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Supply Drop

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0% found this document useful (0 votes)
20 views4 pages

Supply Drop

Uploaded by

nateth1092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Supply Drop

The Armory
Shinobi need to be familiar with a lot of different tools. Beyond weapons and armor, shinobi rely on tools like air supplies,
protective goggles, smoke bombs, and recorders to pull off their missions. In this supply drop, you’ll find the information on
a wealth of the weapons, outfits, poisons, and tools your Agent has access to through the Shadow Scar Agency. Let's start
with weapons.

Traits
Most weapons have Traits, special rules that change the way you can use the weapon or add some capability to it. There
is no limit on how many Weapon Traits a weapon can have, but most weapons have two or three Traits. Below, you can
find a list of all the Traits.

Ammunition (X) Precise


This weapon requires ammunition. The number in parenthesis is When you take the Aim Action with this weapon, you do not
the number of times the weapon can be used before you must take a Penalty to make the subsequent attack Check.
take an Item Action to reload it. Items marked with Ammunition
(Quick) do not require an Item Action to reload.

Reach
This weapon can be used to make Melee Attacks against
Concealable characters within 15 ft. of you as if you were adjacent to them.
This weapon can be concealed under a cloak or jacket and can
only be found by physically searching the wielder.

Rending
Defensive When you use this weapon to make a Strike against a piece of
When you take the Defend Action with this weapon, you gain Cover or an object, you deal an additional 2 Points of Damage.
a +2 Bonus instead of a +1 Bonus.

Grappling Scattershot
This weapon can be used to make Grapple and Disarm Attacks When you use this weapon to make a Strike, all characters
against targets within range. Additionally, this weapon grants a in a 15ft Radius Area within the range of this weapon must
+1 Bonus to Athletics Checks made to climb or traverse obstacles. make Athletics Checks against your Marksmanship Check or
take damage.

Harmless
When you make a Strike with this weapon, you deal no Damage Spreadshot
and leave no visible wounds. When you use this weapon to make a Strike, all characters in a
10ft Radius Area adjacent to you must make Athletics Checks
against your Marksmanship Check or take damage.
Heavy Strike
Characters attempting to block Attacks made with this weapon
take a −2 Penalty to their Melee Check.
Twin Weapon
This weapon is treated as two separate weapons for dual
Highly Concealable wielding, allowing you to make two Attacks with a single
This weapon can be concealed under any clothing and can Attack Action.
only be found by physically searching the wielder.

Loud Two-Handed
When you use this weapon to make an Attack, it creates a loud
This weapon can only be used if the wielder has two free hands.
sound, alerting anyone in the area.

Parrying Unrelenting
When you use this weapon to block an Attack, the attacker Characters defending against this weapon cannot use the Melee
takes a −1 Penalty to their next Attack Check against you. skill to block the attack.
2
Weapons
The Armory

2 Melee
Axe Concealable, Rending 2 RP
Damage Range

4 200ft
Crossbow Ammunition (Quick), Precise, Two-Handed 3 RP
Damage Range

0 50ft Ammunition (Quick), Harmless, Highly


Dart Gun 1 RP
Damage Range Concealable, Two-Handed

4 Melee
Halberd Reach, Rending, Two-Handed 3 RP
Damage Range

3 100ft Ammunition (6), Highly Concealable, Loud,


Pistol 3 RP
Damage Range Unrelenting

3 15ft Ammunition (6), Loud, Spreadshot, Two-


Shotgun 4 RP
Damage Range Handed, Unrelenting

4 Melee
Spear Precise, Reach, Two-Handed 3 RP
Damage Range

3 50ft Ammunition (6), Loud, Scattershot, Two-Handed,


Submachinegun 4 RP
Damage Range Unrelenting

2 Melee
Sword Concealable, Parrying 2 RP
Damage Range

1 Melee
Whip Highly Concealable, Grappling, Reach 1 RP
Damage Range

Ammunition
At the beginning of a mission, every weapon that uses ammunition is assumed to have 12 units of ammunition. Additional
ammunition can be requisitioned in lots of 12, which have a Cost of 1 and are Highly Concealable.

