360 Degree Vision:
Cost: 300
Description: You can see all around you.
Weapon Tokens: 0
Adjustable Gun Bandolier:
Cost: 300
Description: A utility belt that can adjusted in both the size of the belt and of the containers. Can be used to hold flamethrowers, adrenaline needles, machineguns, laser swords, shotgun shells, some rockets, etc. Heavy weapons and ammo like miniguns, mortars, howitzers, rocket launchers, howitzer shells and such cannot be contained. Thus, there is a LIMITED boost of 5 weapon tokens.
Weapon Tokens: 0
Adrenaline:
Cost: 400
Description: Get a big hunk of temporary strength that increases speed, accuracy and strength ridiculously, but hurts when done.
Weapon Tokens: 0
Alarm Laser:
Cost: 200
Description: A Tripbomb that makes an alarm instead of blowing up. VERY loud.
Weapon Tokens: 1
Ammo Factory:
Cost: 600
Description: A mini-factory that can make ammo of any type. Includes a shredder/reformer to make bullets, and an incinerator to make energy. Can take picked up weapons and put them in.
Weapon Tokens: 0
Amplified Hearing:
Cost: 300
Description: Duh.
Weapon Tokens: 0
Anti-Energy Field:
Cost: 300
Description: You have a field around you that tries to cancel out energy, especially attacks.
Weapon Tokens: 0
Anti-Gravity Belt:
Cost: 300
Description: A belt that cancels out gravity with an unlimited supply so you can hover and float. Never overheats or runs out temporarily like the Jetpack's unlimited mode, but has less pronounced effects.
Weapon Tokens: 0
Armor Nanobots:
Cost: 300
Description: Nanobots that repair armor with metal.
Weapon Tokens: 0
Asbestos-Ceramic Armor:
Cost: 300
Description: Fire-resistant armor.
Weapon Tokens: 2
Aura of Power:
Cost: 300
Description: Makes the person seem much more powerful.
Weapon Tokens: 0
Back Fans:
Cost: 300
Description: Fans that push a person forward (mounted on someone's back). Unlimited usage.
Weapon Tokens: 0
Backpack:
Cost: 400
Description: Enables you to carry double the weapons and ammo.
Weapon Tokens: 0
Berserker:
Cost: 500
Description: A sort of mega Adrenaline. The user becomes a deadly kamikaze with superb accuracy, strength, endurance, and reflexes. However, when it is done, the person's senses, speed, etc. seem dulled and they are actually damaged (a good amount, but never lethal) from the exertion. Once it is used, it cannot be stopped.
Weapon Tokens: 0
Berserker Rage:
Cost: 500
Description: Can be turned on and off. When someone is low at health, the berserker rage is turned on like Berserker. However, even though it lasts longer, the person dies or is at extremely low health at the end.
Weapon Tokens: 0
Bionic Combat Computer:
Cost: 400
Description: Helps the buyer along by triggering data to dodge, parry, fire, etc. Helps accuracy, dodge speed, and dodge reliability.
Weapon Tokens: 0
Bloodhound Smell:
Cost: 300
Description: Duh.
Weapon Tokens: 0
Bodyguard Robot:
Cost: 400
Description: A robot that defends you. Very good armor and will intercept incoming attacks. Will also attack enemies if necessary.
Weapon Tokens: 0
Bone Hardening:
Cost: 400
Description: Hardens the bones so they do more damage and can take much more. Breaking them is also difficult.
Weapon Tokens: 0
Chain-Mesh Trenchcoat:
Cost: 400
Description: An extremely light, very protective trenchcoat. Has pockets for +3 Weapon Tokens.
Weapon Tokens: 0
Chameleon:
Cost: 300
Description: Makes you more like a chameleon. Limited cloak. Always on but is weaker than the cloaking field.
Weapon Tokens: 0
Climbing Claws:
Cost: 300
Description: Claws for the feet and hands enabling people to climb up walls
Weapon Tokens: 0
Cloaking:
Cost: 400
Description: Duh. A cloaking field.
