| Armor |
Tactical clothing
1 ARMOR |
|---|
Generate gear
| Item | Crowbar |
|---|
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Sparkle trail |
| Tags |
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies. |
| Tag |
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth. |
|---|
| Tag |
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. |
|---|
| Skin | Woodburned pattern |
|---|
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | 6D6 kill notches |
| Tags |
UNSTABLE
Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it.
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls. |
| Cyclops Gadget |
Teleporter relay
The chest-mounted teleporter relay instantly transports the user to the nearest CYCLOPS facility when the cord is pulled. CYCLOPS has no way to identify who is using a relay until target-site atomic reconstruction is complete, which can lead to major confusion if the incoming user turns out to be an enemy operative. |
|---|
| Contents | 1D6 Weapons |
|---|
| Cyclops Gadget |
Containment pylons
One CYCLOPS containment kit includes three telescoping black pylons (ten inches long collapsed and about five feet tall with spring-loaded tripod feet when extended) and a two-button remote which fits in the user’s palm. When the pylons are placed in a triangle and activated, a pyramid-shaped forcefield (6 ARMOR, 40 HP) forms between them. The containment pylons nullify most of the movement-based abilities known to CYCLOPS, have a maximum volume roughly equal to a gymnasium, and can be switched to “neutralize,” turning the forcefield bright red and dealing 6D6 DAMAGE to anything inside. |
|---|