Outfits

Armor (2 RP) Law Enforcement Uniform (3 RP)


A set of thin metal armor pieces that can be concealed beneath A uniform with all the proper insignia and adornments of the
clothing. If a character takes Damage while wearing a set of local law enforcement. While wearing a Law Enforcement
armor, they reduce that Damage by 1 Point. Uniform, a character gains a +1 Bonus to Disguise Checks
made to disguise themselves as a member of the local law
Atmosphere Suit (2 RP) enforcement in the chosen world.
This suit comes with a visored helmet, a vernier thruster pack,
and a pair of magnetic boots. While wearing an Atmosphere Shinobi Shozoku (2 RP)
Suit, a character is unaffected by Extreme Cold, has an A suit of dark blue covering clothing with a hood and mask.
independent air supply that lasts for one hour and can move While wearing a shinobi shozoku, a character gains a +1
in three dimensions in Zero Gravity without having to push Bonus to Stealth Checks made in an area of Dim Light or
off objects. Finally, the magnetic boots allow them to stand Total Darkness.
on metal surfaces.
3
Drugs Poison

The Armory
Emperor's Blossom (3 RP) Devil's Venom (4 RP)
For 1 hour after ingesting this dried blossom, a character raises After being afflicted by this poison, a character suffers the
their maximum Vitality by 5. While affected by this drug, you Hindered Condition until they make a Difficult (4) Endurance
cannot gain the benefits of any other Drugs. Check or someone makes a Difficult (4) Medicine Check with
a First Aid Kit.
Flower Stem Elixir (2 RP)
Hysteria Toxin (2 RP)
Immediately upon ingesting this elixir, a character either
regains 5 Vitality Points or ends the effects of a poison they After being afflicted by this poison, a character suffers the
are being affected by. While affected by this drug, you cannot Advanced Threatened Mental State until they make a Difficult
gain the benefits of any other Drugs. (4) Endurance Check or someone makes a Difficult (4)
Medicine Check with a First Aid Kit. The source of the target’s
Ox Horn Root (3 RP) fear is the first thing they lay eyes on or the person wielding
the poisoned weapon.
For 1 hour after ingesting this root, a character raises
their Body statistics by 1 to a maximum of 4. While Silverlight Dust (3 RP)
affected by this drug, you cannot gain the benefits of any
other Drugs. After being afflicted by this poison, a character must make
a Difficult (4) Endurance Check or lose all memories of the
last hour.
Shinobi's Eye Oil (2 RP)
For 1 hour after applying this oil to their eyes, a character Snake Scale Solution (2 RP)
doesn’t treat characters in areas of Dim Light as Obscured After being afflicted by this poison, a character takes 2 Points
and treats characters in Total Darkness as Obscured. of Damage at the beginning of each of their Turns until they
While affected by this drug, you cannot gain the benefits of make a Difficult (4) Endurance Check or someone makes a
any other Drugs. Difficult (4) Medicine Check with a First Aid Kit.

Consumable Tools

Bindings (1 RP) First Aid Kit (2 RP)


This package of bindings can be used to bind a character’s This container of surgical tools and medical supplies allows
wrists or ankles together. A character bound by bindings must a character to take three Actions to roll a Medicine Check to
make Difficult (4) Athletics or Strength Check to escape. A restore a number of Points of Vitality equal to the Successes
package of bindings can be used 10 times. to a character. A First Aid Kit can be used 10 times.