Weapon Tokens: 0
Counter-impact Armor:
Cost: 300
Description: Your armor tries to cancel out kinetic blasts (railgun rounds, bullets, arrows, etc.) by making a countering kinetic force. Doesn't work all the time, and is very effective against Kinetic Ram (it becomes a tug-of-war: the Kinetic Ram will win, but it gives you a little time to fire back/dodge).
Weapon Tokens: 0
Create Forcefield:
Cost: 300
Description: Can create small forcefields for defense or offense.
Weapon Tokens: 0
Darkside Unlock:
Cost: 600
Description: Unlocks someone's dark side to make them a fearful monster. They can design it, and they can make it more powerful as they grow. Combine with Symbiote to get a true monster!
Weapon Tokens: 0
Demon Armor:
Cost: 400
Description: A subservient demon that makes itself into an armor. Pumps up all natural attacks (especially Hellfire) and adds two forearm and two shoulder hellfire cannons. Also protects from some fear and pumps necro-powers. Regenerates.
Weapon Tokens: 0
Draupnir:
Cost: 500
Description: Odin's ring. Protects against magic, increases victory chances, increases luck, many other bonuses. Can make nine identical, weaker copies every once in a long while.
Weapon Tokens: 0
Early Rigor Mortis:
Cost: 200
Description: Practical purpose is to make it so that you still shoot your gun when you die for a little while.
Weapon Tokens: 0
Echolocation:
Cost: 300
Description: An ultra-sonic sort of radar wave is sent out. Similar to a bat's.
Weapon Tokens: 0
Elastic Adhesive Bands:
Cost: 300
Description: Little bands to attach grenades/ammo to weapons or to your body.
Weapon Tokens: 0
Electro-Armor:
Cost: 300
Description: All armor is electric.
Weapon Tokens: 0
Enemy Prediction:
Cost: 300
Description: Enables a person to guess far better when someone will fire and with what. Basically an auto-psychic power. With Psi-Helmet, the power is majorly pumped.
Weapon Tokens: 0
Endurance Ring:
Cost: 300
Description: Reduces amount of damage done.
Weapon Tokens: 0
Energy Absorbing Armor:
Cost: 300
Description: Armor that absorbs armor and splits the stress evenly, saving the armor a little longer.
Weapon Tokens: 0
Energy Absorption:
Cost: 400
Description: Enables you to absorb some energy and turn it into bio-energy. Increase anti-energy weapon resistance, but too much energy hurts you.
Weapon Tokens: 0
Energy Boost:
Cost: 500
Description: Supercharges ammo and power for all energy weapons.
Weapon Tokens: 0
Energy Payload:
Cost: 600
Description: Similar to Fred's Energy Bullets, this gives a small payload formed of bio-energy for every weapon.
Weapon Tokens: 0
Enhanced Healing:
Cost: 400
Description: Enables you to slowly regenerate damage.
Weapon Tokens: 0
Environmental Suit:
Cost: 400
Description: Enables you to survive in radioactive environments, lava or acid for a little while. Also increases armor.
Weapon Tokens: 0
Essence Transfer:
Cost: 500
Description: Enables you to transfer your essence to Zombie Nano-bot material dead Mariners or to some of your intermediates. Your body comes along, but your body also leaves at the same point that your guy was. Intelligence is naturally greatly increased of your guy, but your body is temporarily forced to be pure essence, and that means that your body is more vulnerable than usual. Furthermore, after being kicked out, you cannot infest another thing for a while. Also, internal powers ARE transmitted. So Golems will have Bio-Electricity and Tech Bond if you decide to essence transfer into your Golem Doll. Note that internal powers are NOT empowered unless it make sense. For instance: Master Golem Doll with your essence would still have your power of Bio-Electricity, but a Techno-Demon might have more, because a Techno-Demon is associated with electricity and electronics.
