Crime Scene Kit
Dice Bonus +2, Durability 2, Size 3, Structure 2,
Effect: A crime scene (or CSI) kit is a toolbox full of investigative aids such as magnifiers, fingerprinting dust,
cameras, tape, testing chemicals, and sample bags. While the kits offer a dice bonus to Investigation rolls, the more important benefit of the CSI kit is that it allows evidence to be moved and digested elsewhere. Properly applied, it allows investigators to do the bulk of their work offsite and at their own pace.
Die Bonus 0 or +1, Durability 1, Size 2, Structure 3,
Availability • or ••
Effect: A first-aid kit contains all the necessary supplies to stabilize an injury and stop wounds from getting worse until the victim can find proper treatment. The one-dot version of the first-aid kit does not offer a die bonus; it simply allows for treatment. The two-dot version offers a +1 to treatment rolls due to superior supplies.
Die Bonus +1, Durability 2, Size 1, Structure 3,
Effect: In a dark world, a flashlight can be a person’s best friend. It generally does what it’s supposed to; it helps cut a path through the unknown. Its die bonus subtracts from any penalties due to darkness, and adds to any rolls to search in the dark. A good flashlight can serve as a club in a pinch. Also, it can blind an unfortunate subject. A Dexterity + Athletics roll, subtracting an informed opponent’s Defense, will put the beam where it needs to be. The victim’s player may make a contested Stamina roll. If your character scores more successes than the subject, they’re blinded for one turn. Victims with especially acute senses are blinded for two turns.
Die Bonus +1, Durability 3, Size 1, Structure 4,
Effect: Sometimes the need for mobility doesn’t allow for your character to carry around a full tool kit. In these cases, a multi-tool can be a lifesaver. From sawing to stripping wires, to opening bottles, to filing off serial numbers, a multi-tool can do the job in a pinch. The multi-tool offers a negligible die bonus on numerous Crafts and other assorted tasks, and most importantly, allows for rolls when sometimes they couldn’t be made for lack of proper equipment. While not made for use as a weapon, it can serve as one, causing zero lethal damage, but suffering a -1 penalty to hit.
Dice Bonus +2, Durability 2, Size 2, Structure 2,
Effect: Standard surveillance equipment usually consists of motion detectors, cameras, and monitors. High-end versions may include infrared heat sensors, barometric scanners, or even more complex gear. Either way, the point of surveillance equipment is to survey, detect, and otherwise track who enters or leaves a location. Often, this also means locking down breached zones. Unless someone knows surveillance equipment exists and actively avoids it, his presence is noticed and recorded. If he tries to avoid it, contest his Dexterity + Stealth against the installing technician’s Intelligence + Computer or Intelligence + Crafts (for digital and analog systems, respectively). The technician may add the equipment’s dice bonus. If the intruder scores more successes, he remains unnoticed. Otherwise, he goes on record.
Dice Bonus +4, Durability 3, Size 4, Structure 8,
Effect: The purpose of the battering ram is to bring down doors and other barricades with direct, focused force. A battering ram uses a Teamwork action, allowing up to four participants. The primary actor adds the ram’s dice bonus to her roll. A ram ignores two points of Durability
Dice Bonus +2, Durability 4, Size 1, Structure 4,
Effect: A solid pair of steel handcuffs is made to restrain even a remarkably strong person. Applying handcuffs to an unwilling combatant is an additional option in a grapple. Roll Strength + Brawl – the opponent’s Strength. Success means the handcuffs are where they need to be.
Breaking out of successfully-applied handcuffs requires a Strength + Stamina – 4 roll. Each success on the roll reduces the Structure of the cuffs by 1. Cuffs reduced to 0 Structure snap open. Each attempt to escape causes one point of bashing damage.
A character may also try to finagle their hands out of the cuffs. This requires a Dexterity + Athletics – 4 roll. Success allows for an escape, and causes one point of bashing damage. Failure on this roll causes one point of lethal damage, as the thumb jerks out of socket.
Attempting to do anything requiring manual dexterity while cuffed incurs a -4 penalty, or -2 if the hands are cuffed in front. Witnesses are unlikely to behave favorably around a cuffed character; Social rolls against strangers incur a -3 penalty.
Many police forces and security companies now prefer heavy-duty plastic zip ties in place of handcuffs. While they’re slightly less durable (Durability 3), they incur a -5 penalty from behind or -3 from the front, because they can be far tighter on the wrists. They can also be cut free.
Die Bonus +1, Durability 2, Size 1, Structure 1,
Effect: Pepper spray is a blend of chemicals (mostly capsaicin, the “hot” part of a chili pepper) contained in a small spray can, designed to debilitate threats. Civilians use these devices in self-defense; police use them to subdue unruly criminals. Use of pepper spray requires a Dexterity + Athletics or Dexterity + Firearms roll. Each yard is a range category, so one yard is short range, two yards is medium, three yards is long range. An opponent’s Defense applies, but in normal wind conditions, the die bonus applies to the roll.
Upon the first attack, the victim suffers the Stun Tilt (see p. 286). An opponent struck suffers a -5 penalty to all actions. This penalty can be reduced by one for every turn spent rinsing the eyes with water. Commercial chemicals designed to clean the eyes will fully remove the penalty after a turn.
No Die Bonus, Durability 2, Size 1, Structure 2,
Availability •, ••, or •••
Effect: A stun gun is designed to deliver an overwhelming amount of electricity to an assailant in order to shut down her muscles and send her to the ground. As a defensive item, this gives the would-be victim time to run or get help. As an offensive item, it leaves the victim ready for restraint or worse.
These devices come in two varieties (handheld and ranged). The handheld model has live leads on the edge of a handle and can be used as many as 50 times on one battery charge. The ranged model fires small, wired darts up to 15 feet away. While the ranged model has a similar battery life, it uses a compressed air cartridge that must be replaced after each shot.
Use of a handheld stun gun requires a Dexterity + Weaponry roll, penalized by the victim’s Defense. The ranged model uses Dexterity + Firearms, also penalized by the victim’s Defense. On a successful hit with either, the victim takes one point of lethal damage. The successes subtract from the victim’s next dice pool. With the ranged version, the darts remain in the victim’s body, adding three successes automatically each turn. They can be removed with a Strength + Stamina roll, with the initial successes penalizing the action. With the handheld version, the attacker can attempt to maintain the shock, which takes a Strength + Weaponry roll, penalized by the greater of the opponent’s Strength or Defense. Once the accumulated successes exceed the victim’s Size, the victim collapses into neuromuscular incapacitation. Once the shock ends, this lasts for (10 – victim’s Stamina) turns.