List of Common Items and Components

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This article contains a list of all common items and components of the game, separated by rank and category. For general rules regarding the economy, crafting, repairing, etc. please see Economy.

Player Submissions for Common Items

Players are welcome to contact appropriate staff marshals to submit ideas to add to this Common Items List. As such, this list is one that is potentially ever-growing. As the staff comes up with new ideas and / or players submit new ideas for "common items" which are approved, we may update this list from time-to-time. Please keep in mind, however, that idea submission for "Common Items" should not be used as a means to circumvent our Research and Development rules; most ideas will likely fall within the realm of needing to be researched and developed in those ways as opposed to just being added as a "common item" to this list. Be mindful of any such submissions, especially if your character would likely want to utilize or craft the items which you are submitting for, as this can be considered a conflict-of-interest and may result in a Rules Violation.

Components

Components in the game are used with abilities and role play time to craft a final item. Components themselves have no mechanical benefits other than being used for crafting and repairing. They also cannot be made, they can only be found in-game or obtained through in-game play at events on modules, survival packs, etc.

There are 7 types of components in the game for each craft category. They are as follows:

  • Simple Component
    • This type of component can be used for crafting items of any category
    • It is the least expensive, most generic, and most abundant type of component, used in crafting almost every item in the game.
  • Advanced Component
    • This type of component can be used for crafting items of any category
    • It is not very expensive and it is a fairly generic and abundant type of component, used in crafting almost every item in the game.
  • Complex Component
    • This type of component can be used for crafting items of any category
    • It is a more expensive generic component in the game and only somewhat abundant; it is used in crafting many items in the game.
  • [Craft Category] Component (E.G. "Biochem Component" or "Electronic Component")
    • Every craft category has one "named" component.
    • It is typically the most expensive component needed to craft most items in the game and, while it is still common, it is much less common than Simple, Advanced, and / or Complex components.
  • [Craft Category] Kit (E.G. "Biochem Kit" or "Electronic Kit")
    • This type of component is the only component that does not get expended when crafting an item, as it represents a character's arsenal of tools required to make an item.
    • It is expensive in its cost, but because the component isn't expended while crafting or repairing, it is just a one time cost.
  • Proprietary Component
    • This type of component can be used for crafting items of any category
    • The Proprietary Component is a high value and very rare "generic" component used for particularly potent and / or uncommon items.
  • Heirloom
    • This type of component can be used for crafting items of any category
    • This type of component has no rank
    • The Heirloom Component is the rarest component of all and is used exclusively for crafting Heirloom items or other extraordinarily rare devices.

Component Table

Below is a table containing all the components of the game and their respective ranks and values.

Component Values by Rank (in Units)
Component Name Basic Expert Master
Simple Component 25 50 100
Advanced Component 50 100 200
Complex Component 100 200 400
[Craft Category] Component 250 500 1000
Proprietary Component 500 1000 2000
[Craft Category] Kit 1000 2000 4000
Heirloom Component Special Special Special

Brutal Items

Unlike most items in the game, there are a special set of unranked items that count as "Brutal." Almost all characters by default can use and craft most of these items, as they do not require a special craft category to make nor do most of them require more than Brutal Combat (Basic).

Item Name Category Time Components Description Value
Brutal Armament: Any Brutal 1-Hand: 1 min

2-Hand: 5 min

Shield: 5 min

  • None (Role Play)
Use Check

Brutal Combat (Basic).


Brutal Armaments vary and are chosen at time of crafting. Characters only need to role play the crafting of these items by performing in-game appropriate tasks to get them (E.G. throwing bottles, breaking a leg off of a table and using that, finding a lead pipe, finding a baseball bat, putting some nails through a wooden board, solid bricks, a car door, a manhole cover, etc.)

Brutal Thrown: This can be used to strike for ranged damage via the Brutal Combat Path.

Brutal 1-Handed: This can be used to strike for melee damage via the Brutal Combat Path.

Brutal 2-Handed: This can be used to strike for melee damage via the Brutal Combat Path.

Brutal Shield: This can be used as a Brutal Shield via the Brutal Combat Path.

None
Molotov Cocktail Brutal 1 min.
  • Consumable (Biochem Item)
  • Disposable (Luxury Item)
  • Reusable (Manufactured Item)
Use Check

Brutal Combat (Basic).


The Consumable used in crafting this item must be alcohol or another flammable consumable. The Disposable used in crafting this item must be some type of rag or paper towels. The Reusable is not consumed when crafting this item and must be a lighter or some appropriate source of fire. This item must be physrepped by a coreless bottle and can be thrown at a single target for 4 Heat Splash.

700

Basic Rank Items

Basic Biochem

Item Name Category Time Components Description Value
Adrenaline Shot Biochem 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 3


Target instantly recuperates two Physical Power Use per rank and gains one temporary Physical Power Use per rank. This lasts for 15 minutes. For the duration the character's recovery interval for physical powers only is reduced by one time interval to a minimum of 15 seconds. Counts as a Stim (must be delivered via a Stim Pack). NOTE: Physical Power Pool increases gained are treated as expended and must be recovered through normal means.

800
Antitoxin Biochem 60 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 3 Biochem Components
  • 1 Biochem Kit
Use Check

Intelligence 3


Converts 8 Bio damage per rank to Normal Damage. This may also be used to cure Bio Effects, poisons, toxins, and diseases of equal or lower rank. Counts as a Stim (must be delivered via a Stim Pack).

1,800
Attetrole Biochem 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 3


Target instantly recuperates two Cerebral Power Use per rank and gains one temporary Cerebral Power Use per rank. This lasts for 15 minutes. For the duration the character's recovery interval for Cerebral powers only is reduced by one time interval to a minimum of 15 seconds. Counts as a Stim (must be delivered via a Stim Pack). NOTE: Cerebral Power Pool increases gained are treated as expended and must be recovered through normal means.

800
Consumable Biochem 15 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Biochem Kit
Use Check

None


This is a consumable biochem-luxury item. It can be imbibed / consumed by a character for role-play or recreational purposes only. This is used to represent any number of consumable goods, such as cigarettes, alcohol, etc. This can be used to fulfill addiction consumption. This can be consumed to fulfill 1 Addiction Flaw per rank of this item.

400
Light Stick x20 Biochem 5 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Kit
Use Check

None


Glow stick. Cannot be phys repped by battery powered lightstick. Lasts as long as the phys rep lasts. There are no higher ranks of this item

300
Med Pack Biochem 30 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Wisdom 3


This item has 6 charges, which may be used as follows.

  • 1 Charge: Role play for 1 minute to heal an organic target 6 hit points. For 15 minutes immediately following this, the target will recover 2 [Additional] Hit Points per Recovery Interval.
  • 1 Charge: Role play for 1 minute to convert up to 2 damage of Heat, Cold, or Shock to Normal on an organic target.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 1 minute to repair, but requires the Biochem Component to do so.

1,300
Pain Killers x6 Biochem 60 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

None


Nullifies an equal rank or lower pain effect and grants one use per rank of an equal rank Endurance. Lasts 1 hour.

800
Pepper Spray Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Wisdom 3


Use on any target within 5 feet as a splash effect. Causes an equal rank pain effect that lasts 15 minutes and a 1 minute blind effect. Individual defenses must be used for each effect. This is delivered via spell packet or similar. It has 3 uses before it becomes useless and needs to be repaired.

800
Retamadine Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 3


Removes one equal or lower rank incapacitate or paralysis effect and grants immunity to an equal rank of that effect for 15 minutes. Counts as a Stim (must be delivered via a Stim Pack).

800
Stim Pack Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Kit
Use Check

None


This item must be used in conjunction with an equal rank or lower Stim. Stims are essentially cartridges that are loaded into this device. Loading a Stim requires 15 seconds of roleplay. Delivering a Stim requires 5 seconds of roleplay. Stim Packs may hold up to one Stim per rank.

300
Teriparatide Biochem 60 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Complex Component
  • 2 Biochem Components
  • 1 Biochem Kit
Use Check

Intelligence 3


Reduces the amount of time before a Crippled or Severed Limb is considered fully healed by 1 Time Interval per rank to a minimum of 5 minutes. This counts as a Stim (must be delivered via Stim Pack).

2,000

Basic Electronic

Item Name Category Time Components Description Value
AED Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Component
  • 1 Electronics Kit
Use Check

Intelligence 3


This item utilizes a Power Pack to gain charges which may be expended to perform the following effects:

  • 1 Charge: Target recieves a Life effect. Will only effect an organic entity who has died within 1 minute. Requires 5 seconds of role play to perform.
800
Amulet Electronic 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 2 Complex Components
  • 2 Electronic Components
  • 1 Electronic Kit
Use Check

Equal rank or higher Cybercraft


Amulets are small thumb drives that have Software Slots in them that can only be used for saving software apps and storing other file information. Amulets require a QID of equal or higher rank to plug into in order for the data to be read or used in any way. Amulets have 4 software slots. Only 1 Amulet may be plugged into a QID at any time.

2,200
Cybernetic Limb Electronic 60 Min.
  • 4 Simple Components
  • 4 Advanced Components
  • 1 Complex Component
  • 1 Proprietary Component
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

None


Simple Cybernetic Limb used to replace severed limbs via the appropriate surgery abilities. This limb grants no additional beneficial effects, can be Sundered in addition to all effects that would target the limb normally, and must be costumed appropriately.

