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Stealth License I: Cybros AutoBreath | Daggerr Instant Object | Light Jammer | MerWeb | Otova Wall Peeler | Seimono LasPowder | Solarium Glamour Catalog | Vocal Digitizer | Zephyr
Stealth License II: Seimono LasCutter | Scrypher LevHook | Serpent Cloth | Automal Spider
Stealth License III: Cybros Cloak | Guile Illusory Veil | Locke Ballistics Suppression Field | Noise Jammer | Naginata Waraji | Surveillance Jammer


Infiltration devices are stealth devices aimed at helping you access locations whether through enhancing mobility or helping to eliminate physical obstacles.

Under-Licensed Use. If you attempt to apply a infiltration devices that you do not have the license for, your inexperience makes it unexpected. There is a 30% chance that any expendable object will fail to activate, and still become broken. There is a 30% chance that multiple use devices will full drain the battery of the device and deal 1d12 lightning damage to you.


Stealth License I Infiltration

Cybros AutoBreath. A Cybros AutoBreath is a translucent plastic film with various blue and green lines forming concentric circles. It weighs a quarter pound and costs 50 credits. As an action, you can place the plastic on your lips and breath in, coating your mouth and throat with the same pattern. Once used, you are able to breathe safely in any environment (including poison gases or underwater) and the AutoBreath remains effective for 6 hours.

Daggerr Instant Object. A Daggerr instant object comes as a small, dense cube roughly the size of a game die that weighs ¼ lb and has an illustration of a common, non-technical, object on each of its six surfaces. As an action, you can puncture the cube with a finger or sharp object, causing it to become the item illustrated on the cube. Once transformed in this way, the instant object has all the same properties of a normal, non-instant version of the item and cannot be condensed back into a cube. Each instant object costs triple the cost of a normal non-instant version of an item or an additional 30 credits, whichever is higher.

Various instant objects are mass produced by Daggerr and are documented in the following list. Other items can be commissioned, but the cost can vary on the size, shape, and quality of the object being condensed. However, no armor, device, or weapon can be made into an instant object.

  • Nylon Rope (50 ft)
  • Ladder (10 ft)
  • Inflatable raft (4 person size)
  • Tent (2 person size)
  • Bed (2 person)
  • Bedroll
  • Net
  • Chain (20 ft)
  • Safety Gloves
  • Medical Gloves
  • Expendable Flashlight
  • Metal Pole (10 ft)
  • Suit of Clothing
  • Tarp (10 ft)
  • Food (3 rations)
  • Cleaning Agents
  • Broom
  • Bucket

Light Jammer. A light jammer is a wide and flat metal bracelet that weighs 2 pounds. It requires a small battery to operate, and can optionally be integrated into a small integration slot. As an action, you can enable or disable this jammer. While enabled, the battery loses 1 cell of energy every 15 minutes and all devices producing artificial light within [radius] cease to produce light. This includes any lights within a building, but also includes lights on a device’s interface or even an iuon screen. The jammer can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the jammer, as does a thin sheet of lead.

If you integrate this jammer you can optionally choose to include or exclude yourself from the effects of the jammer as a bonus action.

BrandCostRadius
Otova¢ 27030 feet
Seimono¢ 1,200300 feet
Spyre¢ 580100 feet

MerWeb. A MerWeb comes as a 3 foot coiled rope made of fibers that weighs 1 pound. As an action, you can uncoil the rope and it will instantly wrap around your legs, attaching them together, and creating a large ethereal tail ending in large flukes around your bound legs. This tail remains for [duration] or until you remove it as an action. At the end of this duration or once removed, the MerWeb is destroyed. While the MerWeb is attached, you gain the following effects:

  • Your swim speed is increased by [bonus]
  • Your run speed is reduced to 0
  • You have advantage on any Skill checks or Saving throws related to swimming
  • Swimming no longer reduces your Hidden Value.
BrandCostDurationBonus
Daggerr¢ 956 hours30 feet
Kijiri¢ 2155 minutes100 feet
Otova1¢ 1651 hour15 feet
1Otova Merweb does not produce any detectable motion or sound in the water to move, allowing you to move silently. While moving underwater you have advantage on Stealth checks.

