TCR: Equipment And Gear

The Lifeline of Survival

In Thriller’s modern, gritty horror setting, equipment can mean the difference between life and death. Every bullet, blade, and bandage counts when you’re stalked by darkness. Gear isn’t just window dressing – it’s your lifeline. A flickering flashlight and a rusty crowbar might be all that stand between your character and the horrors in the shadows. In this world of scarce resources and deadly threats, smart survivors learn to scavenge, improvise, and treasure every item they find.

Characters begin play with some items from their Occupation’s starting kit, ensuring they have the basics suited to their background. Beyond that, you’ll use your starting funds to acquire additional gear from the categories below. Carrying capacity is limited – measured in Capacity Slots (CS) – so you must make tough choices about what to take on your journey. Being overloaded can slow you down at the worst moment, but lacking a critical tool could be even more fatal.

In the following sections, we detail the equipment available in Thriller, divided into clear categories for ease of reference. Each item is listed with a brief description and its key Game Effects – such as damage or bonuses – along with its Capacity Slot cost (CS) and a rough cost in dollars ($). Use these as guidelines; the Game Master (GM) may adjust availability and pricing based on the story (for example, certain weapons might be hard to find or illegal to purchase openly).

Gear Categories:

  • Weapons: Tools of combat, from blunt melee weapons and blades to firearms, explosives, and anything you can swing or throw in desperation.
  • Armor: Protective gear categorized as Light, Medium, or Heavy, each with an Armor Rating (AR) that reduces damage at the cost of mobility.
  • Tools & Kits: Specialized equipment for investigation, technical tasks, medical emergencies, survival, and more – these often grant bonuses or enable actions otherwise impossible.
  • Consumables: One-use or limited-use supplies like ammunition, medkits, and food. These get used up during play and must be replenished.
  • Miscellaneous Items: Personal belongings and useful odds-and-ends that don’t fit the above, from ID cards to lucky charms.

Throughout this chapter, we’ll also cover rules for Capacity Slots and Encumbrance, Equipment Degradation and Repair, and Modifying/Customizing gear. Sidebars offer optional rules and tips to enhance the tension and realism of managing gear in a horror environment. Keep in mind that certain character abilities can influence gear usage: for example, some Perks (like Armored Fighter, Gearhead, or Resourceful) will interact with these equipment rules to give you an edge. Your Occupation may also grant special access to gear or starting equipment kits – be sure to leverage your background when outfitting your character.

Prepare to arm yourself. In Thriller, your gear is your security blanket – and when the monsters come knocking, you’ll want every advantage you can get.


Weapons

When facing the unspeakable, weapons provide a shred of comfort – a feeling that you’re not entirely helpless. From a simple knife to a high-caliber rifle, weapons in Thriller come in many forms. Each has advantages and drawbacks: melee weapons are silent and never run out of ammo, but put you dangerously close to the threat; firearms can dispatch targets at range, yet gunshots might attract unwanted attention (and you’ll need to watch your ammo); thrown weapons and explosives let you strike from afar or affect multiple targets, but are often single-use; and improvised weapons are whatever you can grab when you have nothing else, effective only for a short time before they break or lose utility.

All weapons use the Combat skill (of the appropriate category) to attack. Making an attack in combat typically costs Action Points (AP) – generally 1 AP per attack for most weapons, though particularly unwieldy or heavy weapons might require 2 AP for a strike (GM’s discretion). Reloading a firearm costs AP (usually 1 AP for a simple reload like swapping a magazine, or more for feeding individual rounds or complex actions). Characters with the Quick Reload perk can reload a firearm once per encounter without spending AP, reflecting their well-practiced speed. On a critical failure (natural 1) when attacking, weapons may jam or break – see Equipment Degradation later for how to handle this. Conversely, a critical success (natural 20) maximizes damage or may even trigger a special effect (like stunning the target or a headshot kill), subject to GM interpretation.

Below, weapons are divided into subcategories for convenience. Each subcategory has a table of example weapons with their stats. Damage values are given in standard dice notation (e.g., 1d6 means roll a six-sided die for damage). If a weapon deals a specific type of damage (Ballistic, Blunt, Edged, etc.), it’s noted in parentheses. Many melee weapons can be used to deal HP damage (minor injuries) or potentially VP damage (serious wounds) depending on the situation and GM’s call – a knife to the throat is lethal, whereas a punch might just bruise. Armor (AR) will interact with these damage types differently, as described in the Armor section.

Melee Weapons

Face-to-face with horror, a melee weapon is often the last line of defense. These weapons require getting up close, but they never run out of ammunition and are quiet, an important factor when you don’t want to attract more enemies. Melee weapons can also be used for stealth takedowns if you catch an opponent unawares. Strength is the key attribute for melee combat (and some particularly heavy weapons might require a high Strength to use effectively). Some melee items double as tools – for example, a crowbar can pry open doors or crates in addition to bashing heads.

Weapon (Melee)DescriptionGame Effects (Damage & Notes)CSCost
Combat KnifeA military-grade fighting knife with a 6-inch blade. Small, concealable, and lethal in close quarters.Damage: 1d4 (Edged). Silent and concealable; ideal for stealth kills. Can be thrown in a pinch (range ~10m, 1d4 damage).1$50
Brass KnucklesA set of metal knuckle-dusters that turn a punch into a devastating blow. Easily hidden in a pocket.Damage: 1d4 (Blunt) to unarmed attacks. Grants +1 to unarmed damage rolls (stacking with base punch damage). Silent.0$20
Baseball BatA sturdy wooden bat (or metal baton). Common and effective for smashing strikes.Damage: 1d6 (Blunt). If used two-handed, treat as 1d6+1 damage. Improvised reach; can knock an enemy prone on a critical hit (GM discretion).2$30
CrowbarA heavy iron crowbar. Doubles as a prying tool for doors and crates.Damage: 1d6 (Blunt). Tool: Grants +1 bonus on Strength checks to pry or break objects. Extremely sturdy. (Silent, but loud if you hit metal!)2$25
MacheteA large, broad blade meant for chopping through brush – or hostile creatures.Damage: 2d4 (Edged). Versatile use: can clear obstacles (vines, etc.). Causes gruesome wounds; on critical, target bleeds (ongoing minor HP loss, GM’s call).2$60
Fire AxeA heavy axe typically found in emergency fire cases. Imposes its heft for devastating blows.Damage: 1d8 (Edged & Blunt). Heavy: requires 2 hands; on hit, +2 to DC of enemy’s check to resist knockdown. Chops through barriers (wooden doors, etc.) with ease.3$75