2,300
Flashlight Electronic 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Kit
Use Check

None


Flashlight or electronic Light Stick that can be turned on or off at will. Physrepped by actual flashlight with batteries, or lightstick with batteries. There are no higher ranks of this item.

300
Force Hammer Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit

  • 2-Hand: +1 Complex Component
Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal +0 Ener Knockback for 1 strike.

3,000

3,200

Heat Gun Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Equal rank or higher Enerfighting


A Ranged Ener weapon that requires power packs to deal +0 Heat for 5 min, per charge.

3,000
Holoskin Electronic 60 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Wisdom 3


Electronic band that filters light and creates a disguised image of the wearer, changing the look of their Origin. This item grants scaling rank of Disguise. If the wearer already has the Disguise skill, pairing it with this item increases the opposing check needed by +2 per rank. This item takes Power Packs to expend charges to utilize. Each charge will allow the disguise to last 5 minute. At this rank, the Holoskin minorly alters your features, allowing you to add or replace existing Origin features with any feature also available to any Simple Origin. This does not allow you to remove features from your actual Origin.

1,400
Power Pack Electronic 30 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 1 Complex Component
  • 1 Electronic Kit
Use Check

None


While this item is used with any device that requires a Power Pack to function, the device gains 6 charges, which may be used as follows.

  • 1 Charge: Power the device on so it can be used as per the device's specified rules for a duration of 5 minutes. Unless otherwise specified, this initial charge expenditure counts to instantly utilize any single charge-based use of choice available to the device, if applicable.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 6 Simple Components to do so.

1,600
Q-Jumper Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Component
  • 1 Electronics Kit
Use Check

Intelligence 3


This item utilizes a Power Pack to gain charges which may be expended to perform the following effects:

  • 1 Charge: Target receives a Life effect. Will only effect a robotic entity who has died within 1 minute. Requires 5 seconds of role play to perform.
800
Q-Phone Electronic 30 Min.
  • 10 Simple Components
  • 5 Advanced Components
  • 5 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Intelligence 3


Cell phone. Only text and phone options can be used, no apps or internet.

2,500
QID (Quantum Interface Device) Electronic 60 Min.
  • 20 Simple Components
  • 10 Advanced Components
  • 10 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Equal rank or higher Cybercraft


Personal use quantum computer device that has an equal rank wireless Cyber Receiver and counts as an equal rank wireless QID. This has 4 Software Slots. Must be physrepped with an appropriate-looking physrep such as (or resembling) a tablet, laptop, or some other non-phone advanced looking electronic computer mechanism (speak with an appropriate rules marshal if you have a physrep idea to see if that would be permissible; some physreps for QIDs may require the device to be or count as an heirloom and would require the player to have access to obtaining an heirloom in those cases in order to use those physreps).

4,500
Radio (Two-Way) Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Kit
Use Check

None


Single Walkie Talkie. No higher rank of this item exists.

300
Shredder Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Mechanical Component
  • 1 Electronic Component
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal 4 Recurring per rank for 5 min, per charge.

3,000

3,200

Spectro Goggles Electronic 60 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Intelligence 4


This item requires a Power Pack to perform the following effects:

  • 1 Charge: Identify targets in lowlight or negate blindness for 1 minute
  • 1 Charge: See through doors and walls for 1 minute
  • 1 Charge: Use equal or lower rank "Analyze" at no Power usage cost for 5 minutes with a Lockout 15s
  • 1 Charge: Equal or lower rank "Knowledge Focus: Any," wherein the character is querying a built-in (non-organic) AI with one question regarding the topic at hand. The character must have an appropriate Base Knowledge to the Focus being queried. This Knowledge Focus may be utilized at -3 Effective Intelligence at Basic, -2 Effective Intelligence at Expert and -1 Effective Intelligence at Master.
1,400
Taser Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronics Kit
Use Check

Wisdom 3


This item requires a Power Pack to perform the following effects:

  • 1 Charge: Paralyze a target for 5 seconds. This may only be used within 10ft of a target and can be physrepped with a small, single shot NERF weapon or an appropriate looking ranged taser and fired with a power packet. Lockout 1 min per use.
300
Vibroblade Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal +0 Direct for 5 min, per charge.

3,000

3,200

Wetware Electronic 4 Hrs.
  • 20 Simple Components
  • 10 Advanced Components
  • 10 Complex Components
  • 1 Electronic Component
  • 1 Proprietary Component
  • 1 Electronic Kit
Use Check

1 Augment Slots; Install Bioware Surgery Performed


Attempts to remove this without an appropriate reverse surgery will automatically render the device shattered and will deliver two coup de graces to the target. Characters that have had this augment installed can be manifested in any virtual cyberverse via direct wire or wirelessly into an access hub for that virtual cyberverse, so long as an appropriate rank of Cybercraft is used in conjunction to do so. Additionally, this device counts as having 4 software slots for the character it is in. The character with this augment can be targeted by Cyber abilities now, so long as the Cyber ability is delivered in a virtual cyberverse that the character is also in and / or the Cyber ability is delivered via wireless or wired QID interface as normal. The character still requires a separate QID to deliver cyber effects to a target. The character may also now have equal or lower rank software installed directly to them.

5,500

Basic Explosives

Item Name Category Time Components Description Value
Ammo Can, Bullet Explosives 30 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 1 Complex Component
  • 1 Explosives Kit
Use Check

None


While this item is used with a firearm, the firearm gains 6 charges, which may be used as follows.

  • 1 Charge: Use firearm to be able to fire at any target for 1 minute.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 6 Simple Components to do so.

1,600
Ammo Can, Launcher Explosives 60 Min.
  • 6 Simple Components
  • 6 Advanced Components
  • 4 Complex Component
  • 3 Explosives Components
  • 1 Explosives Kit
Use Check

None


This item grants 6 charges per rank that can only be utilized with weapons classified as Launchers.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 3 Explosive Components of equal or higher rank to do so.

3,200
C4 Explosives 60 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 4 Explosive Components
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


Basic explosive that can be set somewhere by taking 1 minute to role play. The person who sets the C4 must remain within 100 feet and can detonate the C4 at a time of their choosing so long as they remain within 100 feet. Once detonated, the C4 will cause an equal rank Smash effect and 36 direct recurring 4 to everything within 10 feet. This item is shattered upon use.

2,800
Concussive Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosive Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


All targets within 5 feet of the contact point of this Grenade are under a 5 second Stun Effect. This item is shattered upon use.

1,300
Shrapnel Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosive Compound
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


All targets within 5 feet of the contact point of this Grenade are dealt 12 Direct recurring 4. This item is shattered upon use.

1,300
Standard Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosive Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


Basic standard grenade that can be thrown for damage. Physrepped with an appropriate, coreless latex grenade or a coreless closed cell foam and duct tape grenade. Throw the physrep and wherever it lands, all targets within 5 feet take 12 direct damage plus trip of equal rank. This item is shattered upon use.

1,300
Standard Mine Explosives 60 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 4 Explosive Components
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


This item always uses a "Pressure Plate Trigger Mechanism" (whenever a target steps on the area the mine is in, it sets off the mine). This item deals a Splash Sever Limb to a single leg of the target that triggers it and deals 24 Direct to all targets within 5 feet. This item is Shattered once it is triggered.

4,200

Basic Luxury

Item Name Category Time Components Description Value
Artwork Luxury 15 Min.
  • 8 Simple Components
  • 1 Luxury Kit
Use Check

None


Any type of art, be it painting, drawing, literature, song or CD, etc. 5-10 pieces can be used to decorate a room such that the Rec Room Bonus would work in there. Must be Marshal approved.

400
Blueprints Luxury Varies
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Luxury Kit
Use Check

Equal rank or higher corresponding Craft Category


This represents blueprints for crafting any item of this rank or lower in a specific craft category. The specific item should be marked on the back of the card by logistics. Crafting time is twice as long as it takes to actually craft the item. Value is generally double the finished product, but technically by component value only, could be much cheaper; it is ultimately up to each individual person to determine value.

Varies
Designer Label Luxury 15 Min.
  • 6 Simple Components
  • 1 Advanced Component
  • 1 Luxury Component
  • 1 Luxury Kit
Use Check

Wisdom 3


This can be added into the recipe of another item to decrease the attribute requirement by 1 per rank, change the attribute requirement to another appropriate attribute, or change a specific ability prerequisite to an appropriate attribute score of 3. The phys rep of the item being crafted must look over the top, ostentatious or gaudy.

900
Disposable Luxury 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Luxury Kit
Use Check

None


This is a disposable manufactured-luxury item. It can be used and disposed of by a character for role-play or recreational purposes only. This is used to represent any number of disposable goods, such as latex gloves, face masks, hair nets, stickers, etc.

300

Basic Manufactured

Item Name Category Time Components Description Value
Archaic Armament: Any Manufactured 1-Hand: 30 min.

2-Hand: 60 min

Armor: 90 min.

  • 4 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 2 Manufactured Components
  • 1 Manufacturer Kit

2-Hand: +1 Complex Component


Armor: +2 Complex Components

Use Check

Equal rank or higher Archaic Combat


Archaic Armaments vary and are chosen at time of crafting. Separate item cards exist for each specific type.

