Equipment

Gear

Gear is what makes you faster, higher, and harder to catch. Strap it on, kick off, and let the city become your playground. Swap between gear types whenever it makes sense - you're not locked in.

As a rule of thumb, Gear lets you Grind on any surface: rails, ledges, rooftops, vehicles, even Talos machinery if you're bold enough.

Gear functions as Rides using the Outgunned chase rules. All Gear counts as the Bike type and uses Stunt instead of Drive for chase rolls. Every Hero starts with one piece of Gear for free.

Gear Speed Armor Style
BMX 2 2 Raw power on two wheels. Perfect for big jumps, rooftop gaps, and ploughing through crowds at terrifying speed.
Rollerblades 3 1 Smooth, fast, and agile. Rail grinds, tight turns, and weaving through traffic like it's nothing. Fastest Gear on flat ground.
Skateboard 2 2 The classic. Kickflips off skyscraper ledges, manuals across rooftop gardens, and the satisfying clatter of wheels on concrete. Can double as a melee weapon with the Kickflip to the Face Feat.
Scooter 1 3 Don't laugh. A scooter in the right hands is a whip-fast, ankle-height menace that can thread gaps nothing else can. Toughest Gear in the lineup.

If all Armor boxes are gone and Gear takes another hit, it's wrecked. A Hero with the Mechanic or Fix-It Feat can patch it up during a Time-Out.

Weapons

Crews don't use bullets. The Talos have ammo, rockets, explosives, the full arsenal. Your crew? You've got graffiti.

Graffiti uses the standard Outgunned combat and mag rules, reflavoured as paint pressure. When a mag empties, your can sputters dry. Reload (Quick Action) means shaking up a fresh one. Mags empty the same ways: failure, going full auto, covering fire, or bad luck.

Weapon Cost Melee Close Medium Long Feats
Spray Can 1$ 0 +1 -2 X Short Range
Paint Pistol 1$ 0 0 0 -2 -
Marker 1$ 0 0 -1 X Silent, Short Range
Dual Cans 1$ 0 +1 -1 X Rapid Fire, Short Range
Paint Roller 1$ +1 X X X Silent
Sticker Bombs (3) 1$ -1 -1 -2 X Silent, Single Shot
Pressurised Charge 2$ -1 0 +1 0 Accurate
Splatter Gun 2$ +1 +1 -2 X Short Range, Slow Reload
Paint Launcher 2$ -2 +1 +1 X Rapid Fire, Short Range
Graffiti Explosive 2$ +1G +1G +2 +2 Explosive, Single Shot
Paint Sniper 3$ X -1 0 +2 Accurate, Precision Shot, Slow Reload
The Hydrant 3$ -2 0 +2 +1 Rapid Fire, Slow Reload

Weapons follow Outgunned Cash pricing: base 1$ + Rare +1$ + Custom +1$ + Dangerous +1$ + Illegal +1$. Anything over 3$ can't be bought - the Crew has to earn it through a side-mission or find it in the field.

Weapon Notes

Items

Not everything the Crew carries is a weapon. Items provide Help (+1 to specific rolls) or utility. Heroes get starting items from their Role and can buy more with Cash during Time-Outs.

Item Cost Effect
Burner Phone 1$ Disposable, untraceable. Contact the Underground Radio, make anonymous tips, coordinate across sectors. Toss it when Talos gets close.
Crowbar 1$ Breaks locks, pries open doors, bends things that shouldn't bend. +1 to Force rolls for breaking or prying. Doubles as a melee weapon in a pinch (0 at Melee, X everywhere else).
First Aid Kit 1$ Bandages, antiseptic, painkillers. +1 to Heal rolls. Can remove the Hurt Condition during a Time-Out without using an action, once per Shot.
Flashbang Can 2$ A spray can rigged to detonate with a blinding flash and a bang. Single use. All enemies in Close range are Distracted for 1 turn. No roll needed, just pull and throw.
Grapple Line 1$ Synthetic cord with a magnetic hook. +1 to Stunt rolls involving climbing or swinging. Can also be used to tie things (or people) down.
Portable Speaker 1$ Bluetooth, loud, surprisingly durable. +1 to Speech or Leadership rolls when playing music in a crowd. Perfect for showdowns and distractions.
Scanner 2$ Handheld frequency scanner. Picks up Talos comms, drone signals, and electronic locks. +1 to Detect rolls involving signals or electronics. Pairs well with Signal Hijack.
Smoke Canister 1$ Coloured smoke, thick enough to choke. Creates Partial Cover in a Close range area for 2 turns. Single use.
Stencil Kit 1$ Precision templates for tags. +1 to Style rolls when tagging. Also useful for forging symbols or leaving coded messages.
Toolkit 1$ Wrenches, pliers, wire cutters, tape. +1 to Fix rolls on Gear, locks, or electronics. Every crew needs one.

Tagging

Graffiti isn't just for fighting. Tag walls, machinery, vehicles, and landmarks to spread your Crew's name and build reputation across the sectors.

Tagging in hostile territory is a Crime+Style roll. Difficulty depends on how bold the location is: a back alley is Basic, a busy street is Critical, and a Talos precinct wall is Extreme. Heroes with the Living Mural Feat can turn a tag into a local landmark on an Extreme success, earning extra reputation for the sector.