Equipment Items
These are miscellaneous utility items such as furniture, appliances, and vehicles. Except for rope/chains, lanterns/lamps, and lock-doors/lockboxes, most Equipment Items do not have an immediate or a widespread use or utility.
As per usual, Players must bring their own props and they must be appropriate to the setting and the quality of the item in question. Some mundane items do not require an item tag and are only included for completion and immersion.
Basic Equipment
Creation//Upkeep Cost: Minor x5
Basic Chain/Rope
Basic Lantern/Lamp
Basic Lock-Door/Lockbox
Miscellaneous Equipment: minor x10 (for large), basic x10 (for car sized or larger)
Precise Equipment: as per Miscellaneous Equipment
Advanced Equipment
Creation//Upkeep Cost: Minor x10
Advanced Chain/Rope
Advanced Lantern/Lamp
Advanced Lock-Door/Lockbox
Clockwork Equipment: basic x10 (for large), rare x10 (for car sized or larger)
Sorcerous Equipment: as per Clockwork Equipment
Powered Equipment: as per Clockwork Equipment
Small Building: x10 rare
Superior Equipment
Creation//Upkeep Cost: Basic x10
Eldritch Equipment
Ethertronic Equipment: rare x10
Masterwork Equipment
Motorized Equipment: rare x10
Superior Chain/Rope
Superior Lock-Door/Lockbox
Superior Lantern/Lamp
Equipment Overview
Basic Equipment
Chain/Rope
These are typically used to ascend or descend into various spaces. However, they can also be used to bind captives. The quality of a Chain or Rope determines how hard it is to break free from it. It usually takes a 10-count to use a Chain or a Rope to ascend or descend.
Basic Chain/Rope -- requires Basic, Greater, or Superior Disarm or Strength or Athletics. May only be used to climb by one person at a time. A Death Blow for 5+ damage will break it, but also hurt the person it is bound to.
Advanced Chain/Rope -- requires Greater or Superior Disarm or Great Strength. May only be used to climb by up to two persons at a time. Two simultaneous Death Blows for 5+ damage will break it, but may hurt the person it is bound to.
Superior Chain/Rope-- requires Superior Disarm only. May only be used to climb by up to three persons at a time. Three simultaneous Death Blows for 5+ damage will break it, but may hurt the person it is bound to.
Lantern/Lamp
These are used to bring light and illumination to dark places. Higher quality Lanterns and Lamps deteriorate to Basic quality but may have additional bonuses.
Warming Lantern (Advanced-Chem): Grants the Resist Blizzard skill to holder while it is held aloft. If the holder is hit by any damage except Frost, this stops working until Weapon Repair or Basic Disarm is used on it.
Calming Lantern (Advanced-Arcana): Grants the Resist Fear skill to holder while it is held aloft. If the holder is hit by any damage except Psychic, this stops working until Weapon Repair or Basic Disarm is used on it.
Purity Lantern (Advanced-Chem): Grants Resist Toxin skill to holder while it is held aloft. If the holder is hit by any damage except Corrosive, this stops working until Weapon Repair or Basic Disarm is used on it.
Magna-Tech Lantern (Superior): Grants the Resist Magna-Storm skill to holder while it is held aloft. If the holder is hit by any damage except Lightning, this stops working until Weapon Repair or Basic Disarm is used on it.
Temperaza Lantern (Superior): Grants the Resist Radiation skill to holder while it is held aloft. If the holder is hit by any damage except Flame, this stops working until Weapon Repair or Basic Disarm is used on it.
Vibrant-Rune Lantern (Superior): Grants Resist Plague skill to holder while it is held aloft. If the holder is hit by any damage, this stops working until Weapon Repair or Basic Disarm is used on it.
Rationality Lantern (Superior): Grants the Resist Warp skill to holder while it is held aloft. If the holder is hit by any damage except Shadow, this stops working until Weapon Repair or Basic Disarm is used on it.
Lock-Door/Lockbox
These are used to secure containers or building entrances. The quality of these items determine how difficult it is to disarm or unlock them. These items also represent hardened doors and doorways, as well as hardened containers -- Lock-Doors are strengthened not only in the locked region but their frame and even their hinges and doorways are bolstered against intrusion. Similarly, Lockboxes are protected against being bypassed in that manner.
Basic Locks -- requires Basic, Advanced, or Superior Disarm
Advanced Locks -- requires Advanced or Superior Disarm
Superior Locks -- requires Superior Disarm only
Miscellaneous Equipment
This type of equipment includes more mundane and utility items. This also includes bigger pieces of woodworking and metalworking items and furniture. These do not require an item tag and are included in this list for the sake of completion, but NPCs will never buy basic items as per usual.
Generally speaking, Miscellaneous Equipment do not have a mechanical function.