1-Hand Items

  • Axe: Basic Archaic One-Handed Weapon
  • Crossbow: Basic Archaic Ranged Crossbow Weapon
  • Dagger: Basic Archaic Small Weapon
  • Hammer: Basic Archaic One-Handed Weapon
  • Sword: Basic Archaic One-Handed Weapon


2-Hand Items

  • Bow & Arrow: Basic Archaic Ranged Bow Weapon
  • Great Axe: Basic Archaic Two-Handed Weapon
  • Great Hammer: Basic Archaic Two-Handed Weapon
  • Great Sword: Basic Archaic Two-Handed Weapon
  • Polearm: Basic Archaic Two-Handed Weapon
  • Staff: Requires 2 Hands; Follows 1-Handed Damage Progression

Armor

  • Chainmail Armor Piece: 2 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Chainmail Vest: 4 Points of Durability vs Melee Only Req. Str/Sta 4. Agility is considered 0 while worn.
  • Leather Armor Piece: 1 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Leather Chestplate: 2 Points of Durability vs Melee Only
  • Platemail Armor Piece: 3 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Platemail Chestplate: 6 Points of Durability vs Melee Only; Req. Str/Sta 5. Agility is considered 0 while worn.
1,600

1,800


2,000

Arrows Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

None


When this item is crafted, it creates 10 arrows. Ammunition for archaic and / or hunting ranged bow weapons. This is not used for crossbows of any kind. This ammunition is retrievable.

700
Ballistics Armor: Any Manufactured 30 Min.
  • 2 Simple Components
  • 2 Advanced Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit

Armor Vest: +1 Manufactured Component

  • Makeshift Armor Vest: 2 Points of Durability vs Bullet & Melee Only; Req. Equal or Higher Rank Brutal Combat Path
  • Police-Grade Ballistics Vest: 4 Points of Durability vs Bullet Only; Req. Dex/Wis 4.
  • Military-Grade Ballistics Vest: 6 Points of Durability vs Bullet Only; Req. Dex/Wis 5.
  • Makeshift Armor Piece: 1 Point of Durability vs Bullet & Melee Only; Req. Equal or Higher Rank Brutal Combat Path
  • Police-Grade Ballistics Piece: 2 Point of Durability vs Bullet Only; Req. Equal or Higher Rank Firearms or Riot Combat Path
  • Military-Grade Ballistics Piece: 3 Point of Durability vs Bullet Only; Req. Equal Rank or Higher Firearms or Riot Combat Path
800

1,300

Brass Knuckles Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Unarmed Combat


This counts as an Unarmed melee weapon. You do not take physical damage or powers delivered through this weapon. Must adhere to all physrep rules. This item is immune to equal or lower rank disarm.

800
Crossbow Manufactured 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Hunting


This counts as a crossbow Hunting weapon. Requires crossbow bolt ammunition. Crossbows deal 4 recurring per rank. Must adhere to all physrep rules.

600
Crossbow Bolts Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

None


When this item is crafted, it creates 10 bolts. Ammunition for crossbows. This ammunition is retrievable.

700
Arrows Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

None


When this item is crafted, it creates 10 arrows. Ammunition for archaic and / or hunting ranged bow weapons. This is not used for crossbows of any kind. This ammunition is retrievable.

700
Forensics Kit Manufactured 60 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Manufactured Component
  • 1 Manufacturer's Kit
Use Check

Equal rank or higher Investigate


This item has 6 charges, which may be used as follows.

  • 1 Charge: This is only used after the character uses equal rank or lower Investigate 5 consecutive times in an area that any other character successfully used 5 equal rank or lower Counter Forensics in (in an attempt to prevent any possible investigation). The Investigating character using the Forensics Kit may ask ONE final question to the Marshal (as opposed to unlimited when they sustain for 4 or less). All standard rules regarding Investigate and Counter Forensics ranks still apply.
1,300
Knife Manufactured 15 Min.
  • 6 Basic Components
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Knife Fighting


This counts as a knife melee weapon or knife thrown weapon. Must adhere to all physrep rules. +0 Damage.

300
Maintenance Pack Manufactured 30 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 3


This item has 6 Charges, which may be used as follows.

  • 1 Charge: Role play for 1 minute to heal a non-organic target 6 hit points. For 15 minutes immediately following this, the target will recover 2 [Additional] Hit Points per Recovery Interval.
  • 1 Charge: Role play for 1 minute to convert up to 2 damage of Heat, Cold, or Shock to Normal on a non-organic target.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 1 minute to repair, but requires the 1 Manufactured Component to do so.

1,300
Reusable Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufacturer Kit
Use Check

None


This is a reusable manufactured item. It can be used and reused by a character for role-play or recreational purposes only. This is used to represent any number of reusable goods, such as lighters, pens, false IDs, rope, chains, etc. Typically, a marshal must be present to use the items, but not necessarily.

300
Riot Bludgeon Manufactured 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Riot Training


Police-grade Riot Melee Weapon such as a tonfa or baton. Use with Combat Path: Riot gains Enfeeble Limb (Basic) with 1 minute Lockout.

800
Riot Shield Manufactured 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Riot Training


Police-grade Riot Shield. Will not stop bullet or ener damage / effects. Use with Combat Path: Riot gains two uses of Shield Wall. Lockout 15 minutes, lockout timer begins after second Shield Wall is used.

800
Swiss Army Multi-Tool Manufactured 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Subterfuge


This counts as an equal rank Subterfuge Tool that must be utilized with equal rank or lower Subterfuge ability. This tool can also be used in lieu of any equal rank or lower Manufacturer Kit, Mechanical Kit, or Electronic Kit. This is not consumed when used in these ways. When used in place of a kit, the time to craft that item, however, is doubled.

400
Zip Tie Cuffs Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufacturer Kit
Use Check

Wisdom 3


When this item is crafted, it creates 5 sets of cuffs. Standard set of zip tie cuffs. Will bind a target’s limbs when on them indefinitely; must be cut off to remove (1 min RP timer), which destroys them. Will only work on willing, helpless or incapacitated targets. Strength Effective 5 or better will break them. Physrepped by zip ties.

300

Basic Mechanical

Item Name Category Time Components Description Value
Grenade Launcher Mechanical 4 Hrs.
  • 8 Simple Components
  • 6 Advanced Components
  • 4 Complex Component
  • 1 Manufactured Components
  • 1 Mechanical Components
  • 1 Proprietary Components
  • 1 Mechanical Kit
Use Check

Equal rank or higher Demolitions


This weapon counts as a Launcher and utilizes appropriate Ammo Cans to work.

  • 1 Charge: Launch an explosive canister to cause 4 Direct damage per rank in a 5 Foot Area of Effect from where the canister lands.
3,800
Handgun Mechanical 15 Min.
  • 2 Simple Components
  • 1 Advanced Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Standard firearm that requires one hand to utilize. Cannot be used unless used with Ammo Can. When used with Ammo Can, time for use is increased by 1 minute.

700
Hunting Bow Mechanical 30 Min.
  • 4 Simple Components
  • 3 Advanced Components
  • 2 Complex Components
  • 1 Mechanical Component
  • 1 Manufactured Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Hunting


Standard Hunting Bow that must be used with Arrows as ammunition. This weapon deals +0 Direct when fired.

1,900
Lock Mechanical 15 Min.
  • 4 Simple Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

None


A standard lock. Equal rank or lower subterfuge required to unlock if the key or combination is unavailable. Extra keys can be made by expending 1 Complex Manufactured Part per key. Can be phys repped by a real lock or a rope tied in the padlock knot. Requires Actual Strength 5 and Actual Dexterity 5 to break.

900
Metal Cuffs Mechanical 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

None


Standard set of chain cuffs. Will bind a target’s limbs when on them indefinitely. Strength 7 or better will break them. Will only work on willing, helpless or incapacitated targets. Physrepped by fake chain handcuffs.

800
Rifle Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Bolt-action firearm that requires two hands to utilize and adds +2 Damage per rank and Recurring 4 per rank for the duration this firearm is active for. Cannot be used unless used with Ammo Can.

1,200
Shotgun Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Pump-or-lever-action firearm that requires two hands to utilize and adds +2 Damage per rank and equal rank Knockback per shot for the duration this firearm is active for. Cannot be used unless used with Ammo Can.

1,200
Slagel Pick Mechanical 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Mechanical Kit
Use Check

Equal rank or higher Subterfuge


This counts as a Subterfuge Tool for the purposes of electronic and computerized locks only and is required to utilize equal or lower rank Subterfuge ability for such equal or lower rank locks.

400
Sniper Rifle Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Bolt-action firearm that requires two hands to utilize and adds +2 Direct Damage per rank for the duration this firearm is active for. Cannot be used unless used with Ammo Can. Each shot with this weapon has a lockout of 5s and requires the firing character to be stationery and role playing that they are "lining up a shot."

1,200

Expert Rank Items

Expert Biochem

Item Name Category Time Components Description Value
Adrenaline Shot Biochem 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 4


Target instantly recuperates two Physical Power Use per rank and gains one temporary Physical Power Use per rank. This lasts for 15 minutes. For the duration the character's recovery interval for physical powers only is reduced by one time interval to a minimum of 15 seconds. Counts as a Stim (must be delivered via a Stim Pack). NOTE: Physical Power Pool increases gained are treated as expended and must be recovered through normal means.

