Junk In the Drowned World: Gear and Equipment


So you got some shiny Gizmos, now you need a way to spend them! Here is some gear and equipment to help you be the most tricked-out scuz on the tides. 


Junk Lord Upgrades

These upgrades can be installed by a Junk Lord. Not all Junk Lords charge the same and some might hook you up by doing favors for them, or for testing out new inventions. When testing an invention for a Junk Lord, once per day make a Spirit check (roll under your Spirit) if failed, the invention malfunctions horribly.  

Gadgets
1. Hydro-Shoes: All the tricks of a board, but with cool kick instead! 15 Gizmos
2. Glider Jacket: Gain a Fly speed of 20' for 1 round when leaping off any height higher than 20'. 10 Gizmos
3. Sticky Gloves: Can climb sheer surfaces. 10 Gizmos
4. Air Recycler: Breathe underwater for 1d4 hours. 15 Gizmos
5. Slick Shoes: Shoot grease out of your shoes. 5 Gizmos
6. Blinder Glove: On a failed DC 16 Fort Save blinds an enemy for 1d3 rounds. 5 Gizmos
7. Gatling Sleeves: Shoots a hook out of each sleeve that grabs onto surfaces and people. 10 Gizmos
8. Hidden Fist: A robot fist hidden in a jacket or large belt buckle.  It allows you to make one extra attack per combat for 1d6 damage. 5 Gizmos
9. Light Show: You have glow wire in your clothes that can be used to add dramatic lighting, helping with intimidation and distraction. 5 Gizmos 
10. Binocular Glasses: This can extend to give you a further range of vision. 5 Gizmos 

                    Junk Bots 
1. Crusher Bot: Can crush scrap metal for easy transport. 15 Gizmos
Crush attack: DC 12 Fort/Death save or take 1d8.   
2. Repair Bot: DC to ship repair is 10 when this bot is onboard.  15 Gizmos
3. Shredder Bot: Can shed things. 15 Gizmos
Shred Attack: 1d12
4. Nav Bot: Usually knows where most things are and has a 1 in 6 chance of being completely wrong. 15 Gizmos
5. Hype Bot: Always says the right thing to hype the band up! Can give out 1d3 Sprit die per day. 10 Gizmos
6. Stash Bot: Has a compartment for stashing a medium-sized item or scrunched-up person.  15 Gizmos

Junk Bot: Init +0; Robot Punch +1 melee (1d6); Crit III/d8; AC 14; HD 2d6 (hp 8); MV 30’; Act 1d20; SP  Immune to mind effects; SV Fort +1, Ref +0, Will +0; AL N.


Junk Bot:

Alignment: Neutral
Movement: 30ft 

Armor Class: 14
Hit Dice: 2
Attack: Robot Punch +1
Damage: 1d6 +1

Save: Grit:10 Agility:16 Resolve:10 Death: 10 

Special:  Immune to mind effects



Ship Upgrades
1. Harpoon: 1d6 Ship Damage. You can attach a rope to the Harpoon to do all kinds of fun stuff! 15 Gizmos
2. Double Barrel Hydro Cannon: 2d10 Ship Damage 120'. 25 Gizmos
3. Spikes: 1d6 Ship Damage when rammed. 20 Gizmos
4. Steel Plates: +10 HP to ship but - 1 Movement to a minimum of 1 Movement. 25 Gizmos 
5. Crane: Can pick heavy stuff out of the Ocean. 20 Gizmos
6. Crushing spiked ball: 1d12 Ship damage.  15 Gizmos  
7. Raming Bow: You can ram other ships doing 1d8 + Knots Moved Ship damage. 20 Gizmos
8. Ultra Light Hull: The ship adds +2 movement. 25 Gizmos
9. Life Boat: A small boat just big enough for 5 Punks! 15 Gizmos
10. Big Speakers: Everyone within a 160' radius can hear you shred! 10 Gizmos  

Board Upgrades
1. Firestarter: Can be activated to leave a trail of fire. 15 Gizmos
2. Razor Sharp: The body of the board is razor sharp. The board deals 1d8 damage on impact. 15 Gizmos
3. Returning: You can call your board back to you. In most cases, this takes a round. 20 Gizmos
4. Reinforced: You can use your board as a shield adding +2 AC when dismounted and wielded in one hand. 15 Gizmos
5. Collapsible: Can be broken down for easy traveling or hiding. 15 Gizmos
6. Hydro Thrusters: Adds 10' to movement over the water. 20 Gizmos
7. Submersible: creates a small force field for 1d3 rounds per day allowing you to go underwater. 25 Gizmos
8. Stash Compartment: Can hide something forearm-sized. 15 Gizmos
9. High Hover: Can hover higher above the ground about 10'. 15 Gizmos
10. Security Lock: Only works for the owner who purchased the upgrade.  10 Gizmos
 

Other Stuff
Found in dark corners of the blue, raided, or traded. This stuff is sure to turn some heads and fetch some Gizmos!  

Spire Tech
1. Power Suit: +4 to AC can breathe underwater. All Agility tests are at a -4 30 Gizmos
2. Stun Baton: 1d4 damage if the target fails a Fort Save DC 12 they are stunned for 1 round. 15 Gizmos
3. Demutation Serum: Removes all gained Mutations from the drinker -1 permanent Stamina for each mutation removed this way.  15 Gizmos
4. First Aid Spray: Restores all HP and instantly heals a deadly wound to a Gnarly Scar. 10 Gizmos
5. Real Food: +1d8 HP 5 Gizmos 
6. Nano Bots: Removes a Gnarly Scar. 20 Gizmos
7. Water Filter: Can make "Fresh Rain Water" 1d6 times per day. 30 Gizmos
8. VR Simulation Chip: These things hold some pretty crazy secrets! 10 Gizmos
9. Cloaking Mask: Change your face to look like whoever you want for 1d6 hours per day. 30 Gizmos
10. Rocket Pack: Gain a fly speed of 20' for 1d4 rounds per day.  20 Gizmos


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