it into an open area, then poof! The item appears and is ready for use. Note, no living thing can go inside a capsule and no capsule can be closed inside of another—bad things come from trying to do so.
Wealth. Money appears in many forms in the Dragon World. Zeni, gemstones, trade goods, objects, knowledge, connections, and property can reflect your character’s financial well-being. In the game, we wrap all these possibilities up in a simple umbrella term called wealth. Wealth is not only the amount of Zeni or goods you have, but also the knowledge, know-how, and connections to get the goods from a seller to you. Wealth appears as a bold ‘w’ after a numeric value such as 10w or 100w. The wealth chart below reflects how much wealth each species starts with, as listed in their race starting gear sections.
Selling Items. Prospects are always abounded and ready to be found; gear, weapons, treasure, and more. If you don’t want some of it, you can sell it. Normally, you can sell treasures when you arrive at a city or other settlement where you can find buyers or merchants interested in your trove.
Arms, Armor, and other mundane gear. Generally, undamaged gear such as weapons, armor, and other types of mundane equipment fetch half their cost when sold to a merchant. Typically, weapons damaged by combat are rarely in good enough condition to sell.
Gemstones, jewelry, and other objects. These items will typically retain their full value when sold to a buyer or merchant. You can trade nearly all of them for some sort of wealth or simply use them as wealth. For exceptionally rare objects, an architect might require you to find a buyer in a large city.
Capsules. Selling capsule items can be problematic. They are typically large-scale items such as hover cars or bikes, temporary homes, or storage vessels of some sort. You wouldn’t simply be able to peddle them to the standard merchant. Consider capsule items as specialty items that will sell for their full price depending on the buyer.
Gear Kit. Kits are special starting packages you can take at character creation. Kits are based on different predesigned character archetypes or styles. If your character’s persona is more adventurous you might want an adventure kit or if your character is more about martial combat, you might take the martial combat kit. If a gear kit has a piece included in its package that you already own or get from your race you gain its value in wealth. If you want to have a more diverse set of equipment you can choose to not take a recommended gear kit and instead increase your starting wealth by 3d10.
You character’s race will determine what gear kits you can take at character creation, see you race starting gear section near the bottom of their page. If you want to take a different gear kit than what is provided by your character’s race you can pay twenty (20w) wealth and change out your race provided kit with a different one of your choosing.
Adventure Kit (Gear Kit). Everyone has dreamed about leaving their home to see faraway places: to adventure and wander the vast world in search of knowledge, treasure, fame, glory, or a multitude of other wants and desires. The calling from far away adventures and heroic feats grasps the adventurer, and they journey into the strange wide world.
- Environmental Clothes Cold/Heat
- Light Stick x 3
- Rations x 5
- Sleeping Bag
- Storage Container
Illusionist Kit (Gear Kit). Shooting laser beams from your hands not cool enough, firing rocket launchers not doing it for you? What about the ability to punch-stop a train, no? Well then, maybe magic is for you. Can you say crushing the minds of your enemies with the weird arcane ability to control magic. Well you might need this gear kit to help enhance your magical powers.
- Rations x 2
- Crystal Ball Satchel
- Healer’s Kit
- Vial x 3
- Energy Capsules (s) x 2
- Pen & paper x 2
Gadgeteer Kit (Gear Kit). Gadgeteers are mechanics and inventors who build weapons and utilize technology. The gadgeteer creates things, then activates those things and uses them to “solve” problems with enemies and other types of encounters.
- Standard Battle Jacket
- Rations x 1
- Capsule x 3
- Tool Kit – Repair Tools
- Range weapon x 1
Martial Artist (Gear Kit). Marital artists are warriors that primarily study melee combat rather than utilizing their ki, creating a chiefly physical character. Rather than focusing on esoteric powers and spiritual attainment, the martial artist seeks perfection through rigorous training and constant challenge.
- Sleeping Bag & Blanket
- Rations x 3
- Melee Weapon or Range Weapon (With one free weapon quality) or additional wealth 2d10
- Basic Model Battle Suit or Padded Combat Clothes
- Dynamic Capsule (s) x 1
Spiritualist (Gear Kit). Spiritualists concentrate on unworldly, ki-based techniques. Their physical damage is sub-par to more physical characters, and they rely more on their ki and their advantage in range battles. Spiritualists excel at delivering damage at range and using powerful ki attacks.