1,600
Antitoxin Biochem 60 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 3 Biochem Components
  • 1 Biochem Kit
Use Check

Intelligence 4


Converts 8 Bio damage per rank to Normal Damage. This may also be used to cure Bio Effects, poisons, toxins, and diseases of equal or lower rank. Counts as a Stim (must be delivered via a Stim Pack).

3,600
Attetrole Biochem 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 4


Target instantly recuperates two Cerebral Power Use per rank and gains one temporary Cerebral Power Use per rank. This lasts for 15 minutes. For the duration the character's recovery interval for Cerebral powers only is reduced by one time interval to a minimum of 15 seconds. Counts as a Stim (must be delivered via a Stim Pack). NOTE: Cerebral Power Pool increases gained are treated as expended and must be recovered through normal means.

1,600
Consumable Biochem 15 Min.
  • 4 Simple Components
  • 2 Advanced Component
  • 1 Biochem Kit
Use Check

None


This is a consumable biochem-luxury item. It can be imbibed / consumed by a character for role-play or recreational purposes only. This is used to represent any number of consumable goods, such as cigarettes, alcohol, etc. This can be used to fulfill addiction consumption. This can be consumed to fulfill 1 Addiction Flaw per rank of this item.

800
Med Pack Biochem 30 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Wisdom 4


This item has 6 charges, which may be used as follows.

  • 1 Charge: Role play for 1 minute to heal an organic target 12 hit points. For 15 minutes immediately following this, the target will recover 2 [Additional] Hit Points per Recovery Interval.
  • 1 Charge: Role play for 1 minute to convert up to 4 damage of Heat, Cold, or Shock to Normal on an organic target.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 1 minute to repair, but requires the Biochem Component component to do so.

2,600
Pain Killers x6 Biochem 60 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 4


Nullifies an equal rank or lower pain effect and grants one use per rank of an equal rank Endurance. Lasts 1 hour.

1,600
Pepper Spray Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Wisdom 4


Use on any target within 5 feet as a splash effect. Causes an equal rank pain effect that lasts 15 minutes and a 1 minute blind effect. Individual defenses must be used for each effect. This is delivered via spell packet or similar. It has 3 uses before it becomes useless and needs to be repaired.

1,600
Retamadine Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 4


Removes one equal or lower rank incapacitate or paralysis effect and grants immunity to an equal rank of that effect for 15 minutes. Counts as a Stim (must be delivered via a Stim Pack).

1,600
Stim Pack Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Kit
Use Check

Wisdom 4


This item must be used in conjunction with an equal rank or lower Stim. Stims are essentially cartridges that are loaded into this device. Loading a Stim requires 15 seconds of roleplay. Delivering a Stim requires 5 seconds of roleplay. Stim Packs may hold up to one Stim per rank. The initial stim used in the creation of the pack is not consumed as a component, it is loaded into the Stim Pack.

600
Teriparatide Biochem 60 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Complex Component
  • 2 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 4


Reduces the amount of time before a Crippled or Severed Limb is considered fully healed by 1 Time Interval per rank to a minimum of 5 minutes. Counts as a Stim (must be delivered via a Stim Pack).

4,000

Expert Electronic

Item Name Category Time Components Description Value
AED Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Component
  • 1 Electronics Kit
Use Check

Intelligence 4


This item utilizes a Power Pack to gain charges which may be expended to perform the following effects:

  • 1 Charge: Target receives a Life effect. Will only effect an organic entity who has died within 5 minutes. Requires 5 seconds of role play to perform.
1,600
Amulet Electronic 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 2 Complex Components
  • 2 Electronic Components
  • Electronic Kit
Use Check

Equal rank or higher Cybercraft


Amulets are small thumb drives that have Software Slots in them that can only be used for saving software apps and storing other file information. Amulets require a QID of equal or higher rank to plug into in order for the data to be read or used in any way. Amulets have 4 software slots. Only 1 Amulet may be plugged into a QID at any time.

4,400
Force Hammer Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit

  • 2-Hand: +1 Complex Component
Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal +2 Ener Knockback for 5 strikes.

6,000

6,400

Heat Gun Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Equal rank or higher Enerfighting


A Ranged Ener weapon that requires power packs to deal +2 Heat for 5 min, per charge.

6,000
Holoskin Electronic 60 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Wisdom 4


Electronic band that filters light and creates a disguised image of the wearer, changing the look of their Origin. This item grants scaling rank of Disguise. If the wearer already has the Disguise skill, pairing it with this item increases the opposing check needed by +2 per rank. This item takes Power Packs to expend charges to utilize. Each charge will allow the disguise to last 15 minutes. At this rank, the Holoskin moderately alters your features, allowing you to add or replace existing Origin features with any feature also available to any Ultimate Origin. This allows you to remove minor features from your actual Origin.

2,800
Laz Rifle Electronic 4 Hrs.
  • 10 Simple Components
  • 10 Advanced Components
  • 5 Complex Components
  • 1 Manufactured Component
  • 1 Mechanical Component
  • 2 Electronic Components
  • 1 Electronic Kit
Use Check

Equal rank or higher Enerfighting


A Ranged Two-Handed Ener weapon that requires power packs to deal +0 Ener Damage for 1 min, per charge (Note this is intentionally different than the normal Power Pack Charge Time of 5 minutes). For the duration this is active, offensive powers delivered by this item which strike the target directly will have the "Ener" effect type added to it.

9,000
Power Pack Electronic 30 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 1 Complex Components
  • 1 Electronic Kit
Use Check

Intelligence 3


While this item is used with any device that requires a Power Pack to function, the device gains 9 charges, which may be used as follows.

  • 1 Charge: Power the device on so it can be used as per the device's specified rules for a duration of 5 minutes. Unless otherwise specified, this initial charge expenditure counts to instantly utilize any single charge-based use of choice available to the device, if applicable.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 6 Simple Components.

3,200
Q-Jumper Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Component
  • 1 Electronics Kit
Use Check

Intelligence 4


This item utilizes a Power Pack to gain charges which may be expended to perform the following effects:

  • 1 Charge: Target receives a Life effect. Will only effect a robotic entity who has died within 5 minutes. Requires 5 seconds of role play to perform.
1,600
Q-Phone Electronic 30 Min.
  • 10 Simple Components
  • 5 Advanced Components
  • 5 Complex Components
  • 1 Electronic Components
  • 1 Electronic Kit
Use Check

Intelligence 4


Cell phone. Has same function as lower ranks and also now can use pictures, videos, and flashlight app as the OOG phone is capable of doing. No other apps or internet.

5,000
QID (Quantum Interface Device) Electronic 60 Min.
  • 20 Simple Components
  • 10 Advanced Components
  • 10 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Equal rank or higher Cybercraft


Personal use quantum computer device that has an equal rank wireless Cyber Receiver and counts as an equal rank wireless QID. This has 4 Software Slots. Must be physrepped with an appropriate-looking physrep such as (or resembling) a tablet, laptop, or some other non-phone advanced looking electronic computer mechanism (speak with an appropriate rules marshal if you have a physrep idea to see if that would be permissible; some physreps for QIDs may require the device to be or count as an heirloom and would require the player to have access to obtaining an heirloom in those cases in order to use those physreps).

9,000
Shredder Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Mechanical Component
  • 1 Electronic Component
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal Recurring 4 per rank for 5 min, per charge.

6,000

6,400

Spectro Goggles Electronic 60 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Intelligence 5


This item requires a Power Pack to perform the following effects:

  • 1 Charge: Identify targets in lowlight or negate blindness for 1 minute
  • 1 Charge: See through doors and walls for 1 minute
  • 1 Charge: Use equal or lower rank "Analyze" at no Power usage cost for 5 minutes with a Lockout 15s
  • 1 Charge: Equal or lower rank "Knowledge Focus: Any," wherein the character is querying a built-in (non-organic) AI with one question regarding the topic at hand. The character must have an appropriate Base Knowledge to the Focus being queried. This Knowledge Focus may be utilized at -3 Effective Intelligence at Basic, -2 Effective Intelligence at Expert and -1 Effective Intelligence at Master.
2,800
Taser Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronics Kit
Use Check

Wisdom 4


This item requires a Power Pack to perform the following effects:

  • 1 Charge: Paralyze a target for 15 seconds. This may only be used within 10ft of a target and can be physrepped with a small, single shot NERF weapon or an appropriate looking ranged taser and fired with a power packet. Lockout 15 seconds per use.
600
Vibroblade Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal +2 Direct for 5 min, per charge.

6,000

6,400

Wetware Electronic 4 Hrs.
  • 20 Simple Components
  • 10 Advanced Components
  • 10 Complex Components
  • 1 Electronic Component
  • 1 Proprietary Component
  • 1 Electronic Kit
Use Check

2 Augment Slots; Install Bioware Surgery Performed


Attempts to remove this without an appropriate reverse surgery will automatically render the device shattered and will deliver two coup de graces to the target. Characters that have had this augment installed can be manifested in any virtual cyberverse via direct wire or wirelessly into an access hub for that virtual cyberverse, so long as an appropriate rank of Cybercraft is used in conjunction to do so. Additionally, this device counts as having 4 software slots for the character it is in. The character with this augment can be targeted by Cyber abilities now, so long as the Cyber ability is delivered in a virtual cyberverse that the character is also in and / or the Cyber ability is delivered via wireless or wired QID interface as normal. The character still requires a separate QID to deliver cyber effects to a target. The character may also now have equal or lower rank software installed directly to them.