Otova Wall Peeler. An Otova wall peeler is a metal canister that resembles a large tape dispenser the size of a hand-gun. The wall peeler weighs 1 pound, costs 20 credits, and can hold up to 50 feet of wall peeling film. The film’s weight is non-substantial and costs 20 credits per foot.

You can dispense the film to draw a perimeter of a shape that is no wider than 15 feet between any two points of the perimeter. This process takes 1 minute for every 20 feet taped. Once the shape is completed, the surface area within the perimeter begins to dissolve. This dissolving process is silent and leaves behind no residue.

The speed and maximum depth dissolved depends on the surface’s materials and you can use the table below as a guide.  For materials not listed, a comparable material from the table can be used or a custom amount of speed and depth can be determined at the GM’s discretion.

MaterialSpeedMaximum Depth
Glass10 minutes12 inches
Wood15 minutes6 inches
Fiber20 minutes1 inch
Rock25 minutes3 inches
Metal130 minutes1 inch
1Otova Wall Peeler is unable to affect lead.

Seimono LasPowder. Seimono LasPowder is a fine red powder that comes in a black pouch. It weighs a half pound and costs 40 credits. As an action, you can spread the powder in a 30 foot cone in front of you. Any lasers sensors within the area of effect are revealed for the next minute.

Solarium Glamour Catalog. A glamour catalog is an iridescent heart-shaped plate that costs 750 credits. It weighs 2 pounds and requires a small battery to operate and can have a memory strand optionally inserted into it. It must be integrated into a small integration slot, and only works when integrated into a fiber. As an action, you can use this device to change the appearance of the fiber it is integrated into. The fiber can be changed to look like any piece of clothing stored in the catalog by default which includes a variety of Solarium brand formal and casual outfits. Alternatively, you can have the fiber take the appearance of any clothing or outfits that appear in any 3D visual files within the inserted memory strand. While enabled, the battery loses 1 cell of energy every 1 hour.

The changes wrought by this device fail to hold up to physical inspection. For example, if you use this device to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair.

By default, the clothing catalog is the current year’s Solarium clothing catalog. Each year, the catalog can be updated for 125 credits at most Solarium stores.

Jailbreak. This catalog can be jail-broken with 1 hour of labor and a successful DC 18 Hacking roll. On a success, the memory strands holding the default clothing catalog can be extracted and replaced with a catalog from another brand (4 woven mega strands). Doing so voids any warranty on this device.

Vocal Digitizer. A vocal digitizer is a thin transparent sheet of material that is breathed in to coat the vocal cords. It costs 80 credits. Applying a vocal digitizer requires an action, and once applied, the effect begins instantly. When applied, your voice is replaced with a clearly false voice that sounds distorted and digitized. This voice is generic and widely known.. However, creatures can no longer identify you by your voice. This effect lasts for 6 hours or until you vomit.

Zephyr. A zephyr comes as a two foot pad made of fibers that weighs 1 pound. As an action, you can drop the pad and step onto it, causing the pad to dissolve and create a whiling green wind around your legs. This wind remains for [duration] or until you remove it as an action. At the end of this duration or once removed, the zephyr is destroyed. While the zephyr is attached, you gain the following effects:

  • Your run speed is increased by [bonus]
  • You have advantage on any Skill checks or Saving throws related to running
  • You do not trigger pressure sensors as long as you are running and do not end your turn on one.
  • Jumping or taking the Dash action no longer reduces your Hidden Value.
BrandCostDurationBonus
Daggerr¢ 1356 hours45 feet
Kijiri¢ 2905 minutes120 feet
Otova 1¢ 2251 hour30 feet
1Otova zephyr leaves behind no footprints and causes your steps and strides to make no noise. While walking and running you have advantage on Stealth checks.

Stealth License II Infiltration

Seimono LasCutter. A Seimono LasCutter is a sling-shaped backpack with a metallic fiber skin that has a large optical lense sitting out from the top  The Seimono LasCutter weighs 6 pounds, costs 575 credits, and requires a large battery to operate. As an action, you can drain 1 cell of energy from the battery and use the LasCutter to dissolve a 1-inch wide hole into the material. This dissolving process creates a screeching noise that can be heard up to 50 feet away.