Melee Weapon Notes: Light melee weapons (knives, knuckles) can be carried easily and drawn fast. Larger melee weapons (bats, axes) take up more space (higher CS) and might be conspicuous in public. Attacking with most melee weapons costs 1 AP. However, particularly heavy swings (like using a Fire Axe for a full-powered chop) might be ruled as 2 AP for an all-out attack, trading speed for damage – the GM can decide based on the situation. Melee weapons never jam, but they can get stuck or dulled. If you roll a critical failure while using an axe or machete, you might lodge it into a wall or the floor, requiring an extra action to rip it free. Regular maintenance (sharpening blades, cleaning blood off) will prevent your melee weapons from deteriorating. Characters with the Close-Quarters Specialist perk excel with melee attacks in tight spaces, and a Resourceful character can often find makeshift melee weapons when needed (see Improvised Weapons below).

Firearms

Firearms are the great equalizer – they allow you to damage or kill threats at a distance. In Thriller’s modern setting, firearms range from small handguns to shotguns and rifles. They deliver Ballistic damage, which most armor is designed to handle, but they pack enough punch to still seriously hurt or kill. The trade-offs: firearms are loud (a gunshot might draw in nearby enemies or panic survivors), they consume ammunition (a useless hunk of metal once you’re out of bullets), and they may jam or misfire if not properly maintained. Dexterity is typically the attribute for firearm attacks (steady hands and aim).

Many firearms can fire multiple shots; some are semi-automatic, others burst or fully automatic. By default, a single attack roll represents one trigger pull or burst. The GM can allow automatic fire rules (e.g. expending extra ammo to attack multiple targets or to increase hit chance at the cost of accuracy or more AP). Always track your ammo – ideally, reload between encounters to avoid surprises. Without the Quick Reload perk, reloading in combat uses an action (AP cost). The Deadeye Aim perk grants advantage on aimed shots if you spend an extra moment (perhaps an extra AP) to line up the shot, reflecting careful aim.

Below is a selection of common firearms. The “Game Effects” note damage and any special features like magazine size (number of shots before reload) or range. Effective range is noted abstractly (Short/Medium/Long); exact distances are left to the GM, but “Short” roughly means ideal at close quarters (indoors, under ~30-50 meters), “Medium” means can reliably hit targets across a street (~50-200m), and “Long” means capable of sniping at range (~200m+). Shooting beyond a weapon’s comfortable range might impose disadvantage on the attack.

Weapon (Firearm)DescriptionGame Effects (Damage & Traits)CSCost
9mm PistolA common semi-automatic handgun (e.g. Glock or Beretta). Standard issue for law enforcement; easy to carry and conceal.Damage: 2d6 (Ballistic). Magazine: 15 rounds. Range: Short (up to 50m effective). Lightweight (1 AP to fire). Concealable. Reliable, but limited stopping power against armored foes.1$300
.44 RevolverA high-caliber revolver with a six-round cylinder. Kicks like a mule.Damage: 2d8 (Ballistic). Cylinder: 6 rounds. Range: Short. High recoil: disadvantage on rapid second shots in same turn (if firing twice). No magazine to jam, but slower to reload (each round individually or use speedloader). Extremely loud.2$350
Pump Shotgun12-gauge pump-action shotgun (e.g. Remington 870). Devastating at close range.Damage: 3d6 (Ballistic, scatter). Shells: 5+1 capacity. Range: Short (very effective within 20m; damage drops off at longer range). Spread: +2 to hit at very close range (cone blast), but beyond short range, targets have cover (pellets spread out). Requires 1 AP to fire; must spend an action to pump between shots (can be done as part of reload AP). Brutal stopping power; can knock targets back on hit (GM discretion).3$400
Assault RifleA military-style rifle (e.g. M4 or AK-47). Capable of semi-auto or burst/auto fire.Damage: 2d8 (Ballistic). Magazine: 30 rounds. Range: Medium (up to ~200m effective). Selective Fire: Can fire bursts (expend 3 rounds) granting +1 to hit or hitting one extra target nearby (GM’s choice). Automatic fire is possible (spray an area at cost of ammo and accuracy). 1 AP per single shot or burst.4$800
Hunting RifleA bolt-action rifle with a scope (e.g. .308 hunting rifle). Designed for precision and range.Damage: 2d10 (Ballistic). Magazine: 5 rounds internal. Range: Long (up to 500m or more with scope). Scoped: If you spend an extra AP aiming, you negate distance penalties up to long range. Bolt-action: 1 AP to work bolt between shots (limits rate of fire). Extremely accurate and lethal on a hit.4$600
Submachine GunA compact SMG (e.g. Uzi or MP5). Fires pistol-caliber rounds in burst. Easy to handle in close quarters.Damage: 2d6 (Ballistic). Magazine: 30 rounds. Range: Short. Burst Fire: Can fire a 3-round burst for +2 damage on a hit (uses 3 ammo per attack). Can also spray multiple targets at close range (split dice between two targets, GM ruling). 1 AP per burst. Highly concealable under a coat.3$500
CrossbowA modern tactical crossbow firing steel bolts silently. Requires strength to draw or a crank.Damage: 2d6 (Piercing). Quarrel (Bolt) magazine: 1 (must reload each shot). Range: Medium (silent up to ~50-100m). Silent: Does not create gunshot noise. Slow Reload: Takes 2 AP or a full round to reload (unless using a quick-draw mechanism). Ideal for stealthy hunts or avoiding attention.2$250

Firearm Notes: Owning firearms may be restricted or illegal in some story settings – a civilian walking around with an assault rifle will draw police attention. The cost listed is for a legal or black-market purchase; on the black market, prices might be higher and availability lower (GM’s discretion). Ammo is not infinite: see Consumables for ammunition tracking. Firearms require maintenance. After prolonged use or exposure to harsh conditions (mud, seawater, etc.), a firearm might jam or misfire. A jam in combat (often the result of a critical failure) will require an action to clear (1 AP, Technical or Combat (Maintenance) check may apply). Regular cleaning and care during downtime (using a gun cleaning kit, for example) can prevent such malfunctions. Characters with the Gearhead perk or proficiency in Maintenance can keep guns in top shape more easily, reducing the odds of malfunction. Additionally, certain perks enhance firearm use: Deadeye Aim helps you hit tough shots; Quick Reload as noted allows faster reloading; Demolitions Expert even adds damage if you rig special ammo or use explosives (see Thrown Weapons). Always consider the noise and risk: in a horror scenario, one gunshot might solve your immediate problem but invite ten more.