11,000

Expert Explosives

Item Name Category Time Components Description Value
Ammo Can, Bullet Explosives 30 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 1 Complex Component
  • 1 Explosives Kit
Use Check

Intelligence 3


While this item is used with a firearm, the firearm gains 9 charges, which may be used as follows.

  • 1 Charge: Use firearm to be able to fire at any target for 1 minute.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 6 Simple Components to do so.

3,200
Ammo Can, Launcher Explosives 60 Min.
  • 6 Simple Components
  • 6 Advanced Components
  • 4 Complex Component
  • 3 Explosives Components
  • 1 Explosives Kit
Use Check

None


This item grants 6 charges per rank that can only be utilized with weapons classified as Launchers.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 3 Explosive Components of equal or higher rank to do so.

6,400
C4 Explosives 60 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 4 Explosives Components
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


Basic explosive that can be set somewhere by taking 1 minute to role play. The person who sets the C4 must remain within 100 feet and can detonate the C4 at a time of their choosing so long as they remain within 100 feet. Once detonated, the C4 will cause an equal rank Smash effect and 72 direct recurring 8 to everything within 10 feet. This item is shattered upon use.

5,600
Concussive Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosives Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


All targets within 5 feet of the contact point of this Grenade are under a 15 second Stun Effect. This item is shattered upon use.

2,600
Shrapnel Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosives Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


All targets within 5 feet of the contact point of this Grenade are dealt 24 Direct recurring 8. This item is shattered upon use.

2,600
Standard Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosives Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


Basic standard grenade that can be thrown for damage. Physrepped with an appropriate, coreless latex grenade or a coreless closed cell foam and duct tape grenade. Throw the physrep and wherever it lands, all targets within 5 feet take 24 direct damage plus trip of equal rank. This item is shattered upon use.

2,600
Standard Mine Explosives 60 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 4 Explosives Components
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


This item always uses a "Pressure Plate Trigger Mechanism" (whenever a target steps on the area the mine is in, it sets off the mine). This item deals a Splash Sever Limb to a single leg of the target that triggers it and deals 48 Direct to all targets within 5 feet. This item is Shattered once it is triggered.

8,400

Expert Luxury

Item Name Category Time Components Description Value
Artwork Luxury 15 Min.
  • 8 Simple Components
  • 1 Luxury Kit
Use Check

None


Any type of art, be it painting, drawing, literature, song or CD, etc. 4-8 pieces can be used to decorate a room such that the Rec Room Bonus would work in there. Must be Marshal approved.

800
Blueprints Luxury Varies
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Luxury Kit
Use Check

Equal rank or higher corresponding Craft Category


This represents blueprints for crafting any item of this rank or lower in a specific craft category. The specific item should be marked on the back of the card by logistics. Crafting time is twice as long as it takes to actually craft the item. Value is generally double the finished product, but technically by component value only, could be much cheaper; it is ultimately up to each individual person to determine value.

Varies
Designer Label Luxury 15 Min.
  • 6 Simple Components
  • 1 Advanced Component
  • 1 Luxury Component
  • 1 Luxury Kit
Use Check

Wisdom 4


This can be added into the recipe of another item to decrease the attribute requirement by 1 per rank, change the attribute requirement to another appropriate attribute, or change a specific ability prerequisite to an appropriate attribute score of 4. The phys rep of the item being crafted must look over the top, ostentatious or gaudy.

1,800

Expert Manufactured

Item Name Category Time Components Description Value
Archaic Armament: Any Manufactured 1-Hand: 30 min.

2-Hand: 60 min

Armor: 90 min.

  • 4 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 2 Manufactured Components
  • 1 Manufacturer Kit

2-Hand: +1 Complex Component


Armor: +2 Complex Components

Use Check

Equal rank or higher Archaic Combat


Archaic Armaments vary and are chosen at time of crafting. Separate item cards exist for each specific type.

1-Hand Items

  • Axe: Expert Archaic One-Handed Weapon +2 Damage
  • Crossbow: Expert Archaic Ranged Crossbow Weapon +2 Damage
  • Dagger: Expert Archaic Small Weapon +2 Damage
  • Hammer: Expert Archaic One-Handed Weapon +2 Damage
  • Sword: Expert Archaic One-Handed Weapon +2 Damage


2-Hand Items

  • Bow & Arrow: Expert Archaic Ranged Bow Weapon; Perfect Aim (Damage only) Lockout 5 minutes.
  • Great Axe: Expert Archaic Two-Handed Weapon +2 Damage
  • Great Hammer: Expert Archaic Two-Handed Weapon +2 Damage
  • Great Sword: Expert Archaic Two-Handed Weapon +2 Damage
  • Polearm: Expert Archaic Two-Handed Weapon +2 Damage
  • Staff: Requires 2 Hands; Follows 1-Handed Damage Progression; +2 Damage

Armor

  • Chainmail Armor Piece: 3 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Chainmail Vest: 5 Points of Durability vs Melee Only Req. Str/Sta 5. Agility is considered 0 while worn.
  • Leather Armor Piece: 3 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Leather Chestplate: 4 Points of Durability vs Melee Only
  • Platemail Armor Piece: 4 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Platemail Chestplate: 7 Points of Durability vs Melee Only; Req. Str/Sta 6. Agility is considered 0 while worn.
3,200

3,600


4,000

Arrows Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 3


When this item is crafted, it creates 10 arrows. Ammunition for archaic and / or hunting ranged bow weapons. This is not used for crossbows of any kind. This ammunition is retrievable. +2 Damage.

1,400
Ballistics Armor: Any Manufactured 30 Min.
  • 2 Simple Components
  • 2 Advanced Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit

Armor Vest: +1 Manufactured Component

  • Makeshift Armor Vest: 3 Points of Durability vs Bullet & Melee Only; Req. Equal or Higher Rank Brutal Combat Path
  • Police-Grade Ballistics Vest: 5 Points of Durability vs Bullet Only; Req. Dex/Wis 5.
  • Military-Grade Ballistics Vest: 7 Points of Durability vs Bullet Only; Req. Dex/Wis 6.
  • Makeshift Armor Piece: 2 Points of Durability vs Bullet & Melee Only; Req. Equal or Higher Rank Brutal Combat Path
  • Police-Grade Ballistics Piece: 3 Points of Durability vs Bullet Only; Req. Equal or Higher Rank Firearms or Riot Combat Path
  • Military-Grade Ballistics Piece: 4 Points of Durability vs Bullet Only; Req. Equal Rank or Higher Firearms or Riot Combat Path
1,600

2,600

Brass Knuckles Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Unarmed Combat


This counts as an Unarmed melee weapon. You do not take physical damage or powers delivered through this weapon. Must adhere to all physrep rules. This item is immune to equal or lower rank disarm. Grants +2 damage while fighting with it.

1,600
Crossbow Manufactured 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Hunting


This counts as a crossbow Hunting weapon. Requires crossbow bolt ammunition. Crossbows deal 4 recurring per rank. Must adhere to all physrep rules. Perfect Aim (Damage only) Lockout 5 minutes.

1,200
Crossbow Bolts Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 3


When this item is crafted, it creates 10 bolts. Ammunition for crossbows. This ammunition is retrievable. +2 Damage.

1,400
Forensics Kit Manufactured 60 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Manufactured Component
  • 1 Manufacturer's Kit
Use Check

Equal rank or higher Investigate


This item has 6 charges, which may be used as follows.

  • 1 Charge: This is only used after the character uses equal rank or lower Investigate 5 consecutive times in an area that any other character successfully used 5 equal rank or lower Counter Forensics in (in an attempt to prevent any possible investigation). The Investigating character using the Forensics Kit may ask ONE final question to the Marshal (as opposed to unlimited when they sustain for 4 or less). All standard rules regarding Investigate and Counter Forensics ranks still apply.
2,600
Knife Manufactured 15 Min.
  • 6 Basic Components
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Knife Fighting


This counts as a knife melee weapon or knife thrown weapon. Must adhere to all physrep rules. +2 Damage.

600
Maintenance Pack Manufactured 30 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 4


This item has 6 Charges, which may be used as follows.

  • 1 Charge: Role play for 1 minute to heal a non-organic target 12 hit points. For 15 minutes immediately following this, the target will recover 2 [Additional] Hit Points per Recovery Interval.
  • 1 Charge: Role play for 1 minute to convert up to 4 damage of Heat, Cold, or Shock to Normal on a non-organic target.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 1 minute to repair, but requires the Manufactured Component to do so.

2,600
Riot Bludgeon Manufactured 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Riot Training


Police-grade Riot Melee Weapon such as a tonfa or baton. Use with Combat Path: Riot gains Enfeeble Limb (Expert) with 1 minute Lockout. +2 Damage.

1,600
Riot Shield Manufactured 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Riot Training


Police-grade Riot Shield. Will stop bullet, but not ener damage / effects. Use with Combat Path: Riot gains two uses of Shield Wall. Lockout 15 minutes, lockout timer begins after second Shield Wall is used.

1,600
Swiss Army Multi-Tool Manufactured 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Subterfuge


This counts as an equal rank Subterfuge Tool that must be utilized with equal rank or lower Subterfuge ability. This tool can also be used in lieu of any equal rank or lower Manufacturer Kit, Mechanical Kit, or Electronic Kit. This is not consumed when used in these ways. When used in place of a kit, the time to craft that item, however, is doubled.