- Sleeping Bag & Blanket
- Rations x 2
- Aura Capsule (s) x 1
- Power Capsule (s) x 2
Armor. The world of the dragon is made up of a vast universe with many different species and cultures, each with its own technology level. It is for this reason that you have access to a variety of armor types ranging from simple combat clothes to full battle suits and everything in between. Armor is split into two categories: battle suits and combat clothes. The armor table below shows the cost, weight, and other properties of the common types of armor worn in the World of the Dragon.
|Combat Clothes||Cost||XP Bonus||Strength||Stealth||Weight|
|Light Weight||15w||3||–||–||2 lb.|
|Heavy Weight||120w||12||Y||Y||15 lb.|
|Battle Suit||Cost||soak Bonus||Agility||Stealth||Weight|
|Basic Model||18w||+4||–||–||6 lb.|
|Full Armor Model||36w||+6||Y||Y||15 lb.|
|RIT Model||72w||+8||Y||–||10 lb.|
|Capsule Battle Armor||140w||+10||–||–||8 lb.|
|LTB Model||280w||+12||–||–||12 lb.|
Armor Proficiency. Anyone can wear battle armor or combat clothes. However, without proficiency in the garment, it cannot be used effectively. This proficiency is gained from the talent with the same name.
Soak Bonus. Battle suits protect the wearer’s vital organs from attacks. The soak bonus of a battle suit is added to your soak value. If you aren’t proficient with armor you only gain half of the soak bonus provided.
XP Bonus. Combat clothes reduce a character’s strength for more experience during battle. Experience bonus or XP bonus is the amount of additional experience points a character gains at the end of any combat encounter in which they wore combat clothes throughout. If you don’t gain experience points from an encounter, you do not gain any bonus points either. The bonus points are increased by itself for each tier of power reached. For example, if you are wearing padded combat clothes at tier of power three (3) you will receive twenty-four (24) bonus experience.
Agility, Strength & Stealth. Battle suits and combat clothes can impede an attribute. If an armor has a ‘Y’ under its related attribute, then while wearing the armor you suffer a dropped dice using that attribute. If you only have one dice, you suffer a (-5) to the roll instead. If there is only a dash under its related attribute then reduce that attribute modifier by two (-2) while wearing the armor. You can ignore these effects if you have armor proficiency talent.
Don & Doff. This is the time it takes to put on armor or take it off. The amount of time depends on the type of armor.
- Don: This is the time it takes to put on armor. You can only benefit from an armor’s bonus if you take the full time to don it.
- Doff: This is the time that is required to take off the armor. If you have help, this time is reduced by half.
|Battle Suit||3 Minutes||2 Minutes|
|Combat Cloths||2 Minutes||2 Minutes|
|Other Clothes||1 Minutes||1 Minutes|
|Variant Sizes. Not all species are the same size or shape. The Architect can impose more realism for armor purchases using a variant if a character is larger or smaller than the average. Using this variant, when you find or purchase armor or similar items, you might need to have it modified to fit. The cost for such work can vary from ten to forty percent of the normal market price of the item, as determined by the ARC.|
Weapons. Due to the unlimited imagination of players and an ever-growing list of weapons that exist, we made a weapon creation system. You can design and create a custom weapon, and then your character wields it how you wish. You can carry an amount of weapons equal to the number of arms you have plus one. You can draw or unsheath a weapon as an instant action.
Wielding Penalty. While wielding any type of weapon, your character suffers a negative three (-3) penalty on strike rolls. If you wield two weapons, one in each hand, you suffer a negative four (-4) penalty on strike rolls. Increase this penalty by three (-3) for each tier of power reached.
To create a weapon, you will first choose whether you are creating a melee weapon or a ranged weapon.
- Melee Weapon (8w). Melee weapons follow all the rules for a physical attack. You can create any type of melee weapon you can imagine, such as a sword, mace, whip, axe, flail, etc.
- Ranged Weapon (12w). Ranged weapons follow the rules for a ballistic attack. Ranged weapons can be used to attack targets that are adjacent or far away, the standard range for ballistic weapons is eight (8) squares or less. When firing at a target outside a ranged weapon’s maximum range see the Long Range rule. (See Attacking & Conditions) A ranged weapon’s starting damage is 1d10. Ranged weapons also require reloading; you must reload a ranged weapon after successfully striking a target. While firing a ranged weapon within melee attack range, you provoke counteractions.