Weapon Tokens: 0
Ethereality:
Cost: 500
Description: Enables you to temporarily become invulnerable to damage and walk through walls. Beware, however, because the magic for this baby goes quickly and it's regen time is almost nil.
Weapon Tokens: 0
Farsight Eyes:
Cost: 300
Description: Gives you magic sight so you can see like 3-6 feet ahead of you. You can look into sniper nests and around corners.
Weapon Tokens: 0
Farsight Glass:
Cost: 300
Description: A small monocle that enables you to see opponents. Takes magic energy from you and from itself.
Weapon Tokens: 0
Fenrir Fur:
Cost: 600
Description: The fur of Fenrir, it offers extreme protection, a nasty bite, and all of the senses of the wolf. Plus it can hold 4 weapons tokens total.
Weapon Tokens: 0
Fire Extinguisher:
Cost: 300
Description: An extinguisher that fires fire retardent foam.
Weapon Tokens: 1
Firestorm Forcefield:
Cost: 500
Description: Makes a blazing firestorm as a defense. Has gaps between the fire pulses.
Weapon Tokens: 0
Flare Gun:
Cost: 300
Description: Mainly for signaling and light, but since the flares are magnesium, they burn for hours and will burn under water, so it makes a good contingency weapon.
Weapon Tokens: 0
Foam Armor:
Cost: 300
Description: Armor made of foam so it slows down bullets and prevents damage from recoil.
Weapon Tokens: 0
Forcefield:
Cost: 300, 300 for upgrades, 400 for unlimited
Description: It does take damage for you. Slowly regenerates unless generator itself is destroyed. The upgrade makes it so the forcefield is super hard so it does damage by ramming. The other upgrade makes the forcefield more like a gel and makes it a bit larger. The 400 upgrade makes it so the generator is almost unlimited.
Weapon Tokens: 0
Gas Mask:
Cost: 200
Description: Has a limited oxygen supply and a filter so you can survive for a little while in poisonous gas conditions.
Weapon Tokens: 0
Glider Wings:
Cost: 200
Description: A glider-like set of wings. You mainly hover, but you can gain a little bit of air. Fun for aerial bombing campaigns.
Weapon Tokens: 0
Hiding Cloak:
Cost: 400
Description: Has three features.
A. Adds slightly to defense.
B. Makes the user significantly less visible, and makes the user much less visible in dim light.
C. +1 weapon tokens (pockets).
Holo Projector:
Cost: 400
Description: Creates holographs. Relies on energy.
Weapon Tokens: 0
Hydraulic Anti-Fire Armor:
Cost: 300
Description: Makes your armor pump water to fire on your body.
Weapon Tokens: 0
Incredible Bio-Energy:
Cost: 400
Description: You are stronger, quicker, more endurant, have more max magic/psychics, magic/psychics more powerful and all bio-energy weapons are pumped, due to an incredible amount of bio-energy.
Weapon Tokens: 0
Interceptor Flak:
Cost: 300
Description: Fires a sort of chaff-like flak that rips apart incoming attack.
Weapon Tokens: 0
Interceptor Lasers:
Cost: 300
Description: Lasers that fire at incoming attacks.
Weapon Tokens: 0
Interceptor Missiles:
Cost: 300
Description: Missiles that are entirely defensive. Fires a bunch of small missiles.
Weapon Tokens: 0
Internal Armor:
Cost: 300
Description: Armor that's grafted on the inside. Woo.
Weapon Tokens: 0
Internal Helmet:
Cost: 200
Description: Same as Internal Armor, only on the head.
Weapon Tokens: 0
Interceptor Orb:
Cost: 400
Description: An orb that protects you. Intercepts bullets, can be guided, can redirect mortars, missiles, etc.
Weapon Tokens: 0
Kinetic Grapple:
Cost: 200
Description: Allows you to grapple.
Weapon Tokens: 0
Jetpack:
Cost: 300
Description: Duh. More like Starsiege style. Can go higher/quicker if you get fuel, but energy pack regens. Beware of over-heating, though.