Optional Rule: Realistic Ammo & Magazines – For added tension, track ammunition meticulously. Keep note of how many rounds are in each firearm’s magazine. When a magazine is empty, you must reload (1 AP, or 0 AP with Quick Reload). In extended fights, counting bullets can heighten suspense (the click on an empty chamber at the wrong time is a classic horror moment!). Alternatively, for a simpler approach, assume characters top off magazines during lulls, and only track when dramatically appropriate (e.g., the GM might declare “your gun is almost empty” after a prolonged firefight to prompt a reload under pressure).

Thrown Weapons & Explosives

Thrown weapons allow you to attack or affect enemies at a distance without firearms. This category includes simple thrown knives as well as grenades and improvised explosives. They rely on Dexterity for accuracy (for aimed throws) or sometimes Strength (for throwing heavy objects long distances). Thrown weapons typically consume the item – once thrown, you might not get it back (a knife can be retrieved if you have time, but a grenade is gone once it blows). Use them wisely, as they are often limited in supply.

Be cautious: explosives can harm friend and foe alike. Always check your surroundings before lobbing a grenade; in tight quarters, the blast or shrapnel could catch you or your allies. The GM will determine the exact area of effect (for a grenade, perhaps all targets within a few meters of the blast center). Armor can mitigate some explosive damage (ballistic vests help a bit against shrapnel), but explosives usually pack enough force to overwhelm light protection. The Demolitions Expert perk grants advantage on using or disarming explosives and even boosts their damage (+2 damage on explosive rolls), making a character with that perk especially deadly with grenades or bombs.

Weapon (Thrown)DescriptionGame Effects (Damage & Area)CSCost
Fragmentation GrenadeStandard military frag grenade. Upon detonation, it sprays shrapnel in all directions.Damage: 4d6 (Explosive/Piercing) in a radius (~5m area). Affects all in range (Dexterity Dodge check for half damage, DC 15). Loud: can be heard at great distance. Pin and throw (range up to ~20m).1$300 (military surplus/black market)
Molotov CocktailA glass bottle filled with flammable liquid, with a rag fuse – a makeshift fire bomb.Damage: 2d6 (Fire) on impact; ignites target area (1m radius) in flames for several rounds. Those in the flames take 1d6 fire damage per round until extinguished. Area denial: can block a doorway with fire. Very improvised – risk of setting yourself on fire if mishandled (on a throw critical fail).1$10 (for bottle and fuel)
Throwing KnivesBalanced blades designed to be thrown accurately. Often carried in sets of 3 or more.Damage: 1d4 (Edged) per knife. Range: Short (~10-15m). Silent. You can throw multiple in one action (e.g., two knives at two targets, each attack at disadvantage if throwing more than one). Retrievable after combat (if you can find them).0$15 each
Smoke GrenadeA canister that releases thick smoke. Used to obscure vision or create cover.No direct damage. Fills a zone (~10m area) with dense smoke for 1 minute. Blocks vision (Perception checks and attack rolls through smoke are at disadvantage). Useful for escapes or confusion. (Inhalation in a confined space might cause coughing, minor Endurance checks.)1$100
Pipe Bomb (Improvised)A crude homemade explosive (pipe packed with powder and shrapnel). Unpredictable but deadly.Damage: 3d6 (Explosive/Piercing). Blast radius ~3m. Unstable: On a critical failure to throw or faulty construction, it might detonate early or dud (GM roll Luck). Loud and risky, but can be made via Crafting (Explosives) with components.2n/a (crafting only)

Thrown Weapon Notes: Throwing any weapon or object typically costs 1 AP for a single toss (pulling a pin and throwing a grenade is one action). The effective throwing range may depend on the character’s Strength for heavier items – as a guideline, a light object like a knife or grenade can be thrown to Short range easily; heavier improvised explosives or a thrown melee weapon (like tossing a spear) might have reduced range. If an enemy is directly struck by a thrown weapon (like hitting a creature with a Molotov), they suffer full damage; otherwise, grenades affect an area. Thrown knives and similar weapons use the Thrown Weapons Combat skill, whereas grenades and explosives might use either Thrown Weapons or Technical skills for placement/timing if complex. Remember that after an explosive, there may be lingering effects: fires burn, structures may be damaged (possibly creating new obstacles or openings), ears ring (temporary deafness), etc., all adding to the chaos of combat. A character with Improvised Engineer or Demolitions Expert will excel at creating and using such devices, so encourage creative use of environment (gas leaks, stove explosions, etc., can become weapons with a bit of ingenuity).

GM Tip: Environmental Weapons – In a desperate situation, almost anything can be a weapon. Encourage players to think about the environment: shooting a steam pipe to scald an enemy, knocking over a shelf onto a monster, or throwing sand in a creature’s eyes. These aren’t listed as standard weapons, but they can be handled with simple rulings (e.g., throwing sand might force a target to make a Perception or Agility check or suffer disadvantage due to blindness). By treating the environment as an extension of the gear list, you enhance the survival horror vibe – resourceful play becomes key. Reward creativity with situational bonuses or automatic successes when it’s cool and makes sense (just don’t let it overshadow the need for actual gear).

Improvised Weapons

When you’ve run out of ammo and options, the world around you becomes your arsenal. Improvised weapons are everyday objects pressed into service as weapons – anything from a broken table leg, a frying pan, a brick, or a shattered bottle can do damage in a pinch. They are rarely as effective or durable as real weapons, but they’re better than bare hands and readily available in most environments. The downside: improvised weapons tend to break, bend, or become useless after a short period of use, especially if used against tough targets.