- Range Damage. Range weapons gain no additional damage from your attributes. Instead all range weapons have a base damage value of 1d10.
- Range Damage Increase. (+70w) – Increases a ranged weapon’s base damage by one dice type. As, example +1d4 will become +1d6. You can take range damage increase quality up to three (3) times on a single ranged weapon.
- Reloading. Ranged weapons that require ammunition must be reloaded. All ranged weapons have standard reload quality. A ranged weapon with the standard reload quality needs to be reload after you successfully striking a target
- Reloading Speed. (+50w) – Increase a ranged weapon’s reload requirements by one (1). A ranged weapon with the reload speed quality needs to be reload after successfully striking a target(s) twice. You can take the reload speed quality two times, if you take the quality twice a ranged weapon needs to be reload after successfully striking a target(s) three times.
- Range Increase (+20w). When you are creating a ranged weapon you can increase its maximum firing range by purchasing a range increase. You can purchase a range increase as many times as you want. Each time you purchase a range increase the wealth cost doubles. Each purchase of range increase add six (6) squares to your weapon’s firing range.
- Dynamic Weapon. You can create a weapon, with the help or your ARC, that doesn’t fall into the melee or ranged categories above such as a trap or landmines.
Weapon Qualities. There are several different weapon qualities that you can give to a melee or ranged armament when purchasing and building a weapon. Each quality is listed with an additional cost that is added to the base cost of the weapon. A weapon can have up to three (3) unique or different qualities; taking the same quality more than once doesn’t count against this.
- Artisan (+20w) – Increases the weapon’s base damage by three (+3). You can purchase this quality a number of times equal to the current tier of power reached plus one. Artisan only takes up one quality slot on a weapon regardless how many times you select this quality.
- Bludgeoning (+15w) – When making a physical attack with a bludgeoning weapon, if you score a critical during the strike roll the target gains the guard down condition. Complete the attack normally. The target can roll agility (athletics), easy TN, to not gain guard down.
- Slashing (+30w) – A physical attack’s damage counts as direct against targets that are not wearing any type of armor.
- Piercing (+20w) – During the wound roll, if you score a critical, the weapon’s damage counts as lethal.
- Reach (+12w) – You can strike a target with your melee weapon up to two (2) squares away.
- Thrown (+10w) – You can throw your weapon at a target. Add your full physical power instead of haste to your strike roll.
- Two-Handed. (+20w) – You can wield the weapon with two hands, increasing the damage by 1d8.
- Buckshot (+30w) – When making a ranged attack, the attack can damage multiple targets in front of your character. Any combatants within four (4) squares by three (3) squares area in from of you will be stuck by the attack. Use a single strike roll against the targets’ dodge rolls. (See Battle Ground – Area Attacks)
- Explosive (+50w) – When making a ranged attack, the attack can damage multiple targets all-around the initial target. Any combatants within four (4) squares or the initial target, in any direction, will be stuck by the attack. Use a single strike roll against the targets’ dodge rolls. (See Battle Ground – Area Attacks)
- Piercing Shot (+20w) – When making a ranged attack, the attack can damage multiple targets in a direct line behind the initial target. Any combatants directly behind the initial target within six (6) squares can be stuck by the attack. Roll strike roll for the initial attack if you are successful roll a strike roll against the next target behind the initial. If you are, again, successful roll a strike roll against the next target within range behind the initial target. If any point your unsuccessful strike any targets the attack stops. (See Battle Ground – Area Attacks)
- Versatile (+20w) – A ranged weapon can be used as a melee weapon in melee range; following all the normal rules for melee weapons listed above.
- Rapid Fire. (+60w) – A ranged weapon can fire multiple times with one attack maneuver. Roll a strike roll for the attack normally. If you are successful, roll 2d10. This is the number of hits the target suffers. You do not roll a wound roll, instead, the target only suffers three (3) damage per hit. Damage modifiers cannot be added to the rapid fire. Artisan quality increases the total damage of rapid-fire, not each individual hit.
- Rending (+30w) – If you successfully strike and wound a target with your weapon the target must roll a corporeal save, TN easy. If they pass, nothing happens. If they fail, they will bleed for an additional three (3) lethal damage at the start of their next two turns.You can purchase this quality a number of times equal to the current tier of power reached plus one. Rending only takes up one quality slot on a weapon regardless how many times you select this quality.