Weapon Tokens: 0
Lantern Hands:
Cost: 250
Description: Whenever you are in darkness, a light lights on your hand and you can see.
Weapon Tokens: 0
Laser Amplifier Crystal:
Cost: 300
Description: A crystal that majorly amplifies laser-based weapons, including Laser Grenades and Laser Miniguns.
Weapon Tokens: 0
Light Filter Eyes:
Cost: 300
Description: The eyes are automatically changed so they filter excessive light.
Weapon Tokens: 0
Lockon Laser:
Cost: 300
Description: Combines a kind of Targeting Laser from Tribes and a lockon like a missile lock.
Weapon Tokens: 0
Luck Necklace:
Cost: 400
Description: Lucky stuff happens periodically. More reliable than the Probability Enhancer, but the effects are less.
Weapon Tokens: 0
Medic Robot:
Cost: 400
Description: A robot that will unpack itself, heal you, and then repack itself.
Weapon Tokens: 2
Medikit:
Cost: 400
Description: A portable medikit. Enables you to heal yourself.
Weapon Tokens: 0
MicroLayer Armor:
Cost: 350
Description: Armor that is layered in multiple areas. Protects against kinetic attacks, shaped charge rockets, etc. by diffusing the kinetic energy. Some railguns and bullets will literally be warped when going through the Micro-Layer armor. In addition, damaged layers can be shattered off.
Weapon Tokens: 0
Mold Suitcase:
Cost: 300
Description: A suitcase that mold around weapons. Basically an effect idea (i.e. you come in with a briefcase and pull out a bigass gun) but it also adds +5 weapon tokens (effectively +4, because the suitcase itself is 1). In addition, any objects with a WP rating of 3 or more are reduced by 1.
Weapon Tokens: 1
Multi-Eyes:
Cost: 300
Description: Bio-cyber eyes that add the capabilities of locking (rough targeting and measurement system; increases accuracy but not as good as Lock-On Laser), thermal vision, underwater vision, ultraviolet vision, energy vision (a special vision that makes energy stuff much more visible), and biological vision (tracks down biological signals, but makes normal vision crappy when on and is obscured by some armor.)
Weapon Tokens: 0
Muscle Tensility Increase:
Cost: 300
Description: Makes your muscles more tensile so you can stand more damage and lift more.
Weapon Tokens: 0
Mystic Invulnerability Amulet:
Cost: 800
Description: Makes people temporarily invulnerable. Has internal magic energy.
Weapon Tokens: 0
Nemean Fur:
Cost: 500
Description: Fur of the Nemean Lion, it protects against all attacks and is totally impervious to blades. It can also hold 3 weapon tokens.
Weapon Tokens: 0
Nightvision Binoculars:
Cost: 300
Description: Magnify and see better. What's more, in dark you can see.
Weapon Tokens: 0
Non-Conductive Armor:
Cost: 200
Description: This armor absorbs electricity mostly, but some energy.
Weapon Tokens: 0
Pain Dulling:
Cost: 400
Description: Enables you to dull pain.
Weapon Tokens: 0
Pain Replacement:
Cost: 600
Description: Instead of dulling pain, this replaces pain with another sense that merely tells you where the pain is. However, any pain attack will still work, because the faculties for pain are still there.
Weapon Tokens: 0
Passive Base Sprinklers:
Cost: 300
Description: Set these up to water fires in your base.
Weapon Tokens: 0
Power Armor:
Cost: 500
Description: Bigass powered armor. Can be mixed with Power Suit to make a flexible but very powerful armor. +5 weapon tokens (that number is added to Power Suit). Can also be added to Spike Armor to create a badass suit of armor.
Weapon Tokens: 0
Power Ring:
Cost: 300
Description: Adds more health and damage. Also adds more of that when special power is used, but temporarily only.
Weapon Tokens: 0
Probability Enhancer:
Cost: 400
Description: Enhances the probability of certain favorable events. Less common results, but more effect.