800
Zip Tie Cuffs Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufacturer Kit
Use Check

Wisdom 3


When this item is crafted, it creates 5 sets of cuffs. Standard set of zip tie cuffs. Will bind a target’s limbs when on them indefinitely; must be cut off to remove (1 min RP timer), which destroys them. Will only work on willing, helpless or incapacitated targets. Strength Effective 6 or better will break them. Physrepped by zip ties.

600

Expert Mechanical

Item Name Category Time Components Description Value
Grenade Launcher Mechanical 4 Hrs.
  • 8 Simple Components
  • 6 Advanced Components
  • 4 Complex Component
  • 1 Manufactured Components
  • 1 Mechanical Components
  • 1 Proprietary Components
  • 1 Mechanical Kit
Use Check

Equal rank or higher Demolitions


This weapon counts as a Launcher and utilizes appropriate Ammo Cans to work.

  • 1 Charge: Launch an explosive canister to cause 4 Direct damage per rank in a 5 Foot Area of Effect from where the canister lands.
7,600
Handgun Mechanical 15 Min.
  • 2 Simple Components
  • 1 Advanced Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Standard firearm that requires one hand to utilize. Cannot be used unless used with Ammo Can. When used with Ammo Can, time for use is increased by 1 minute and it grants +2 Damage per shot.

1,400
Hunting Bow Mechanical 30 Min.
  • 4 Simple Components
  • 3 Advanced Components
  • 2 Complex Components
  • 1 Manufactured
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Hunting


Standard Hunting Bow that must be used with Arrows as ammunition. This weapon deals +2 Direct when fired.

3,800
Lock Mechanical 15 Min.
  • 4 Simple Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Intelligence 3


A standard lock. Equal rank or lower subterfuge required to unlock if the key or combination is unavailable. Extra keys can be made by expending 1 Complex Manufactured Part per key. Can be phys repped by a real lock or a rope tied in the padlock knot. Requires Actual Strength 6 and Actual Dexterity 6 to break.

1,800
Metal Cuffs Mechanical 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • Mechanical Component
  • 1 Mechanical Kit
Use Check

Intelligence 3


Standard set of chain cuffs. Will bind a target’s limbs when on them indefinitely. Strength 8 or better will break them. Will only work on willing, helpless or incapacitated targets. Physrepped by fake chain handcuffs.

1,600
Rifle Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Bolt-action firearm that requires two hands to utilize and adds +2 Damage per rank and recurring 4 per rank for the duration this firearm is active for. Cannot be used unless used with Ammo Can.

2,400
Shotgun Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Pump-or-lever-action firearm that requires two hands to utilize and adds +2 Damage per rank and equal rank Knockback per shot for the duration this firearm is active for. Cannot be used unless used with Ammo Can.

2,400
Slagel Pick Mechanical 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Mechanical Kit
Use Check

Equal rank or higher Subterfuge


This counts as a Subterfuge Tool for the purposes of electronic and computerized locks only and is required to utilize equal or lower rank Subterfuge ability for such equal or lower rank locks.

800
Sniper Rifle Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Bolt-action firearm that requires two hands to utilize and adds +2 Direct Damage per rank for the duration this firearm is active for. Cannot be used unless used with Ammo Can. Each shot with this weapon has a lockout of 5s and requires the firing character to be stationery and role playing that they are "lining up a shot."

2,400

Master Rank Items

Master Biochem

Item Name Category Time Components Description Value
Adrenaline Shot Biochem 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 5


Target instantly recuperates two Physical Power Use per rank and gains one temporary Physical Power Use per rank. This lasts for 15 minutes. For the duration the character's recovery interval for physical powers only is reduced by one time interval to a minimum of 15 seconds. Counts as a Stim (must be delivered via a Stim Pack). NOTE: Physical Power Pool increases gained are treated as expended and must be recovered through normal means.

3,200
Antitoxin Biochem 60 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 3 Biochem Components
  • 1 Biochem Kit
Use Check

Intelligence 5


Converts 8 Bio damage per rank to Normal Damage. This may also be used to cure Bio Effects, poisons, toxins, and diseases of equal or lower rank. Counts as a Stim (must be delivered via a Stim Pack).

7,200
Attetrole Biochem 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 5


Target instantly recuperates two Cerebral Power Use per rank and gains one temporary Cerebral Power Use per rank. This lasts for 15 minutes. For the duration the character's recovery interval for Cerebral powers only is reduced by one time interval to a minimum of 15 seconds. Counts as a Stim (must be delivered via a Stim Pack). NOTE: Cerebral Power Pool increases gained are treated as expended and must be recovered through normal means.

3,200
Consumable Biochem 15 Min.
  • 4 Simple Components
  • 2 Advanced Component
  • 1 Biochem Kit
Use Check

None


This is a consumable biochem-luxury item. It can be imbibed / consumed by a character for role-play or recreational purposes only. This is used to represent any number of consumable goods, such as cigarettes, alcohol, etc. This can be used to fulfill addiction consumption. This can be consumed to fulfill 1 Addiction Flaw per rank of this item.

1,600
Med Pack Biochem 30 Min.
  • 6 Simple Components
  • 4 Advanced Components
  • 1 Complex Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Wisdom 5


This item has 6 charges, which may be used as follows.

  • 1 Charge: Role play for 1 minute to heal an organic target 24 hit points. For 15 minutes immediately following this, the target will recover 2 [Additional] Hit Points per Recovery Interval.
  • 1 Charge: Role play for 1 minute to convert up to 8 damage of Heat, Cold, or Shock to Normal on an organic target.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 1 minute to repair, but requires the Biochem Component component to do so.

5,200
Pain Killers x6 Biochem 60 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 5


Nullifies an equal rank or lower pain effect and grants one use per rank of an equal rank Endurance. Lasts 1 hour.

3,200
Pepper Spray Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Wisdom 5


Use on any target within 5 feet as a splash effect. Causes an equal rank pain effect that lasts 15 minutes and a 1 minute blind effect. Individual defenses must be used for each effect. This is delivered via spell packet or similar. It has 3 uses before it becomes useless and needs to be repaired.

3,200
Retamadine Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 5


Removes one equal or lower rank incapacitate or paralysis effect and grants immunity to an equal rank of that effect for 15 minutes. Counts as a Stim (must be delivered via a Stim Pack).

3,200
Stim Pack Biochem 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Basic Stim
  • 1 Biochem Kit
Use Check

Wisdom 5


This item must be used in conjunction with an equal rank or lower Stim. Stims are essentially cartridges that are loaded into this device. Loading a Stim requires 15 seconds of roleplay. Delivering a Stim requires 5 seconds of roleplay. Stim Packs may hold up to one Stim per rank. The initial stim used in the creation of the pack is not consumed as a component, it is loaded into the Stim Pack.

1,200
Teriparatide Biochem 60 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Complex Component
  • 2 Biochem Component
  • 1 Biochem Kit
Use Check

Intelligence 5


Reduces the amount of time before a Crippled or Severed Limb is considered fully healed by 1 Time Interval per rank to a minimum of 5 minutes. Counts as a Stim (must be delivered via a Stim Pack).

8,000

Master Electronic

Item Name Category Time Components Description Value
AED Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Component
  • 1 Electronics Kit
Use Check

Intelligence 5


This item utilizes a Power Pack to gain charges which may be expended to perform the following effects:

  • 1 Charge: Target receives a Life effect. Will only effect an organic entity who has died within 15 minutes. Requires 5 seconds of role play to perform.
3,200
Amulet Electronic 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 2 Complex Components
  • 2 Electronic Components
  • Electronic Kit
Use Check

Equal rank or higher Cybercraft


Amulets are small thumb drives that have Software Slots in them that can only be used for saving software apps and storing other file information. Amulets require a QID of equal or higher rank to plug into in order for the data to be read or used in any way. Amulets have 4 software slots. Only 1 Amulet may be plugged into a QID at any time.

8,800
Force Hammer Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit

  • 2-Hand: +1 Complex Component
Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal +4 Ener Knockback for 1 minute.

12,000

12,800

Heat Gun Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Equal rank or higher Enerfighting


A Ranged Ener weapon that requires power packs to deal +4 Heat for 5 min, per charge.

12,000
Holoskin Electronic 60 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Wisdom 5


Electronic band that filters light and creates a disguised image of the wearer, changing the look of their Origin. This item grants scaling rank of Disguise. If the wearer already has the Disguise skill, pairing it with this item increases the opposing check needed by +2 per rank. This item takes Power Packs to expend charges to utilize. Each charge will allow the disguise to last 1 Hour. At this rank, the Holoskin heavily alters your features, allowing you to add or replace existing Origin features with any feature also available to any Ultimate Origin. This allows you to remove features from your actual Origin.

5,600
Laz Rifle Electronic 4 Hrs.
  • 10 Simple Components
  • 10 Advanced Components
  • 5 Complex Components
  • 1 Mechanical Component
  • 1 Manufactured Component
  • 2 Electronic Components
  • 1 Electronic Kit
Use Check

Equal rank or higher Enerfighting


A Ranged Two-Handed Ener weapon that requires power packs to deal +2 Ener Damage for 1 min, per charge (Note this is intentionally different than the normal Power Pack Charge Time of 5 minutes). For the duration this is active, offensive powers delivered by this item which strike the target directly will have the "Ener" effect type added to it.