- Sunder (+30w) – If you successfully strike a target, you can reduce your damage by one-half (1/2) and change its damage type to standard. If you do so, roll 1d4 and inflict that much damage to the target’s armor’s break value. Alternatively, using the called shot action you can declare a target’s weapon and use Sunder against the target’s weapon’s break value following the same rules for Sunder against armor.
- Dynamic Quality. With the help of your ARC, you can create a custom weapon quality. Such as flaming or plasma weapons.
*A weapon can only have two of the following qualities, in any combination; Bludgeoning, Slashing, Piercing and Reach.
Break Value. Both weapons and armor can break, though they don’t lose effectiveness when merely damaged. However, if either break, they can’t be used for their intended purpose and you don’t gain any of their benefits.
- Weapon Break. When using a weapon of any kind if you score a botch the weapon suffers one (1) point of damage. Regardless of how many botch results are scored during a single roll a weapon cannot suffer more than one (1) point of damage per roll. All weapons, of any kind, have a break value of five (5).
- Armor Break. If an opponent scores a critical against you with any type of attack while you are wearing armor, the armor suffers one (1) point of damage. Regardless of how many critical results are scored during an attack roll against you, your armor cannot suffer more than one (1) point of damage per roll. All armor, of any kind, has a break value of five (5).
Repairing Gear. When an item’s break value is reduced to zero, the item becomes useless. You can repair the item yourself or at a shop, depending on the campaign and ARC. To repair broken combat items, simply divide the cost of the item by ten (10). The resulting value is the wealth it costs to restore the piece of gear.
Exploration Gear. This section describes the items, gear, and other equipment that you might need as you travel, explore, and adventure out into the world. You can carry up to three small items on you at any given time. If you want to carry more items, you will need to purchase additional storage-ware; these three small items don’t include any weapons a character might carry.
Some items come inside capsules and these items count as small while stored within the capsule. However, when outside or unpacked, they count as their normal size category. Gear that comes with a capsule already included are marked with a ‘C,’ and items that can be put into a capsule but don’t come with one are marked with a ‘P’ in the chart below.
Items come in different sizes ranging from small to medium to large. These categories are designated by, S, M, and L respectively.
- Small items can be carried on your person in a pocket, inside your shirt or simply stuffed under a belt, etc. Small items are typically simple pieces of gear, and you can carry up to three small items at a time.
- Medium items can be carried on you, but they require a single free hand to carry or must be put on your back, such as a backpack or sleeping bag.
- Large items require a level of concentration and both hands to carry. Large items are cumbersome and can be awkward to carry.
|Chain (9 yards – max weight 400 lb.)||8w||M||–|
|Medical Kit (5/uses)||6w||S||–|
|Paper & Pen (5/blank pages)||2w||S||–|
|Rope (9 yards – max weight 200 lb.)||4w||S||–|
|Sleeping Bag (One-person)||4w||M||–|
*This items list is not exclusive, additional items can be added by the Architect and campaign setting.
Blanket: A large folded blanket, for one person.
Chain: A chain has a normal break value of five (5). It can be damaged with a successful easy TN Strength check or by attacking it. Chain has a maximum carry weight of 400 lb.
Clock: A standard clock that can be used to tell time, has a stopwatch and a timer option.
Computer: A small hand-held computer device that can perform mundane computing tasks.
Crystal Ball: This crystal ball is about 6 inches in diameter. While touching it, you increase your magical attacks strike and wound rolls by +1d8. Additionally, when using Spirit (Clairvoyant) or Spirit (Use magic), increase your dice score by three (+3).
Environmental Clothes: A single set of clothes that will protect you from one selected element such as heat, cold, topical, water, and more.
Healer’s Kit: This kit is a pouch containing bandages, salves, and splints. The kit has five uses. By spending one (1) action, you can expend one use of the kit to stabilize a target that has 0 life points. Restore 1d10 worth of life points to a target peruse.
Light Stick: For 1 hour, a light stick sheds bright light in a six (6) squares area and dim light for an additional three (3) squares.
Paper & Pen: Five blank pages and a pen
Rations: Rations consist of dry foods suitable for extended travels (2 days), including jerky, dried fruit, and other similar foods.
Tool Kit: This tin box contains simple tools for a single profession. Examples range from climber’s kit, a disguise kit, gaming set, artisan tools, and others.
Rope: Rope has a normal break value of five (5). It can be damaged with a successful very easy TN Strength check or by attacking it. Rope has a maximum carry weight of 200 lb.