Use the stats of a similar weapon as a guideline for improvised ones. For example, a chair leg swung like a club might do 1d4 or 1d6 blunt damage (like a weaker baseball bat), whereas a broken glass bottle might do 1d4 edged damage (like a shiv) but has a chance to shatter on impact. As GM, you can assign a simple rule: on a critical failure with an improvised weapon, it breaks (the bottle shatters, the pipe bends, etc.). Even without a critical fail, most improvised weapons won’t last long – after a couple of solid hits, they could be too damaged to use effectively.

Here are some examples of improvised weapons and suggested stats:

Improvised WeaponMakeshift DescriptionGame Effects (Damage & Quirks)CSCost
Broken BottleJagged glass bottle neck, held like a dagger. Common barfight weapon.Damage: 1d4 (Edged) plus nasty cuts. Brittle: breaks and becomes unusable on attack roll of 1–2 (GM discretion). Very short reach.0$0 (found)
Lead PipeRusty metal pipe about 2 feet long. Heavy and solid.Damage: 1d6 (Blunt). Hefty: counts as 2 CS when carried. Durable, but could bend on a critical miss. Often lying around in basements or ruins.2$0 (found)
Wooden Chair LegA snapped-off chair leg or table leg, essentially a club.Damage: 1d4 (Blunt). Splinter: 50% chance to break after 3 uses. If broken mid-fight, can’t be used further (or treat as a smaller club for 1 damage).1$0 (found)
Throwing BrickA loose brick or heavy object small enough to throw.Damage: 1d4 (Blunt) if thrown (Dex to hit). Range: very short (under 10m). On impact, has a chance to break in pieces. If used in melee (in hand), counts as a 1d4 club.1$0 (found)
Torch (Improvised Club)A wooden torch or a makeshift torch (e.g. table leg wrapped in cloth and lit).Damage: 1d4 (Blunt + Fire). Sets target on fire on a critical hit (1d4 fire damage per round until extinguished). Burnout: torch burns for maybe 10 minutes; after that it’s just a club.1$0 (crafted)

Improvised Weapon Notes: No cost is given for improvised weapons since they are typically scavenged on-site. The GM should allow players to find or create improvised weapons when they search the environment, especially if they explicitly look for something to use as a weapon. A character with the Resourceful perk (such as the Survivor’s perk of the same name) excels at this – they can craft or find makeshift weapons with ease, often doing so faster or with better effectiveness (e.g., halving the time to jury-rig something and maybe getting a damage bonus or advantage on using it). If a player says, “I grab anything I can use as a weapon,” you might have them roll a Perception or Luck check to see what’s nearby, then describe the best option. It’s always more fun (and in genre) to give them something – even if it’s just a brick or a sharp stick – than to say “there’s nothing.” The desperate scramble for a weapon as a creature closes in is classic survival horror.

Finally, improvised weapons can sometimes be upgraded into real ones with a bit of work. For instance, a lead pipe could be fitted with a handle or sharpened to become a proper pole weapon, or scrap metal could be forged (via Crafting) into a machete. See Modifying and Customizing Equipment later in this chapter for how a creative player might turn junk into a serviceable weapon. Just remember: when all else fails, anything can be a weapon if you’re desperate (and crazy) enough!


Armor

In a horror setting, outright combat might not always be your first choice – but when a vicious entity or a hail of bullets comes at you, armor can keep you alive a little longer. Armor in Thriller is categorized as Light, Medium, or Heavy, reflecting its protective value versus how much it encumbers the wearer. The protective value is measured as Armor Rating (AR) – a number that reduces damage from attacks. The higher the AR, the more damage the armor can negate. However, bulkier armor imposes mobility penalties, making it harder to move quickly or perform agile maneuvers. These trade-offs must be considered carefully: in a chase or a stealth mission, heavy armor might be a liability, but in a pitched fight against a clawed monstrosity, you’ll be glad for every point of AR.

Armor and Damage Types: Armor may protect better against some types of damage than others. For example, modern kevlar vests are highly effective against Ballistic (bullets) but less so against Edged or Piercing attacks like knives or shrapnel, unless they have specific plates. For simplicity, each armor below lists a general AR value (or values) and notes any special effectiveness. The GM can rule that certain attacks bypass or reduce armor (e.g. a supernatural attack might ignore armor, or a precise sniper shot might negate a portion of AR). Typically, when you take damage, you subtract your armor’s AR from the damage before applying it to your HP/VP. Armor never completely negates a hit unless the damage is fully absorbed by the AR; any leftover damage still hurts you. Even absorbed hits might cause minor bruising or shock (GM may have you lose 1 HP for a heavy blunt impact that doesn’t penetrate armor, representing the jarring force).

Mobility Penalties: Light armor is designed to be worn comfortably with minimal impact on movement (no penalty). Medium armor might impose a small penalty – for instance, reducing your Agility for movement purposes or giving disadvantage on Stealth checks due to bulk and noise. Heavy armor often imposes significant penalties: reduced movement speed, disadvantage on Agility and Stealth, possibly an extra AP cost for movement actions (like it takes more effort to sprint in full gear). The exact penalties are described per armor. Remember, the Armored Fighter perk can reduce these mobility penalties by half and even give a +1 bonus AR when you’re armored – an invaluable benefit if you plan to wade into battle in heavy gear. Also note that wearing any armor might attract attention in everyday settings – walking around town in a tactical vest or riot armor will draw stares or law enforcement interest, unless the scenario justifies it.