Weapon Tokens: 0
Psionic Dampers:
Cost: 400
Description: Dampens psionic attacks.
Weapon Tokens: 0
Psionic Drain:
Cost: 500
Description: Drains energy from any psionic or mind based-attack.
Weapon Tokens: 0
Radar:
Cost: 300
Description: Duh.
Weapon Tokens: 0
Radiation Sapper:
Cost: 300
Description: A weird little gun that saps up radioacivity and fallout. It has a limited payload, and if it goes past that payload, it will either blow up or become radioactivity. You can set off some of the payload by blasting enemies, but don't blast too much or the blaster will become radioactive. Once the radiation is blasted on someone, it will stay until they die, at which time the radioactivity will become harmless. If you miss and hit the environment, the radioactivity will be absorbed and become harmless. It's relative weakness as a weapon keeps it from being put into the Weapons category.
Weapon Tokens: 0
Radio (implanted):
Cost: 300
Description: An implanted radio enabling you to talk to anyone with another.
Weapon Tokens: 0
Regeneration Bio Nano-Bots:
Cost: 300
Description: Nanobots both inside and outside of your body that can heal wounds, do internal surgery, etc.
Weapon Tokens: 0
Regenerative Coma:
Cost: 300, 300 for upgrade
Description: Enables you to go into a coma where you appear to be dead but are in fact in stasis. Forcefields will only activate if absolutely necessary in this mode. In this stasis, your health is replenished. The upgrade puts you into a cocoon: buffs up your guy quicker, when he comes back out he is metamorphosized with energy, and all your morph powers are mixed and are at full strength and beyond.
Weapon Tokens: 0
Restimulator:
Cost: 300
Description: If the person who has this item is killed, they can come back to life if the body has not taken incredible damage and if it is left alone as far as damage. Example: If get killed at 0 health, I will come back, but if the person filled me with bullets from a machinegun or tore me apart with a minigun, I would be dead.
Weapon Tokens: 0
Reverse Gravity Ring:
Cost: 300
Description: Enables you to Gravity Flip.
Weapon Tokens: 0
Scales:
Cost: 400
Description: Covers you in scales.
Weapon Tokens: 0
Searchlights:
Cost: 300
Description: Searchlights designed to lighten up places.
Weapon Tokens: 1
Selective Heat Armor:
Cost: 300
Description: Makes it so your armor is hot in places where you want it to be.
Weapon Tokens: 0
Sensory Drone:
Cost: 300
Description: A HUD chip and a drone combo. It makes a radar, thermal, camera, etc. readout.
Weapon Tokens: 0
Shadow Strength:
Cost: 300
Description: You are significantly stronger in the shadows and you also blend in more.
Weapon Tokens: 0
Silencer:
Cost: 200
Description: An all-purpose silencer.
Weapon Tokens: 0
Solar Backpack:
Cost: 400
Description: Solar panels that pump ammo and damage into energy weapons.
Weapon Tokens: 1
Sound Suppresion System:
Cost: 300
Description: Helps to cancel out to some extent different sounds. Such sounds include: footsteps, breathing, guns, etc.
Weapon Tokens: 0
Speed Boots:
Cost: 300
Description: Get going really fast with booster shoes. Combine with Power Feet to make really mondo jumps.
Weapon Tokens: 0
Speed Gun Holsters:
Cost: 400
Description: +2 weapon tokens. However, it's mainly for combat. You can hold up to Machinegun/Scatter Laser sized weapons. What the gun holsters do is send the gun into your hands so you can quickly shoot people. It comes with two pistols that fire balls of electricity at slow semi-auto speeds and which recharge.
Weapon Tokens: 0
Spike Armor:
Cost: 500
Description: This armor does make the wearer slightly slower, but it offers superior protection and the entire armor is covered with spikes for bashing and slamming.
Weapon Tokens: 1
Sprinkler Armor:
Cost: 300
Description: Mini-sprinklers sprinkle your body to try to stop burning.