Tent: A simple and portable canvas shelter, a tent sleeps two people.
Satchel: A cloth or leather pouch can hold up to 3 small items.
Sleeping Bag: A portable, insulated bedroll for one person.
|Backpack||Up to 6 small items / 3 Medium Items|
|Bucket||3 gallons of liquid|
|Canteen||2 pints of liquid|
|Capsule||One item of any size|
|Jug||1 gallon of liquid|
|Storage Container||Up to 20 small items / 10 Medium items / 5 Large Items|
|Vial||4 ounces of liquid|
Boosters. Boosters are small vials that resemble capsules. These bottles contain special and sometimes magical liquids. During combat, you can use an action to drink a booster. Boosters can help increase your status, restore health or ki points and even give you temporary power improvements. You can only use one booster per turn and you cannot use the same booster more than once a round. Boosters are one use only and last until the end of the round.
If a booster has an asterisk next to it’s name, it’s effects are increased by each tier of power reached. If the booster is a static number such as three (+3) it will increase by three for each tier reached. If the booster has a dice value such as +Xd10 it is increased by your tier of power bonus dice. All boosters count as small items.
|*Restore – S||A small capsule with a healing effect||Restores +d10 to Life Points||15w|
|*Restore – M||A capsule with a healing effect||Restores +2d10 of Life Points||35w|
|*Restore – L||An effective capsule with a healing effect||Restores +3d10 of Life Points||55w|
|*Restore – Z||The ultimate healing capsule||Restores +4d10 of Life Points||75w|
|*Regen – S||A small capsule that gradually heals you||Restore three (+3) life points every round for two rounds||10w|
|*Regen – M||A capsule that gradually heals you||Restore three (+3) life points every round for four rounds||20w|
|*Regen – L||An effective capsule that gradually heals you||Restore three (+3) life points every round for six rounds||30w|
|Aura – S||A small capsule with defensive power inside||Increase soak value by two (+2) for three rounds||18w|
|Aura – M||A capsule with defensive power inside||Increase soak value by four (+4) for three rounds||26w|
|Aura – L||An effective capsule with defensive power inside||Increase soak value by six (+6) for three rounds||34w|
|Shape Up – S||An effective capsule that keeps you from slowing you down.||Remove the negative effects of health threshold for three rounds.||20w|
|*Dynamic – S||Small and cheap, its performance is iffy||Increase one (1) aptitude modifier by two (+2) for two rounds.||16w|
|*Dynamic – M||Medium-sized with decent performance||Increase one (1) aptitude modifier by four (+4) for two rounds.||24w|
|*Dynamic – L||Greatly amplifies the powers inside you||Increase one (1) aptitude modifier by six (+6) for two rounds.||32w|
|Power – S||Slightly increases your damage||Increase the total amount of damage from your next damage inflicting maneuver by five (+5).||20w|
|Power – M||Increases your damage||Increase the total amount of damage from your next damage inflicting maneuver by ten (+10).||40w|
|Power – L||Greatly increases your damage||Increase the total amount of damage from your next damage inflicting maneuver by fifteen (+15).||80w|
|Energy – X||Restores lost ki points||Restores 2d10 ki points, increase effects by 1d10 for each tier of power reached.||65W|
Vehicles. A vehicle can help you move more quickly through the world, but its primary purpose is to carry equipment and other items that would otherwise slow you down. The vehicles and battle jacket table show each vehicle’s speed and base carrying capacity. You can purchase vehicles the same way that you might purchase items or weapons.
Carrying Capacity. Carrying capacity is the number of items that will fit in a vehicle besides passengers and drivers. These categories are destined by S, M, and L respectively followed by a numeric value which represents the amount of that item that can be carried. The letter references the exploration gear item size earlier in this section.
Durability. Vehicles and battle Jackets do not have a soak value, but they do have health points. Their health points are based on the number of passengers it can carry. For each passenger, they can carry a vehicle or battle jacket has twenty-five (25) health point.
Pilot Proficiency. If you have a pilot skill proficiency with a certain kind of vehicle you can add that proficiency to any checks, you make while in control of that vehicle in difficult circumstances. If you don’t have proficiency with a specific vehicle you can still attempt to drive/pilot it, but you can only use one action while doing so and you must take an Agility check, hard TN.
While piloting a vehicle in combat you can add your pilot skill and vehicle’s maneuverability to your dodge roll.