Below are examples of armor at each category, with typical stats:

ArmorDescriptionGame Effects (AR & Penalties)CSCost
Light Armor (e.g. Leather Jacket, Padded Clothing)Sturdy everyday clothing like a thick leather jacket, layered clothes, or light padding. Offers minor protection without looking like armor.AR: 1 (general). Helps against scrapes or small weapons; negligible vs guns. Mobility: No penalty. Wearable under a coat. (Adds a bit of warmth too, useful in cold nights.)1$50
Kevlar Vest (Light Armor)A lightweight kevlar bullet-resistant vest covering the torso. Often worn under clothes by law enforcement or journalists.AR: 2 vs Ballistic, 1 vs Edged/Piercing, 0 vs Blunt (blunt force still goes through). Mobility: No significant penalty (snug fit). Concealable: under a loose jacket.2$200
Tactical Vest (Medium Armor)A heavier vest with ceramic/steel plates (military or SWAT style). Protects chest and vital organs, with some shoulder/thigh guards.AR: 4 vs Ballistic, 3 vs Edged/Piercing, 2 vs Blunt. Mobility: -5 feet to movement speed; Stealth checks at disadvantage (plates clatter). Fairly bulky. Often includes gear pouches (carries 1 extra CS of small gear effectively).3$500
Riot Gear (Heavy Armor)Full-body anti-riot armor: reinforced helmet, body plating, limb guards. Meant to stop shrapnel, blunt trauma, and some gunfire.AR: 5 vs Ballistic, 4 vs Blunt, 4 vs Edged/Piercing, 3 vs Explosive (somewhat ablative). Mobility: -10 feet to movement; Agility checks (Acrobatics, Stealth) at disadvantage. Heavy: requires assistance to don quickly. Intimidating appearance.5$800
Combat Exosuit (Heavy Armor)(Optional/Advanced) Cutting-edge military armor with hardened plates and possibly an exoskeleton assist. Rare in civilian life.AR: 6 vs Ballistic, 5 vs other physical types. Mobility: -5 feet (servomotors offset some weight); no Agility disadvantage for movement, but noise is an issue (whir of servos, disadvantage on Stealth). Provides HUD/sensors (small bonus to Perception).6$1500+ (rare)

Armor Notes: The listed AR values assume coverage of vital areas. In situations where an attack hits an unarmored part of the body (GM’s call, possibly via aimed shots or explosions from above/below), the GM might reduce the effective AR. For example, a kevlar vest won’t help against a stab to the thigh or a bite on the arm. Generally, as long as you are wearing the armor and it plausibly covers the hit area, you get the protection. If players wish, they can mix and match armor pieces (e.g., a helmet gives +1 AR to head only, riot shield gives cover from front, etc.), but for simplicity the above suits cover overall protection.

Armor can degrade when absorbing damage. If you suffer a massive hit (especially from explosives or high-caliber rounds) that your armor absorbs, the armor might be damaged (reduce its AR by 1 until repaired). See Equipment Degradation for rules on repairing armor. A savvy group will maintain their armor between encounters – patching up kevlar fibers or hammering out dents in a plate. A character with the Armored Fighter perk not only moves better in armor but can squeeze extra benefit from it (their training lets them position armor for maximum effect, hence the AR +1 bonus). Additionally, the Protective Aura perk (if someone has it) symbolically gives nearby allies +1 AR – you might narratively flavor this as the character’s leadership causing allies to better utilize cover or brace themselves.

Finally, wearing armor in a horror game can provide psychological comfort, but it’s not foolproof. Some threats are not physical – no vest will save you from a creeping curse or a psychic assault. And heavy armor can be a grave liability if you need to swim, climb, or run away silently. Choose wisely when gearing up for a mission: sometimes a quiet footstep in soft clothes is safer than the clank of full armor.

Optional Rule: Called Shots & Armor Penetration – If a player deliberately aims for an unarmored spot on an enemy (or an enemy on a player), the GM can allow a “called shot” with increased Difficulty (e.g., +5 DC or disadvantage on the attack roll). A success means the attack bypasses armor (treat AR as 0 for that hit). Conversely, certain weapons or ammo might have Armor Piercing qualities (ignore some AR) or Hollow Point (do extra damage to unarmored targets but less vs armor). If you want extra detail, introduce these as needed. Otherwise, assume standard weapons do standard damage and let the AR do its job.


Tools & Kits

Not all challenges in a horror scenario are about combat. Equally important are the tools that let characters investigate mysteries, heal their wounded, fix broken equipment, and survive harsh environments. Tools & Kits are specialized sets of equipment that grant capabilities or bonuses to certain tasks. Generally, having the right tool for the job can mean the difference between a straightforward check and an impossible one. In Thriller, if you attempt a task without the proper tools, the GM might give disadvantage on the roll or increase the DC. Conversely, a good kit might grant advantage or a bonus, or even be required for certain actions (you won’t be disarming a complex bomb without an appropriate toolkit, for example).

Tools & Kits are grouped by their purpose: Investigation tools help gather clues; Technical kits let you hack, tinker, or repair machines; Medical gear is for treating injuries; Survival gear helps you endure the elements and navigate; and other miscellaneous kits cover various needs (lockpicking sets, crafting tools, etc.). Listed below are representative kits in each category, along with their effects in game terms.

Investigation Tools

These items help characters examine crime scenes, research clues, and uncover hidden details. They often tie into skills like Investigation, Perception, or Knowledge.

Tool (Investigation)DescriptionGame EffectsCSCost
Forensics KitA portable briefcase of forensic tools: fingerprint powder, UV light, sample bags, tweezers, swabs, a digital camera, etc.Allows detailed crime scene analysis. Effect: Grants advantage on Investigation checks at a crime scene or analyzing physical evidence (prints, blood, etc.). Required to collect certain evidence (without it, many clues would be missed or destroyed).2$250
Lockpick SetA set of picks and tension wrenches for bypassing locks, from simple padlocks to door locks. Comes in a small pouch.Effect: Allows lockpicking attempts on mechanical locks. Without it, picking a lock is usually impossible. Grants +2 bonus on Subterfuge (Dexterity) checks to pick locks (or advantage, at GM’s discretion, if the lock is complex but you have professional tools). Fragile – can break on a critical failure (one pick snaps).1$50
Camera & Voice RecorderA high-end digital camera (or smartphone with a great camera) and a small voice recorder or smartphone app.Effect: Essential for documenting evidence. Taking photos or recordings doesn’t require a roll, but having these allows players to record clues to review later. They might also grant a +1 bonus to Knowledge or Research checks when reviewing recorded evidence (you can catch details you missed on scene). Also useful for in-game documentation of horrors (if you dare record them!).1$100
UV FlashlightA small ultraviolet light source. Useful for revealing blood, fluids, or hidden messages not visible to the naked eye.Effect: Allows detection of substances or clues that glow under UV. Grants advantage on Investigation checks for hidden traces in a contained area (like finding blood splatter that was cleaned up). Often included in a Forensics Kit, but can be separate.1$30
Evidence Kit (CSI basics)Bags, labels, tweezers, latex gloves, cotton swabs, a magnifying glass – generic supplies to properly collect and store evidence.Effect: Prevents contamination of evidence. While it has no direct roll bonus, using it is necessary to gather evidence that can later be analyzed (without it, evidence might be unusable or give false negatives). It’s assumed a Forensics Kit has this, but an investigator might carry a small evidence collection kit alone for portability.1$40

Technical Tools

Whether defusing a bomb, hacking a computer, or repairing a busted generator, technical kits provide the necessary equipment. These typically relate to Technical skill checks, Crafting (Mechanical/Electronic), or Maintenance tasks.

