Assets & Resources
Extra reloads-
night vision scope- remove 2 setback on any checks for this weapons due to darkness
field goggles- protects eyes from sun,wind, gust and any other airborne debris
breath mask
infrabinoclurs- can see through up to two meters of wall, possibly allowing surveillance of a whole building at once. Walls made of dense materials or constructed to shield their interiors may impose one or more on Perception checks to see inside, at GM's discretion. Can also be switched to a long range view equivalent to that of electrobinoculars.
Magna cuffs- Requires a Formidable (ddddd) Coordination Check, they are too strong to break though brute force
toxin detector- detects toxins and poisons in food, drink and even in the environment, Simple red/green indicators or subtle vibration to alert user to presence of dangerous substances, often built into bracelets or other jewellery for maximum subtlety.
portable vet kit- Allows an individual to treat a wounded or ill creature without penalty. Additionally the kit gains ⬛ to all medicine, survival and knowledge (xenology) skill checks made to diagnose or treat such animals
chemical restraint harness- Requires a Hard (ddd) Survival Check to fit a harness properly on a animal, this difficulty can be reduced by 1 with a successful Knowledge (Xenology) check. If successful, the XV-09 grants ⬛⬛ to any survival checks made to control a beast wearing the harness in addition, creatures that are successfully pacified gain ⬛ to any discipline checks. GMs can spend any t generated by the initial survival check to trigger side effects caused by drugs and are left to the GMs discretion, ttt or y can be used to reflect a catastrophic reaction
electric perimeter fence- Anyone or thing coming into contact with the fence suffers the effects of a stun grenade.