Motorcycle. Much like their real-life counterparts, motorcycles are powerful two-wheel vehicles. There is a large variety of motorcycles in the dragon world, some have just one wheel and others have enough room for three people to ride. Most cycles, however, are a standard two-wheeled postmodern vehicle that you might see a movie.
|300w||Sx6, Mx3, Lx1||10 squares||2||+2|
Jet Squirrel. A jet squirrel if a single-rider vehicle that hovers over the ground. They resemble jet ski or possibly a snowmobile that flies across the ground, hovering only a few feet above it. They are slightly quicker than a motorcycle and can spot powerful machine guns.
|400w||Sx4, Mx2||12 squares||1||+4|
– Hover. Ignores any type of difficult terrain.
Hovercar. One of Earth’s most common vehicles, hovercars are reverse engineered technology from an alien spaceship created by the capsule corporation. They hover above the ground and can travel quickly. They resemble the hover boats from real-life without the large rubber downs. They sport all the modern accommodations that real cars do.
|400w||Sx12, Mx6, Lx3||8 squares||5||+1|
House Wagon. A vehicular home that bears resemblance to British double-deck buses. These large vehicles are a small mobile apartment that comes with a kitchen, bathroom, and bedrooms much like an RV.
|400w||Sx32, Mx16, Lx8||6 squares||6||–|
Jet-Copter. This hybrid of a helicopter and jet is a fast and powerful flying vehicle. A very mobile single fighter craft that is equipped with machine guns. Jet-copters are single person attack fighters and are mainly used by the Red Ribbon Army.
|600w||Mx2, Lx1||16 squares||1||+4|
– Burst cannon. Counts as a ballistic weapon with the rapid-fire. Use the pilot’s ballistic strike roll to attack targets.
Airplane. While many airplanes are based on real-world designs there are others that resemble more aerial box trucks. These transports seem more like spacecraft than an airplane. A helicopter with a large box on its back with engines like a plane or jet. Some even have kitchens and bathroom appearing like house wagons with wings.
|900w||Sx32, Mx16, Lx8||16 squares||8||+1|
– Optional Purchase: (250w) Heavy Rail. Counts as a ballistic weapon with the artisan quality. Use the pilot’s ballistic strike roll to attack targets. You can update the heavy rail with weapon the quality artisan.
Submarine. There are a large variety of submarines in the dragon world may look like their real-life counterparts. There are large multi-person subs like those used by the military and there are small single man subs. These vehicles vary in design and size, but they all serve that same function to travel underwater.
|875w||Sx16, Mx8, Lx4||10 squares||6||+4 while in water|
Capsule Corporation Spaceship. A capsule corporation spaceship is a large circular craft that has living spaces and they can also sport gravity training machines. Created by Dr. Briefs out of scrapes of a wrecked Saiyan space pod that crashed on Earth.
|9,000w||Sx24, Mx12, Lx6||70x10k yards||5||+3 while in space|
– Optional Purchase: (1,200w) Hyper-drive – Increases the spaceship speed by ten times (x10) (70kx10)
Capsule House. A capsule house is a type of house that can be put away and carried around in a capsule: portable housing with all the comforts of home including bathroom, kitchen, etc. Capsule homes come with their own capsule.
|S||Sx16, Mx8, Lx4||2|
|M||Sx24, Mx12, Lx6||5|
|L||Sx32, Mx16, Lx8||8|
Battle Jacket. A battle jacket is a super-powered mechanized suit that you can wear to increase your fighting ability. With a battle jacket, you can travel below the water, in space, and other environments without breathable air for up to five hours without needing to return to favorable conditions.
While piloting your battle jacket at the start of your turn you will need to roll an agility pilot (battle Jacket) check, TN medium to drive the suit. If you fail, you can’t pilot the suit effectively and your actions are reduced to one (1) until you take another pilot check. The TN for piloting a battle jacket is reduced by one TN difficulty level for each tier of power reached until the TN reaches very easy at which point you will no longer be required to roll a pilot check while driving the suit.
|300w||+4||+6||+3||Sx4, Mx2, Lx1||4 squares||1|
increase this effect by +1d8 for every tier of power reached. Size is determined by your Architect.
Instead of rolling normally, when you strike or dodge, roll a skill (pilot) check and add (1/2) the suit’s agility modifier, plus any other strike/dodge bonuses. Abilities that temporarily reduce attribute modifiers do not affect battle jackets. When making physical attacks you will use the suit’s strength modifier for damage instead of your character’s. Note that when using physical attacks with or without weapons with a Battle Jack you cannot wager ki points on those attacks.