Scrap Shop: If you are working at a Scrap Shop, making these items does not require a component cost. Having an open (non-locked) Scrap Shop in play means any number of them can be made between events.
Examples: cutlery, cookware, non-weapon worktools, furniture, writing implements, mirrors, and carts.
Precise Equipment
This type of equipment is characterized by delicate and intricate construction. They tend to be artistic or aesthetic instead of functional, but this is not universally true. Below are some examples of Precise equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Precise equipment.
Generally speaking, Precise Equipment does not have a mechanical function.
Examples: intricate musical instruments, physical artwork, telescope, spectacles, 10 minute timer-chime
Advanced Equipment
Clockwork Equipment
Requires: Scrap Shop
This type of equipment is characterized by gears and cogs and are usually at least 1x1x1 feet in size if not bigger. If reliant on energy, they tend to be steam-powered. Below are some examples of Clockwork equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Clockwork equipment.
Generally speaking, Clockwork Equipment do not have a mechanical function. Despite this, they do require an Item Note and require Upkeep.
Examples: clocks, pocket watches, spark lighters, music boxes, bicycles, type writer
Powered Equipment
Requires: Magna Forge
This type of equipment is characterized by being powered by wood/bio fuel or magna-tech are usually at least 1x1x1 feet in size if not bigger. Below are some examples of Powered equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Powered equipment.
Generally speaking, Powered Equipment do not have a mechanical function. Despite this, they do require an Item Note and require Upkeep.
Examples: magna stove, cooling box, magna lighter, miniature fan
Small Building
While technically equipment, these are not wielded or worn. These represent smaller, simpler structures that the player characters may create in the game world. Larger buildings and similar projects exist but their creation is beyond the scope of a small group of characters.
Generally speaking, these are not made at Events, have no mechanical function, and are included for the sake of completion. Instead of a Craft-Ritual action, Small Buildings are created between Events and require at least five people to craft. Despite this, they do require an Item Note but do not require Upkeep.
Examples: small house, workshed, storefront
Sorcerous Equipment
Requires: Mana Lodge
This type of equipment is characterized by being powered by magical energies and are usually at least 1x1x1 feet in size if not bigger. Below are some examples of Sorcerous equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Sorcerous equipment.
Generally speaking, Sorcerous Equipment do not have a mechanical function. Despite this, they do require an Item Note and require Upkeep.
Examples: Lighting orb, warming cube, bardic rune-sphere, portable closet
Superior Equipment
Eldritch Equipment
Requires: Mana Lodge or Biomancer Hatchery
This type of powerful equipment is characterized by being powered by magical energies and vary wildly in size. Below are some examples of Sorcerous equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Sorcerous equipment.
Generally speaking, Sorcerous Equipment does not have a mechanical function. Despite this, they do require an Item Note and require Upkeep.
Examples: Minor Door of Teleportation (10 miles maximum, 1/month), Extra Dimensional Closet, Minor Speaking Stone (10 miles maximum), Memory Gem
Ethertronic Equipment
Requires: Apex Lab
This type of extremely complex equipment is characterized by being powered by refined magna-tech, manipulating various energies, and being at least 1x1x1 foot in size. Below are some examples of Ethertronic equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Ethertronic equipment.
Generally speaking, these are not made at Event, have no mechanical function, and are included for the sake of completion. Instead of a Craft-Ritual action, Ethertronic equipment is created between Events. Despite this, they do require an Item Note and require Upkeep.
Examples: walkie talkies, think machine (calculadora), ethertronic printer, ethertronic portrait
Masterwork Equipment
This type of equipment is characterized by extremely ornate and intricate construction. They tend to be artistic or aesthetic instead of functional, but this is not universally true. Below are some examples of Masterwork equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Masterwork equipment.
Generally speaking, Masterwork Equipment do not have a mechanical function. Despite this, they do require an Item Note and but do not require Upkeep. They are most often used as selling items and despite their fixed creation cost, can vary widely in actual purchase price.
Examples: expensive artwork, ornate carpet, runed tapestry
Motorized Equipment
Requires: Magna Forge
This type of extremely complex equipment is characterized by being powered by fuel or magna-tech and being of car size or larger. Below are some examples of Motorized Equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Motorized Equipment. Larger Equipment and similar projects (e.g. ships, greater APCs, large buildings) exist but their creation is beyond the scope of a small group of characters.
Generally speaking, these are not made at Event, have no mechanical function, and are included for the sake of completion. Instead of a Craft-Ritual action, Motorized Equipment are created between Events and require at least five people to craft. Despite this, they do require an Item Note and require Upkeep.
Examples: Cuagama micro-APC, Howler ATV, Micro Brewery, Micro Refinery, Trundler Wagonshop