Equipment
Gear
Gear is what makes you faster, higher, and impossible to catch. Strap in, kick off, and the whole city turns into your playground. Switch between gear types whenever it suits the run, you're never locked to one.
Rule of thumb: Gear lets you Grind on pretty much anything. Rails, ledges, rooftops, vehicles, even Talos machinery if you've got the nerve.
Gear works as Rides under the Outgunned chase rules. It all counts as the Bike type and rolls Stunt instead of Drive in a chase. Every Hero starts with one piece 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. |
Once the Armor boxes are gone and Gear takes one more hit, it's scrap. A Hero with the Mechanic or Fix-It Feat can patch it back together during a Time-Out.
Weapons
Crews don't do bullets. The Talos get the ammo, the rockets, the explosives, the whole armoury. You? You've got graffiti, and that's plenty.
Graffiti runs on the standard Outgunned combat and mag rules, just repainted as paint pressure. Empty a mag and your can sputters dry. Reload (Quick Action) means shaking up a fresh one. Mags run out the usual ways: a miss, going full auto, laying down cover, or plain 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 use Outgunned Cash pricing: base 1$ + Rare +1$ + Custom +1$ + Dangerous +1$ + Illegal +1$. Anything over 3$ isn't for sale - you earn it on a side-job or dig it up in the field.
Weapon Notes
- Dual Cans: Two spray cans, one in each hand. Twice the output, twice the mess. Fast, chaotic, and visually spectacular. Burns through paint fast.
- Marker: A precision paint pen with a pressurised reservoir. Near-silent, perfect for stealth tags and quiet takedowns. The weapon of choice for ghosts.
- Paint Roller: A telescopic roller loaded with pressurised paint. Melee only, but dead silent and hits like a baseball bat dipped in neon. Leaves a perfect stripe on everything it touches.
- Pressurised Charge: A heavy-duty paint canister with a rifled nozzle and a shoulder strap. Fires a focused stream at medium range with serious accuracy. Takes a second to aim, but when it hits, the target is wearing your colour from head to toe. The Spotter's weapon of choice.
- Splatter Gun: A modified fire extinguisher loaded with industrial paint. Close range beast. One trigger pull covers everything in a three-metre cone. Takes forever to reload, but nobody's standing when you're done.
- Sticker Bombs (3): Adhesive paint charges the size of a fist. Throw them, they stick, they burst. Three per pack, each one-use. Silent on impact, loud in colour.
Items
Not everything you carry is made to spray someone. Items give Help (+1 to certain rolls) or just get a job done. You start with a couple off your Role and pick up 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 only for fighting. Tag walls, machinery, vehicles, and landmarks to get your Crew's name up and push reputation across the sectors.
Tagging on hostile turf is a Crime+Style roll. The bolder the spot, the harder it gets: 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.