- Strike: Skill (Pilot) + (1/2) Battle Jack’s AG mod + Player’s Awareness + bonuses
- Dodge: Skill (Pilot) + Battle Jack’s AG mod + bonuses
Additionally, while piloting a battle jacket you will use the suits soak value against any attacks. When you purchase or receive a battle jacket select one (1) free upgrade option from the armament list below.
- Hikou (+125w) – This option allows your battle jacket to fly. (Core Rules)
- Blaster (+80w) – Energy beam can be fired from your battle jacket’s right arm. Range weapon, Artisan
- Full Power Energy Wave. (+100w) – An energy wave can be fired from you battle jacket’s left arm’s palm. Range weapon, piercing, Firing Range x2
- Rocket Launcher. (+200w) – There is a huge and powerful rocket launcher inside the back cavity of your battle jacket. Range weapon, Artisan, Explosive, Firing Range x 4
- Rocket Storm. (+175w) – Hundreds of small rockets fired from your battle jacket’s chest in a machine guns fashion. Range weapon, Artisan, Rapid Fire, Firing Range x1
- Crushing Hands. (+60w) – Powerful robotic arms that can crush an opponent’s bones. Melee weapon, Artisan, Bludgeoning, Reach, Two-Hand
- Battle Plating. (+40w) – Increase the soak value of your battle jacket by four (+4). You can purchase this quality once for each tier of power reached.
- Hydraulic System Upgrade. (+100w) – Increases the agility and strength of your battle jacket by four (+4). You can purchase this quality once for each tier of power reached.
- Reinforced Construct. (+50w) – Increase the life points of your battle jacket by fifty (+50). You can purchase this quality once for each tier of power reached.
Special Items. This section contains a range of special items that can be found in the Dragon World. They are not common or easily found, and the ARC should take care with placing these items in campaigns. Invaluable and unique, they should be kept rare enough so that finding one, even in the hands of an enemy, provokes some excitement from the players, but not so hard to obtain that players feel they will never possess such treasures.
Brave Sword. A magical enchanted sword created by a Konatsian wizard to defeat the evil monster Hirudegran. A melee weapon with the qualities artisan and slashing. The Brave Sword also inflicts additional damage to any combatant considered evil. Increase your wound roll by +1d8 when attacking evil characters.
Dragon Ball. Large crystalline spheres that features one to seven five-points stars. Alone, each individual ball has no powers or special qualities. However, whenever all seven dragonballs are brought together, they can call forth the eternal dragon who can grant nearly any wish.
Dragon Radar. A portable device that helps you locate dragonballs by scanning for the electromagnetic pulse put out by them. Notably, the radar gives a visual representation of depth and height, but it doesn’t give actual values for those metrics. The radar points in the direction of nearby dragonballs. Pressing the button on the top causes the view to zoom in and show a more detailed map of the area, helping narrow down the precise location. The radar can locate dragonballs at great distances such as a continent, planet, or even the universe. Your ARC will decide the maximum range for your radar based on the game. The minimum range for your radar is ten (10) squares or thirty (30) yards.
Flying Nimbus. The flying nimbus is a magical yellow cloud that can serve at a mode of transportation. You can use the nimbus to fly around at high speeds without using any energy, making it useful even if you can fly faster on your own. The flying nimbus’ flight speed is sixteen (16) squares. You can summon the cloud to you, from anywhere, simply by calling its name.
Power Pole. A magical length-changing staff. You can change its length at will, allowing you to make physical attacks at range. You can make physically attacks with the Power Pole from up to three (3) squares away.
Senzu Bean. A mystical bean with immense rejuvenation powers. When you eat the bean your energy and physical health are restored to their fullest; these effects are typically almost instantaneous. You can eat a senzu bean and immediately restore all your ki points and life points. The beans can also keep you full for ten days.
Scouter. This is a wearable device, an all-purpose computer that can be used as a communication device and can locate and track the location of other creatures. When tracking a creature, the scouter gives out a numeric value of the creature’s strength as well as the distance to it. When you attempt to use your scouter, an opponent will use concealment in a passive opposition, medium TN. If they fail the roll their power level is revealed to you. If your opponent passes the roll their power level is revealed to you, but it is randomly reduced by 1d10. Increase the random reduction by +1d6 for every tier of power they have reached.