18,000
Phased Particle Sabre (PPS) Electronic 4 Hrs.
  • 10 Simple Components
  • 10 Advanced Components
  • 5 Complex Components
  • 1 Mechanical Component
  • 1 Manufactured Component
  • 2 Electronic Components
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


A Melee Ener weapon that requires power packs to deal +0 Ener Damage for 5 min, per charge. For the duration this is active, offensive powers delivered by this item which strike the target directly will have the "Ener" effect type added to it.

18,000

18,800

Power Pack Electronic 30 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 1 Complex Components
  • 1 Electronic Kit
Use Check

Intelligence 4


While this item is used with any device that requires a Power Pack to function, the device gains 12 charges, which may be used as follows.

  • 1 Charge: Power the device on so it can be used as per the device's specified rules for a duration of 5 minutes. Unless otherwise specified, this initial charge expenditure counts to instantly utilize any single charge-based use of choice available to the device, if applicable.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 6 Simple Components to do so.

6,400
Q-Jumper Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronic Component
  • 1 Electronics Kit
Use Check

Intelligence 5


This item utilizes a Power Pack to gain charges which may be expended to perform the following effects:

  • 1 Charge: Target receives a Life effect. Will only effect a robotic entity who has died within 15 minutes. Requires 5 seconds of role play to perform.
3,200
Q-Phone Electronic 30 Min.
  • 10 Simple Components
  • 5 Advanced Components
  • 5 Complex Components
  • 1 Electronic Components
  • 1 Electronic Kit
Use Check

Intelligence 5


Cell phone. Has same function as lower ranks and also now includes any smartphone apps and Internet the phone has or can use.

10,000
QID (Quantum Interface Device) Electronic 60 Min.
  • 20 Simple Components
  • 10 Advanced Components
  • 10 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Equal rank or higher Cybercraft


Personal use quantum computer device that has an equal rank wireless Cyber Receiver and counts as an equal rank wireless QID. This has 4 Software Slots. Must be physrepped with an appropriate-looking physrep such as (or resembling) a tablet, laptop, or some other non-phone advanced looking electronic computer mechanism (speak with an appropriate rules marshal if you have a physrep idea to see if that would be permissible; some physreps for QIDs may require the device to be or count as an heirloom and would require the player to have access to obtaining an heirloom in those cases in order to use those physreps).

18,000
Shredder Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Mechanical Component
  • 1 Electronic Component
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal recurring 4 per rank for 5 min, per charge.

12,000

12,800

Spectro Goggles Electronic 60 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 1 Electronic Component
  • 1 Electronic Kit
Use Check

Intelligence 6


This item requires a Power Pack to perform the following effects:

  • 1 Charge: Identify targets in lowlight or negate blindness for 1 minute
  • 1 Charge: See through doors and walls for 1 minute
  • 1 Charge: Use equal or lower rank "Analyze" at no Power usage cost for 5 minutes with a Lockout 15s
  • 1 Charge: Equal or lower rank "Knowledge Focus: Any," wherein the character is querying a built-in (non-organic) AI with one question regarding the topic at hand. The character must have an appropriate Base Knowledge to the Focus being queried. This Knowledge Focus may be utilized at -3 Effective Intelligence at Basic, -2 Effective Intelligence at Expert and -1 Effective Intelligence at Master.
5,600
Taser Electronic 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Electronics Kit
Use Check

Wisdom 5


This item requires a Power Pack to perform the following effects:

  • 1 Charge: Paralyze a target for 1 minute. This may only be used within 10ft of a target and can be physrepped with a small, single shot NERF weapon or an appropriate looking ranged taser and fired with a power packet. Lockout 15 seconds per use.
1,200
Vibroblade Electronic 2 Hrs.
  • 8 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 1 Manufactured Component
  • 1 Electronic Component
  • 1 Electronic Kit

2-Hand: +1 Complex Component

Use Check

Equal rank or higher Enerfighting


An Ener weapon that requires power packs to deal +4 Direct for 5 min, per charge.

12,000

12,800

Wetware Electronic 4 Hrs.
  • 20 Simple Components
  • 10 Advanced Components
  • 10 Complex Components
  • 1 Electronic Component
  • 1 Proprietary Component
  • 1 Electronic Kit
Use Check

3 Augment Slots; Install Bioware Surgery Performed


Attempts to remove this without an appropriate reverse surgery will automatically render the device shattered and will deliver two coup de graces to the target. Characters that have had this augment installed can be manifested in any virtual cyberverse via direct wire or wirelessly into an access hub for that virtual cyberverse, so long as an appropriate rank of Cybercraft is used in conjunction to do so. Additionally, this device counts as having 4 software slots for the character it is in. The character with this augment can be targeted by Cyber abilities now, so long as the Cyber ability is delivered in a virtual cyberverse that the character is also in and / or the Cyber ability is delivered via wireless or wired QID interface as normal. The character still requires a separate QID to deliver cyber effects to a target. The character may also now have equal or lower rank software installed directly to them.

22,000

Master Explosives

Item Name Category Time Components Description Value
Ammo Can, Bullet Explosives 30 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 1 Complex Component
  • 1 Explosives Kit
Use Check

Intelligence 4


While this item is used with a firearm, the firearm gains 12 charges, which may be used as follows.

  • 1 Charge: Use firearm to be able to fire at any target for 1 minute.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 6 Simple Components to do so.

6,400
Ammo Can, Launcher Explosives 60 Min.
  • 6 Simple Components
  • 6 Advanced Components
  • 4 Complex Component
  • 3 Explosives Components
  • 1 Explosives Kit
Use Check

None


This item grants 6 charges per rank that can only be utilized with weapons classified as Launchers.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 5 minutes to repair, but requires 3 Explosive Components of equal or higher rank to do so.

12,800
C4 Explosives 60 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 2 Complex Components
  • 4 Explosives Components
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


Explosive that can be set somewhere by taking 1 minute to role play. The person who sets the C4 must remain within 100 feet and can detonate the C4 at a time of their choosing so long as they remain within 100 feet. Once detonated, the C4 will cause an equal rank Smash effect and 144 direct recurring 12 to everything within 10 feet. This item is shattered upon use within 10 feet.

11,200
Shrapnel Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosives Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


All targets within 5 feet of the contact point of this Grenade are dealt 48 Direct recurring 12. This item is shattered upon use.

5,200
Standard Grenade Explosives 30 Min.
  • 8 Simple Components
  • 4 Advanced Components
  • 1 Explosives Component
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


Basic standard grenade that can be thrown for damage. Physrepped with an appropriate, coreless latex grenade or a coreless closed cell foam and duct tape grenade. Throw the physrep and wherever it lands, all targets within 5 feet take 48 direct damage plus trip of equal rank. This item is shattered upon use.

5,200
Standard Mine Explosives 60 Min.
  • 12 Simple Components
  • 8 Advanced Components
  • 4 Complex Components
  • 4 Explosives Components
  • 1 Explosives Kit
Use Check

Equal rank or higher Demolitions


This item always uses a "Pressure Plate Trigger Mechanism" (whenever a target steps on the area the mine is in, it sets off the mine). This item deals a Splash Sever Limb to both legs of the target that triggers it and deals 96 Direct to all targets within 5 feet. This item is Shattered once it is triggered.

16,800

Master Luxury

Item Name Category Time Components Description Value
Artwork Luxury 15 Min.
  • 8 Simple Components
  • 1 Luxury Kit
Use Check

None


Any type of art, be it painting, drawing, literature, song or CD, etc. 2-6 pieces can be used to decorate a room such that the Rec Room Bonus would work in there. Must be Marshal approved.

1,600
Blueprints Luxury Varies
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Luxury Kit
Use Check

Equal rank or higher corresponding Craft Category


This represents blueprints for crafting any item of this rank or lower in a specific craft category. The specific item should be marked on the back of the card by logistics. Crafting time is twice as long as it takes to actually craft the item. Value is generally double the finished product, but technically by component value only, could be much cheaper; it is ultimately up to each individual person to determine value.

Varies
Designer Label Luxury 15 Min.
  • 6 Simple Components
  • 1 Advanced Component
  • 1 Luxury Component
  • 1 Luxury Kit
Use Check

Wisdom 5


This can be added into the recipe of another item to decrease the attribute requirement by 1 per rank, change the attribute requirement to another appropriate attribute, or change a specific ability prerequisite to an appropriate attribute score of 5. The phys rep of the item being crafted must look over the top, ostentatious or gaudy.

3,600

Master Manufactured

Item Name Category Time Components Description Value
Archaic Armament: Any Manufactured 1-Hand: 30 min.

2-Hand: 60 min

Armor: 90 min.

  • 4 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 2 Manufactured Components
  • 1 Manufacturer Kit

2-Hand: +1 Complex Component


Armor: +2 Complex Components

Use Check

Equal rank or higher Archaic Combat


Archaic Armaments vary and are chosen at time of crafting. Separate item cards exist for each specific type.