Tool (Technical)DescriptionGame EffectsCSCost
Hacker’s LaptopA high-performance laptop loaded with hacking and diagnostic software, cables and adapters for interfacing with networks and devices.Effect: Required for advanced hacking or cybersecurity checks. Grants advantage on Technical (Knowledge) checks to bypass electronic security, decrypt files, or hijack systems. Essentially, if you have this, you can attempt to hack secure systems; without it, you’re limited to basic devices.3$800
Electronics ToolkitA small toolbox containing soldering iron, circuit tester, wire cutters, spare capacitors/resistors, multimeter, and other electronic repair tools.Effect: Grants +2 (or advantage) on Maintenance or Crafting checks to repair or modify electronic devices (radios, alarms, computers). Required to attempt delicate electronic repairs (without it, any such check is at disadvantage or impossible). CS includes the box and parts; you can fix broken gadgets or even jury-rig an electronic device (like creating a makeshift motion sensor) with this kit and time.2$150
Mechanical Tool KitA set of mechanic’s tools: wrenches, screwdrivers, hammer, pliers, duct tape, lubricant, bolts, etc., often in a roll or box.Effect: Grants +2 (or advantage) on Crafting/Maintenance checks for mechanical tasks – repairing a vehicle engine, fixing a generator, reinforcing a door, assembling a trap. Without these tools, such tasks take twice as long or have disadvantage. Indispensable for engineers.3$100
Demolitions KitSpecialized tools for handling explosives: wire cutters, pliers, electrical tape, a small ohmmeter, blasting caps, remote detonator, etc.Effect: Grants advantage on checks to set, disarm, or modify explosives (Crafting – Explosives skill). Allows you to jury-rig bombs safely (or as safely as possible). Without a demolitions kit, attempting to disarm a bomb is likely at disadvantage or not feasible (depending on complexity). For setting explosives, you might manage without in simple cases, but it’s risky. Characters with Demolitions Expert perk shine with this kit.2$300
Lockbuster Breaching ToolA compact device (like a specialized shotgun round tool or hydraulic spreader) for quickly breaking locks or doors.Effect: Allows forced entry without needing to pick a lock – grants advantage on Strength or Mechanical checks to break open locked doors, and can silently (or loudly, depending on type) shear padlocks. Essentially, if lockpicking fails or time is short, this tool gets you through barriers. One use per door (uses compressed air or a charge) before needing reset/refill.3$250

Medical Gear

Medical tools are crucial in a world where getting wounded is likely. These kits tie to the Medical skill (Knowledge) and help treat injuries, stabilize dying characters, and even restore HP/VP with time.

Medical GearDescriptionGame EffectsCSCost
First Aid KitA small pouch containing bandages, antiseptic, gauze, painkillers, a tourniquet, and basic medical tools. Good for treating minor injuries.Effect: Can be used to stabilize a dying character (no roll needed outside combat, or a DC 10 Medical check in combat). One kit contains supplies for one serious use (stop bleeding and patch one big wound) or a few minor ones. Use on a wounded character to restore 1d6 HP (cannot raise VP except maybe 1 point if GM allows) and remove the Bleeding condition. After one major use, it’s expended. Using in combat costs 2 AP normally (apply bandage), but a Combat Medic can do it free once per encounter.1$30
Trauma MedkitA larger backpack or bag with advanced medical supplies: syringes, IV fluids, surgical tools, blood clotting agents, antibiotics, etc. Essentially a paramedic’s bag or field surgeon kit.Effect: Grants advantage on Medical checks to treat heavy trauma. Can restore Vitality Points (VP) with extended care: e.g., a successful DC 15 Medical check with this kit heals 1d4 VP (in addition to HP) over 10 minutes of treatment. Contains multiple uses – up to 5 patients or uses before needing restock. Required for complex procedures like surgery, treating critical injuries, or curing diseases/poisons in the field. Heavy and not subtle, but life-saving.4$200
Antidote Kit (Poison/Drug Kit)A case containing common antidotes, antivenoms, and detox drugs, along with a guide for identifying toxins.Effect: Grants advantage on Medical or Endurance checks to resist or treat poisons and toxins. If administered promptly, can neutralize many common poisons (GM decides if the kit has the right antidote). Limited supplies: each specific antidote is one use. Also includes epi-pens for allergic reactions.1$100
Defibrillator (Portable)A battery-powered defib unit with pads, used to revive someone in cardiac arrest or shock. Often in ambulances or public buildings (AED).Effect: Can revive a recently dead or unconscious character (if they’ve just hit 0 VP and failed death saves, GM permitting). In game terms, using it on a character who just dropped can allow them to immediately stabilize or even regain a small amount of VP (like 1d4 VP) on a successful Medical check. Only works for certain causes (it won’t fix massive trauma or supernatural causes). Uses a battery charge each time (carry spare batteries).3$500
Surgery Tools (Field Surgery Kit)A rolled set of scalpels, clamps, sutures, and sterile cloth – for performing surgery outside a hospital.Effect: Allows complex operations (removing bullets, stitching organs). Requires time and a clean space. Grants the ability to make a high-difficulty Medical check (DC 15-20) to save a critically injured character (e.g., one who would otherwise die from internal injuries). Without such tools, performing surgery is practically impossible. No particular bonus (besides enabling the attempt), but without it any such attempt is doomed.2$150

Medical Gear Notes: Using medical kits in combat: A First Aid Kit can be applied in the thick of it to quickly patch someone up (stopping bleeding, adding a bit of HP so they can move). This usually costs an action (AP) and a Medical skill check if under duress. As noted, characters with perks like Combat Medic or Battlefield Medic excel here – they can stabilize as a free action or with half the AP, making them invaluable. Out of combat: Medical kits shine in downtime. Given an hour and a Trauma Medkit, a doctor-type character could perform significant healing (restore multiple HP, and some VP, depending on rolls and severity). The Medical Expertise perk even adds +1d4 VP healed, so mention if a character has it. Remember that VP (Vitality Points) represent serious trauma – they typically need longer care to recover, or high-quality treatment, whereas HP can be recovered with rest and basic first aid more easily. The GM should use these kits as narrative props too: describing the tense moment of injecting morphine, or the gruesome task of stitching a wound by lantern light, adds to the horror atmosphere.