Weapon Tokens: 0
Steady Body:
Cost: 300
Description: Your body doesn't waver and thus your aim is far better. In addition, your perception is less faulty.
Weapon Tokens: 0
Storage:
Cost: 400, 200 per upgrade
Description: A dimensional pocket that can hold 40 weapon tokens. Takes a few seconds to take stuff out. Each upgrade adds 10 weapon tokens max.
Weapon Tokens: 0
Strafing Booster Rockets:
Cost: 300
Description: Makes you strafe quicker.
Weapon Tokens: 0
Stretch Armor:
Cost: 300
Description: Enables your armor to stretch.
Weapon Tokens: 0
Superior Eyes:
Cost: 300
Description: Enables you to see much better in the dark, see further in better detail, and see more color.
Weapon Tokens: 0
Superior Touch:
Cost: 300
Description: Gives you a great sense of touch.
Weapon Tokens: 0
Super Searchlights:
Cost: 300
Description: GIANT searchlights. Can be hooked to Alarm Lasers.
Weapon Tokens: 0
Super-Stretch:
Cost: 300
Description: Get Mr. Fantastic on someone's ass!
Weapon Tokens: 0
Surgeon's Kit:
Cost: 500
Description: A kit of stuff for healing. Laser knife, anti-poison, medikit, increase regeneration, anti-virus, etc.
Weapon Tokens: 1
Symbiote:
Cost: 700
Description: A multi-powered symbiote.
A. Increases speed and strength.
B. Can change body to different shapes to a limited extent.
C. Limits damage from hostile attacks (acid, gas, etc.)
D. Increases health and makes a sort of natural armor
E. Can "absorb" some weapons, making it possible to change body so those weapons are used. This makes ammo supply unlimited (limited ammo supply weapons regenerate, unlimited draw on symbiote's bio-energy) but does make damage less. Such things as the Rocket Launcher, Nuke, Guided Missile, Plasma Disc, etc., probably cannot be absorbed.
F. Combines well with Psi-Helmet and Bio-Electricity.
Weapon Tokens: 0
Tech-Bond:
Cost: 400
Description: Enables you to bind to weapons. The weapons give you a clue as when to fire, you can use sensor systems/armor/vehicles perfectly, and you can run energy weapons on bio-energy. The only problem is that the normal energy weapons will require a constant source, instead of tailoring itself to the specific body limitations like the Chest Bio-Energy Cannon and such do. It also pumps up bio-energy weapons.
Weapon Tokens: 0
Teleporter:
Cost: 400
Description: Teleport anywhere you can see. Requires energy.
Weapon Tokens: 0
Thor Transformation:
Cost: 600
Description: Lets you turn into Thor, albeit weaker.
Weapon Tokens: 0
Time Ring:
Cost: 400
Description: Distorts time so that the person moves faster. However, to him it's that everyone is moving slower. This also allows for easy dodging.
Weapon Tokens: 0
Trap/Demolitions Detector:
Cost: 300
Description: Helps in detecting traps and also in detecting detpacks, rockets, and explosive traps (Tripwire Bombs).
Weapon Tokens: 0
Vampire Amulet:
Cost: 300
Description: Takes some health from every attack and adds it to the wearer.
Weapon Tokens: 0
Weapon Mixer:
Cost: 400
Description: Put together some bigass guns, all operated from one trigger.
Weapon Tokens: 0
White Noise Generator:
Cost: 400
Description: Radar and other sensing equipment is stopped by "White Noise".
Weapon Tokens: 1
X-Ray Eyes:
Cost: 400
Description: Eyes that can always be set for x-ray use, but are not as good as the X-Ray Goggles.
Weapon Tokens: 0
X-Ray Goggles:
Cost: 400
Description: Allows you to see through stuff.
Weapon Tokens: 0
Zoom Scope:
Cost: 300
Description: Duh.
Weapon Tokens: 0