1-Hand Items

  • Axe: Master Archaic One-Handed Weapon +4 Damage
  • Crossbow: Master Archaic Ranged Crossbow Weapon +4 Damage
  • Dagger: Master Archaic Small Weapon +4 Damage
  • Hammer: Master Archaic One-Handed Weapon +4 Damage
  • Sword: Master Archaic One-Handed Weapon +4 Damage


2-Hand Items

  • Bow & Arrow: Master Archaic Ranged Bow Weapon; Perfect Aim (Damage only) Lockout 1 minute.
  • Great Axe: Master Archaic Two-Handed Weapon +4 Damage
  • Great Hammer: Master Archaic Two-Handed Weapon +4 Damage
  • Great Sword: Master Archaic Two-Handed Weapon +4 Damage
  • Polearm: Master Archaic Two-Handed Weapon +4 Damage
  • Staff: Requires 2 Hands; Follows 1-Handed Damage Progression; +4 Damage

Armor

  • Chainmail Armor Piece: 4 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Chainmail Vest: 6 Points of Durability vs Melee Only Req. Str/Sta 6. Agility is considered 0 while worn.
  • Leather Armor Piece: 4 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Leather Chestplate: 5 Points of Durability vs Melee Only
  • Platemail Armor Piece: 5 Point of Durability vs Melee Only; Req. Equal Rank Archaic Combat Path
  • Platemail Chestplate: 8 Points of Durability vs Melee Only; Req. Str/Sta 7. Agility is considered 0 while worn.
6,400

7,200


8,000

Arrows Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 4


When this item is crafted, it creates 10 arrows. Ammunition for archaic and / or hunting ranged bow weapons. This is not used for crossbows of any kind. This ammunition is retrievable. +4 Damage.

2,800
Ballistics Armor: Any Manufactured 30 Min.
  • 2 Simple Components
  • 2 Advanced Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit

Armor Vest: +1 Manufactured Component

  • Makeshift Armor Vest: 4 Points of Durability vs Bullet & Melee Only; Req. Equal or Higher Rank Brutal Combat Path
  • Police-Grade Ballistics Vest: 6 Points of Durability vs Bullet Only; Req. Dex/Wis 6.
  • Military-Grade Ballistics Vest: 8 Points of Durability vs Bullet Only; Req. Dex/Wis 7.
  • Makeshift Armor Piece: 3 Points of Durability vs Bullet & Melee Only; Req. Equal or Higher Rank Brutal Combat Path
  • Police-Grade Ballistics Piece: 4 Points of Durability vs Bullet Only; Req. Equal or Higher Rank Firearms or Riot Combat Path
  • Military-Grade Ballistics Piece: 5 Points of Durability vs Bullet Only; Req. Equal Rank or Higher Firearms or Riot Combat Path
3,700

5,200

Brass Knuckles Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Unarmed Combat


This counts as an Unarmed melee weapon. You do not take physical damage or powers delivered through this weapon. Must adhere to all physrep rules. This item is immune to equal or lower rank disarm. Grants +4 damage while fighting with it.

3,200
Crossbow Manufactured 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Hunting


This counts as a crossbow Hunting weapon. Requires crossbow bolt ammunition. Crossbows deal 4 recurring per rank. Must adhere to all physrep rules. Perfect Aim (Damage only) Lockout 1 minute.

2,400
Crossbow Bolts Manufactured 30 Min.
  • 4 Simple Components
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 4


When this item is crafted, it creates 10 bolts. Ammunition for crossbows. This ammunition is retrievable. +4 Damage.

2,800
Forensics Kit Manufactured 60 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Component
  • 1 Manufactured Component
  • 1 Manufacturer's Kit
Use Check

Equal rank or higher Investigate


This item has 6 charges, which may be used as follows.

  • 1 Charge: This is only used after the character uses equal rank or lower Investigate 5 consecutive times in an area that any other character successfully used 5 equal rank or lower Counter Forensics in (in an attempt to prevent any possible investigation). The Investigating character using the Forensics Kit may ask ONE final question to the Marshal (as opposed to unlimited when they sustain for 4 or less). All standard rules regarding Investigate and Counter Forensics ranks still apply.
5,200
Knife Manufactured 15 Min.
  • 6 Basic Components
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Knife Fighting


This counts as a knife melee weapon or knife thrown weapon. Must adhere to all physrep rules. +4 Damage.

1,200
Maintenance Pack Manufactured 30 Min.
  • 6 Simple Components
  • 3 Advanced Components
  • 1 Complex Mechanical Part
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Intelligence 4


This item has 6 Charges, which may be used as follows.

  • 1 Charge: Role play for 1 minute to heal a non-organic target 24 hit points. For 15 minutes immediately following this, the target will recover 2 [Additional] Hit Points per Recovery Interval.
  • 1 Charge: Role play for 1 minute to convert up to 8 damage of Heat, Cold, or Shock to Normal on a non-organic target.

When all charges have been expended in this item, it is considered Sundered. When sundered as a result of expending all charges, this item only takes 1 minute to repair, but requires the Manufactured Component to do so.

5,200
Riot Bludgeon Manufactured 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Riot Training


Police-grade Riot Melee Weapon such as a tonfa or baton. Use with Combat Path: Riot gains Enfeeble Limb (Master) with 1 minute Lockout. +4 Damage.

3,200
Riot Shield Manufactured 30 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufactured Component
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Riot Training


Police-grade Riot Shield. Will stop bullet and ener damage / effects. Use with Combat Path: Riot gains two uses of Shield Wall. Lockout 5 minutes, lockout timer begins after second Shield Wall is used.

3,200
Swiss Army Multi-Tool Manufactured 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Manufacturer Kit
Use Check

Equal rank or higher Subterfuge


This counts as an equal rank Subterfuge Tool that must be utilized with equal rank or lower Subterfuge ability. This tool can also be used in lieu of any equal rank or lower Manufacturer Kit, Mechanical Kit, or Electronic Kit. This is not consumed when used in these ways. When used in place of a kit, the time to craft that item, however, is doubled.

1,600
Zip Tie Cuffs Manufactured 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • 1 Manufacturer Kit
Use Check

Wisdom 5


When this item is crafted, it creates 5 sets of cuffs. Standard set of zip tie cuffs. Will bind a target’s limbs when on them indefinitely; must be cut off to remove (1 min RP timer), which destroys them. Will only work on willing, helpless or incapacitated targets. Strength Effective 7 or better will break them. Physrepped by zip ties.

1,200

Master Mechanical

Item Name Category Time Components Description Value
Grenade Launcher Mechanical 4 Hrs.
  • 8 Simple Components
  • 6 Advanced Components
  • 4 Complex Component
  • 1 Manufactured Components
  • 1 Mechanical Components
  • 1 Proprietary Components
  • 1 Mechanical Kit
Use Check

Equal rank or higher Demolitions


This weapon counts as a Launcher and utilizes appropriate Ammo Cans to work.

  • 1 Charge: Launch an explosive canister to cause 4 Direct damage per rank in a 5 Foot Area of Effect from where the canister lands.
15,200
Handgun Mechanical 15 Min.
  • 2 Simple Components
  • 1 Advanced Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Standard firearm that requires one hand to utilize. Cannot be used unless used with Ammo Can. When used with Ammo Can, time for use is increased by 1 minute and it grants +4 Damage per shot.

2,800
Hunting Bow Mechanical 30 Min.
  • 4 Simple Components
  • 3 Advanced Components
  • 2 Complex Components
  • 1 Manufactured Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Hunting


Standard Hunting Bow that must be used with Arrows as ammunition. This weapon deals +4 Direct when fired.

7,600
Lock Mechanical 15 Min.
  • 4 Simple Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Intelligence 4


A standard lock. Equal rank or lower subterfuge required to unlock if the key or combination is unavailable. Extra keys can be made by expending 1 Complex Manufactured Part per key. Can be phys repped by a real lock or a rope tied in the padlock knot. Requires Actual Strength 7 and Actual Dexterity 7 to break.

3,600
Metal Cuffs Mechanical 15 Min.
  • 4 Simple Components
  • 1 Advanced Component
  • Mechanical Component
  • 1 Mechanical Kit
Use Check

Intelligence 4


Standard set of chain cuffs. Will bind a target’s limbs when on them indefinitely. Strength 9 or better will break them. Will only work on willing, helpless or incapacitated targets. Physrepped by fake chain handcuffs.

3,200
Rifle Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Bolt-action firearm that requires two hands to utilize and adds +2 Damage per rank and 4 recurring per rank for the duration this firearm is active for. Cannot be used unless used with Ammo Can.

4,800
Shotgun Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Pump-or-lever-action firearm that requires two hands to utilize and adds +2 Damage per rank and equal rank Knockback per shot for the duration this firearm is active for. Cannot be used unless used with Ammo Can.

4,800
Slagel Pick Mechanical 30 Min.
  • 4 Simple Components
  • 2 Advanced Components
  • 1 Mechanical Kit
Use Check

Equal rank or higher Subterfuge


This counts as a Subterfuge Tool for the purposes of electronic and computerized locks only and is required to utilize equal or lower rank Subterfuge ability for such equal or lower rank locks.

1,600
Sniper Rifle Mechanical 15 Min.
  • 6 Simple Components
  • 2 Advanced Components
  • 1 Complex Component
  • 1 Mechanical Component
  • 1 Mechanical Kit
Use Check

Equal rank or higher Firearm Training


Bolt-action firearm that requires two hands to utilize and adds +2 Direct Damage per rank for the duration this firearm is active for. Cannot be used unless used with Ammo Can. Each shot with this weapon has a lockout of 5s and requires the firing character to be stationery and role playing that they are "lining up a shot."

4,800

Super Rank Components and Items

There is no official list of these components and items, as they are strictly only able to be found and learned about in-game.