The maximum depth dissolved on a single use depends on the surface’s materials and you can use the table below as a guide. If the material is thicker than the maximum depth, you will have to use more energy and power to go over the path again. For materials not listed, a comparable material from the table can be used or a custom amount of speed and depth can be determined at the GM’s discretion.

MaterialMaximum Depth
Glass112 inches
Wood6 inches
Fiber1 inch
Rock3 inches
Metal11 inch
1Seimono LasCutters are reflected by mirrors and are unable to affect lead.

Scrypher LevHook. A Scrypher LevHook is a small purple hook, about 4 inches in length. A LevHook costs 100 credits and weighs a half pound. As an action, you can order a LevHook to activate and launch to a point you can see within 100 feet. The LevHook does not need to travel in a straight line, however the path it travels can not be longer than 100 feet. Once it reaches the chosen point, the hook turns transparent and becomes intangible for 10 minutes. After 10 minutes the LevHook is destroyed.

You can use a bonus action to have any of your active LevHooks within 100 feet of you forcefully move you to its location. This forced movement is always in a straight line and will provoke an attack of opportunity.

Once you reach the destination, you remain hovering at that location until the start of your next turn, or you use 5 feet of movement to disconnect from the LevHook. If your movement stops before you reach the Levhooks location due to colliding with an obstacle you fall immediately at the point of the collision. If the object you collided into have a reasonable spot for you to grab and hold onto (such as a ledge or ladder), you can make a DC 15 Dexterity saving throw to grab onto the obstacle and prevent the fall.

You can use your action to readjust a LevHook you are within 5 feet of. When you do so, the LevHook can be moved to another location of your choice, following all the rules detailed above. If you were floating beside the LevHook when you do this, you immediately begin to fall.

Serpent Cloth. A serpent cloth comes as a two foot cloth made of fibers that weighs 1 pound. As an action, you can wrap the cloth around your body, causing the cloth to dissolve and create a fine red web of strands between your arms, torso, and legs. This web remains for [duration] or until you remove it as an action. At the end of this duration or once removed, the serpent cloth is destroyed. While the serpent cloth is attached, you gain the following effects:

  • You gain a fly speed of [bonus].
  • Flying does not reduce your Hidden Value.
  • You are unable to use any devices or weapons that require your hands to operate.
  • You are unable to fly if you and your equipment weigh more than 500 pounds.
  • Whenever you are targeted by a ranged attack roll, you can choose to fall 50 feet and then stabilize back into a normal flight at your new altitude. If you do so, the ranged attack roll misses.
BrandCostDurationBonus
Daggerr¢ 2756 hours50 feet
Kijiri¢ 4205 minutes90 feet
Otova 1¢ 3401 hour30 feet
1Otova serpent cloth causes your flight to make no noise. While flying you have advantage on Stealth checks.

Automal Spider. An Automal spider comes as a 1-foot wide metal spider that can be attached to your back with reinforced fiber straps. It costs 1,875 credits, weighs 5 pounds, must be integrated into a small integration slot, and requires a medium battery to operate. As an action, you can enable the spider causing eight metal spider legs to materialize out of your back. While enabled, the spider drains 1 cell of energy every 1 minute. While these legs are extended, you gain the following effects:

  • You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands and legs free.
  • You can grab objects within 10 feet of you with your spider legs. Each leg can hold at most 30 pounds each, and can not use any weapons or devices, but can use simple objects (such as keys or screw driver). You cannot hold more than 6 objects this way and still remain climbing or hanging from any surfaces via the spider legs
  • Whenever you enter into a fall, you can use your reaction to extend the spider legs towards a wall within 10 feet of yourself, stopping the fall by attaching and pulling you to within 5 feet of the wall.
  • You can not be knocked prone.
  • As a bonus action, you can willingly retract or extend the spider legs.