Survival Gear

Survival gear helps characters endure hostile environments and navigate the world. These items are crucial when characters venture outside urban settings or face scenarios like blackouts, getting lost in woods, or hunkering down away from civilization. They pair with skills like Survival, Navigation, Endurance, or Perception.

Gear (Survival)DescriptionGame EffectsCSCost
Survival KitA backpack filled with wilderness survival essentials: compass, map, firestarter (flint or lighter), water purifier tablets, fishing line, snares, a thermal blanket, and a multi-tool.Effect: Grants advantage on Survival checks for foraging, navigation, and shelter-building. Contains enough basics to sustain one person in the wild for several days (assuming food can be foraged). The multi-tool inside can handle minor cutting, can opening, etc. Essentially, this is your “bug-out bag.”3$100
Camping GearTent, sleeping bag, bedroll, and a small cooking pot – the gear to sleep outside safely.Effect: Allows proper rest outdoors. Characters sleeping in a tent with sleeping bag recover as normal overnight (without it, harsh conditions might prevent full recovery or impose fatigue). Tent fits 2 people. CS is for one full set.4$80
Climbing KitRopes (50ft), grappling hook, harness, carabiners, pitons, and gloves.Effect: Necessary for safe climbing of cliffs or buildings. Grants +2 bonus on Athletics checks to climb or rappel, and allows climbing of difficult surfaces that would be impossible bare-handed. One kit can secure 2-3 people (with one on the rope at a time).2$75
Flashlight (Torch)A battery-powered flashlight (handheld torch). Illuminates dark areas up to ~30m. Requires batteries.Effect: Essential for exploring dark places (preventing blindness penalties). While on, you negate darkness disadvantage in your beam, but note it does reveal your presence. Batteries last ~2-4 hours; carry spares. (Without light, Perception checks in darkness are near impossible; with it, just be careful what sees you).1$20
Radio TransceiverA portable two-way radio or walkie-talkie set, with a several-mile range, or a HAM radio for longer range.Effect: Allows communication with others on the same frequency. Indispensable for team coordination if separated. Also can pick up emergency broadcasts or signals (Perception or Technical checks to scan frequencies). Requires power (batteries or hand-crank). Range maybe 5 miles for handheld, more for HAM with antenna.2$100
Backpack (Gear Carrier)A sturdy backpack or duffel bag for carrying additional equipment.Effect: Increases carrying capacity – when worn, a backpack lets you carry +5 CS worth of items without counting toward your encumbrance (it distributes weight). However, if you drop the backpack, those items go with it. Also, wearing a full backpack may impose -1 to Agility rolls in tight spaces or slight Stealth disadvantage (it can snag or rustle). Despite that, it’s crucial for hauling loot or supplies.2$50

Survival Gear Notes: Many of these items serve narrative functions as much as mechanical. A flashlight might not give a numeric bonus (beyond negating darkness penalties), but it’s hard to understate its importance – and the terror when the batteries die. Encourage players to keep track of things like battery life, especially in a horror game (the GM can always announce the light starts flickering at an opportune scary moment!). The survival kit is like a catch-all; you can assume if a character has one, they have minor tools for most wilderness needs (within reason). This prevents endless shopping list syndrome (e.g., buying individual lighters, flasks, etc.). The backpack increasing capacity is a simple encumbrance workaround: think of it as if some weight “doesn’t count” because it’s well-packed – but note, rummaging through a full backpack under pressure can be slow (the GM might require 1 AP to dig out a specific item if it’s buried).

A character with a high Survival skill can often make do without fancy gear – but gear will make their life a lot easier and safer. The Navigator or Environmental Awareness perks, for instance, synergize with having good maps or survival tools, ensuring you don’t get lost or fall victim to natural hazards. Also, consider weather and environmental conditions: a survival kit likely includes a poncho; without it, a downpour might give you penalties from being soaked and cold. Small details like that can enhance realism (if desired) – just be sure it serves the story and tension, not just bookkeeping.

Other Useful Kits

Beyond the main categories, there are other kits or tools characters might acquire, depending on their specialties or the campaign needs. A few examples:

  • Crafting Toolkit (Artisan Kit): For those with crafting hobbies (locksmith tools, woodworking set, etc.), to build custom items or art. Could grant bonuses to appropriate Crafting checks.
  • Investigator’s Library: A set of reference books or a laptop with databases (could give Knowledge check bonuses on occult or academic topics).
  • Disguise Kit: Makeup, clothing, wigs to alter appearance (bonus to Subterfuge checks to impersonate).
  • Occult Kit: If the game involves supernatural elements, maybe a kit of occult items (sage, EMF meter, holy water, etc.) for detecting or warding off entities (GM can define effects, e.g. advantage on checks to perform a ritual or detect a presence).
  • Evidence Locker/Case File: Technically not a kit you carry, but having organized files and evidence can aid a long investigation (players might compile one as they go).

The rule of thumb is: if a task is common enough and requires special equipment, there’s probably a “kit” for it. Players might ask for a kit not listed – feel free to approve it with a reasonable cost and CS, and determine what bonus it provides. Generally, a kit giving a +2 bonus or advantage on related checks is a good benchmark, balanced by its cost and bulk.