Bloodseeker (2 RP) Fragmentation Bomb (4 RP)


This small bottle of chemical spray can be used to reveal the This small explosive emits a hail of metal shards. By taking
presence of blood. If sprayed on a surface that has had an Action, a character can throw this bomb to a point within
blood on it, the area where the blood was glows lightly for a 50ft forcing all characters within 10ft to make a Difficult (4)
few minutes. A bottle of Bloodseeker can be used 10 times. Athletics Check or take 5 Points of Damage and suffer the
Bleeding Condition.
Corpse Eater (1 RP)
This vial of highly reactive compound reacts with the chemicals Garotte (2 RP)
emitted by a corpse to dissolve it into an easily cleaned puddle This spool of thick metallic wire can be held by two handles
of liquid. The acid will not consume anything other than the by a character with two free hands. If used as part of a Choke
organic components of a dead body. Action, a Garotte increases the Damage dealt by 3.
4
Disability Aids
The Armory

Hearing Aids (1 RP Visual Synthesizer (1 RP)


A pair of small electronic devices that can be attached to A pair of complex, electronic, or magical glasses that relay
the ears to negate the Penalties of the Hard of Hearing visual information from the lenses to the brain, negating
Disadvantage. A Hearing Aid must be attached or detached the penalties of the Poor Eyesight Disadvantage. A Visual
with an Action, and an Attacker can make a Melee Attack at Synthesizer must be attached or detached with an Action,
a −2 Penalty to detach the Hearing Aids forcefully. and an Attacker can make a Melee Attack at a −2 Penalty
to detach the Visual Synthesizer forcefully.
Mood Stabilizer (2 RP)
A mechanical or magical bracelet that regulates the wearer’s Wheelchair (1 RP)
emotions. Three times per session, if the wearer is affected by A light chair fitted with wheels that allows a character to move
the Bad Tempered, Faint-Hearted, Lascivious, Massive Ego, at their normal Speed even without the use of their legs. While
or Shy Disadvantages, they can activate the Mood Stabilizer in a wheelchair, a character cannot jump and lowers their
to automatically succeed the Resistance Check. Speed to 5ft when swimming or climbing.

Prosthetic Limb (1 RP)


This complex mechanical or magical replacement limb can be
worn to negate the penalties of the Missing Arm or Missing
Leg Disadvantage. A Prosthetic Limb must be attached or
detached with an Action, and an Attacker can make a Melee
Attack at a −2 Penalty to detach the limb forcefully.

General Tools

Chameleon Bag (1 RP) Firearm Silencer (2 RP)


This large body bag, which can be folded into a small This complex attachment suppresses the sound of a firearm,
package, is large enough to fit a single human-sized body. removing the Loud Weapon Trait. A Firearm Silencer cannot
The outside of the bag is treated with a special coating that be applied to a Shotgun or Submachinegun.
allows it to be molded and recolored to look like a rock, hedge,
or reasonably sized man-made structure such as a ledge or Hidden Compartment (1 RP)
bench. A character who investigates the bag immediately This small compartment is built into a character’s clothing and
realizes its true nature. can store small items. The compartment is impossible to find
without inspecting the character’s clothing, and in that case,
Disguise Kit (1 RP) a character must make a Difficult (4) Awareness Check to
This box filled with makeup and other applications grants a spot a Hidden Compartment.
+1 Bonus to Disguise Checks made to create a convincing
disguise. Lantern/Flashlight (1 RP)
This light can either light a 30ft Radius Area to the level of
Engineering Tools (2 RP) daylight or creates a 60ft beam of light.
This folding container holds a collection of wrenches, hammers,
screwdrivers, and other tools. By taking three Actions, a Recorder (2 RP)
character can roll an Engineering Check to return a number
This handheld recording device will record sounds and replay
of Points of Vitality to a broken or damaged item or structure
them with perfect clarity.
equal to the Successes.
Shield (2 RP)
False Tracks (1 RP)
This large shield has 10 Vitality Points. By taking an Action, a
These metal plates fasten to the bottom of a character’s shoes character can raise the shield to grant themself or an adjacent
to make their tracks appear reversed or like animal prints. character Cover until the start of their next Turn. While they are
raising the shield, the character is still able to take defensive
Actions such as dodging and blocking. If the attack still hits
you, it hits the shield instead.

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