Stealth License III Infiltration

Cybros Cloak. The Cybros cloak is a small translucent panel about 6 inches on each side. The cloak costs 2,600 credits, weighs 1 pound, must be integrated into a small integration slot, and requires a small battery to operate. As an action, you can enable the cloak. While enabled, the battery loses 1 cell of energy every round (6 seconds) and you and all of your equipment becomes invisible. Whenever you take damage while invisible through the cloak the field becomes disrupted briefly, revealing your location before reactivating.

You can use a bonus action on your turn to drain 1 cell of energy from the battery and overcharge the cloak. If you do so, you become invisible to all forms of vision instead of just regular vision. In addition, other creatures can not make attacks of opportunity against you.

Guile Illusory Veil. An illusory veil comes as a small red block, that once integrated into a fiber, fades away and becomes invisible. It costs 2,125 credits and requires integration into a small integration slot, and only works when integrated into a fiber. This device requires a small battery to operate. As an action, you make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the battery empties or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this device fail to hold up to physical inspection. For example, if you use this device to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this device to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

While enabled, this device drains 1 cell of energy from its battery every 1 minute.

Locke Ballistics Suppression Field. A Locke ballistics suppression field is a black metal cube with an illustration of an explosion on all six sides. The cube costs 700 credits and weighs 1 pound. As an action, you can throw the cube to a point on the ground you can see within 50 feet. If you do so, the field activates and creates a 100-foot radius ballistics suppression field. This field appears with a light grey mesh around the perimeter of the field. All weapons that deal physical damage are unable to shoot any ammunition while within the field. In addition, physical damage grenades or charges do not detonate. This field remains in place for 1 minute, after which it is destroyed.

Noise Jammer. A noise jammer is a bracelet composed of interlocking metal helixes that weighs 2 pounds. It requires a small battery to operate, and can optionally be integrated into a small integration slot. As an action, you can enable or disable this jammer. While enabled, the battery loses 1 cell of energy every [interval] and no sound can be created within [radius] of the jammer, and creatures within the radius of the jammer are deafened. Additionally, weapons within the radius of the jammer lose the sonic property. The jammer can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the jammer, as does a thin sheet of lead.

If you integrate this jammer you can optionally choose to include or exclude yourself from the effects of the jammer as a bonus action.

BrandCostIntervalRadius
Kijiri¢ 2,5801 hour5 feet
Otova¢ 2,47510 minutes10 feet
Spyre¢ 2,1001 minute20 feet
Thunderhawk¢ 2,0501 round (6 seconds)75 feet

Naginata Waraji. The Naginata waraji is a pair of decorative metal plates in the shape of a shin. The waraji costs 2,950 credits, weighs 10 pounds and must be integrated into a normal integration slot. While integrated you gain the following effects:

  • While standing on metal surfaces, you can not be unwillingly moved or knocked prone, even if you are restrained or fall unconscious.
  • You gain the ability to move up, down, and across any metal surfaces as well as upside down along metal ceilings, while leaving your hands free.
  • If you step onto any metal objects or weapons you can choose to have the object become attached. While attached, a creature must use an action to make an Overpower check with a DC of 25 to remove the object from your foot. For each attached object, your movement speed is reduced by 5 feet.
  • While you are manually controlling a motorcycle, you can perform a jump with the motorcycle. This jump uses your jumping distance and height.

Surveillance Jammer. A surveillance jammer is a bracelet  composed of interlocking metal helixes that weighs 2 pounds. It requires a small battery to operate, and can optionally be integrated into a small integration slot. As an action, you can enable or disable this jammer. While enabled, the battery loses 1 cell of energy every [interval] and all sensors and bugs within [radius] of the jammer stop broadcasting any data The jammer can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the jammer, as does a thin sheet of lead.

If you integrate this jammer you can optionally choose to include or exclude any sensors or bugs that are related to any other device integrated into your armor from the effects of the jammer as a bonus action.

BrandCostIntervalRadius
Otova¢ 2,7005 minutes50 feet
Scrypher¢ 2,5001 minute300 feet
Spyre 1¢ 2,3001 round (6 seconds)50 feet
1Spyre surveillance jammers do not cause the sensor or bug to cease broadcasting data, instead the sensor or bug will repeatedly send the last package of data it relayed on a loop until the jammer is out of range or disabled.