Consumables

Consumables are items that get used up or depleted during play. They include ammunition, batteries, medical supplies (the single-use kind), food and water, fuel, and similar resources that characters need to replenish. In a survival horror campaign, tracking key consumables can ratchet up the tension – every shot fired brings you closer to running empty, every day without finding food weakens the survivors, and every medkit spent means the next injury could be the last if you have nothing to treat it. The GM should decide how strict to be with consumable tracking; at minimum, things like ammo and medkits should be watched.

Below is a list of common consumables and their game effects:

ConsumableDescriptionGame Effects / UseCSCost
Handgun AmmoA box of pistol ammunition (e.g. 50 rounds of 9mm or similar caliber).Required for pistols/SMGs. Use: Refills magazines for handguns (e.g., enough for ~3 reloads of a 15-round mag with some rounds to spare). Track bullets fired. Without ammo, your firearm is useless.1 (per box)$25 per 50
Rifle AmmoA box of rifle rounds (20 cartridges, e.g. 5.56mm or 7.62mm).For assault rifles, hunting rifles, sniper rifles. Use: Enough for 2-3 magazines for most rifles (assault rifle mag ~30, hunting rifle ~5). Higher caliber ammo might cost more.1$30 per 20
Shotgun ShellsA box of 12-gauge shells (25 shells).For shotguns. Use: Each shell is one shot. A box of 25 can fully load a typical shotgun (5+1 capacity) four times over. Different shell types (buckshot, slug) might be available, but cost and effect can be similar with slight differences (slug for longer range single-target, buckshot for spread).1$20 per 25
Crossbow BoltsA quiver or case of crossbow bolts, usually 10 bolts.Use: Ammo for crossbows. Retrievable: if you can find them after firing, about half might be recoverable (others break or get lost).1$15 per 10
Battery PackBatteries (or a small battery pack) suitable for powering devices like flashlights, radios, etc.Use: Powers a flashlight for ~4 hours, a radio for several hours, etc. One pack contains multiple batteries of common sizes. Essential for keeping your electronic gear running. (If using a more realistic approach, say each pack has 4 AA batteries; a flashlight uses 2 at a time. But we can abstract it.)0$10 per pack
First Aid Kit (consumable)A single-use basic medical kit (as described in Tools, but here emphasizing its consumable nature).Use: Restores 1d6 HP to one injured person, and stabilizes if dying. Single-use: once opened and used, it’s expended. Carry a few if you can. Using one takes a full action (or bonus action for medics).1$30 each
Medkit Refill SuppliesSupplies to restock a Trauma Kit or first aid kits (bandages, antiseptics, etc.).Use: If you have a large Trauma Medkit, you can refill uses between missions. Also, if a First Aid Kit was used, you can spend some of these supplies to assemble another kit (GM might allow 2 refills to create 1 new First Aid Kit).1$20 (for a bundle of medical supplies)
Food RationsNon-perishable food and water for one person for one day (e.g. energy bars, canned food, water bottle/purification tablets).Use: Consuming rations each day prevents starvation. If a character goes without food/water, they might incur fatigue (disadvantage on physical checks, loss of HP or Endurance). With a ration, a character can regain some strength. (Optionally, allow a good meal and rest to restore a small amount of HP, say 1d4, especially if the character was weakened by hunger.)1 (per day supply)$10 per day
Adrenaline ShotA single-use syringe of adrenaline (epinephrine) or similar stimulant. Often carried by medics for emergencies.Use: When injected, the character gets an immediate surge: for example, ignore pain penalties, eliminate the Dazed or Stunned condition, and gain +1 Action Point on their turn (one-time) or can act one extra round when normally they’d fall unconscious. Essentially, it can bring someone back from the brink for a short time. After about 10 minutes, if they haven’t received proper care, they suffer collapse (exhaustion or unconscious as the adrenaline wears off). Great for last-ditch wake-up.0$100 (rare)
Painkillers (pills or injectables)Medicine that reduces pain and suppresses minor injuries for a time.Use: Consuming painkillers (pills take ~10 minutes to kick in, injectables are fast) removes penalties from pain and injuries for a few hours. For instance, a wounded character might ignore a limp or continue fighting without HP penalty. Mechanically, you might allow a one-time restoration of a few HP (like 1d4 HP) or ignoring a level of fatigue. Overuse can have side effects (GM discretion).0$20 (for a bottle of pills)
Gasoline Can (Fuel)A portable canister of fuel (5 liters). Useful for vehicles or starting fires.Use: Fuels about half a car’s tank or a small generator for several hours. Also an accelerant for fire (makes big flames, Molotov refills, etc.). Explosive if ignited improperly. Highly flammable.2$15
Chemical Light Sticks (Glowsticks)Pack of 5 chem lights. Snap to produce dim light for a few hours.Use: Provides dim light in a small area (good for marking trails or as emergency light if electronics fail). One stick lasts ~6 hours. They are one-time use each. Not bright enough to see far, but enough to not be in total darkness.0$5 (pack of 5)

Consumable Notes: Ammunition is typically the most tracked consumable in combat-heavy games. It’s wise for players to note how much they carry and how quickly they go through it. Running out of ammo should be a looming threat if they spray bullets around. In a survival horror tone, ammo is often scarce – you might only find a few spare magazines’ worth in an abandoned police car, for example. The Frugal perk can be applied narratively to consumables too (maybe such a character stretches resources further, or finds better deals when buying in town). The Resource Magnet perk is explicitly useful for finding extra consumables: a person with that might find double the ammo or food when scavenging.

Medicals: If a party is well-stocked on First Aid Kits, they become walking healing potions. To maintain tension, ensure there are situations where they can’t just instantly heal (like mid-chase or if someone is grabbed by a creature). Also remember that treating wounds might require light and safety; trying to bandage in total darkness or while an enemy is pounding on the door can be problematic.

Food and water: If your campaign involves travel or being stranded, tracking rations and water can add to the stress. Every day without food/water could impose a level of exhaustion or reduce HP recovery. Conversely, finding a cache of food in an abandoned grocery store can feel like a huge win for players. Not all campaigns need hardcore survival elements, but it’s available if desired.Batteries and fuel: These can be great plot devices. A generator running out of fuel at a critical moment, or flashlight batteries dying when the group is in the basement, can create memorable horror moments. Just use such twists sparingly and fairly – leave clues (a flicker, a sputter) so players aren’t completely blindsided without recourse.