Starting Loadout

Each character has 50 Credits to spend at character creation on items. 

Any money you don’t spend will be saved as Vouchers so you can purchase items from the In-Game shop. You will not be given this money as cash. If you can’t quite afford an item you’d like, we recommend saving the money and buying it in-game.

These items are split into several categories to help quickly search through them. Anyone can purchase any items from these lists:

  • General Items
  • Combat Items
  • Biomed Items
  • Engineering Items
  • Diplomatic Items

The sections after cover specialist items. Each Division has a custom list – you can only use the specialist items on your Division’s list.

All physreps of weapons need to be purchased as equipment before they can be used in game. This is to limit what weapons can be actively used, as well as ensure every physrep has a tag on it that can be returned to the player if the item is lost on a mission. If you wish to use two swords, you must purchase two melee weapons!

This game has no distinction between different physreps of armour. All armour must have a semi-rigid or rigid torso plate – this is what the equipment ribbon/lammie is added to. Any other armour physrep on your limbs or head is for appearance only at this stage.

Any items that are props and therefore solely there to assist with roleplay (such as plastic syringes and bandages) or are required for a physrep to function (such as blaster magazines and darts) do not require purchasing in-game for you to bring and are not tracked with Lammies, but you are welcome to sell these physreps to other players for IC money.

Many pieces of equipment require Expendables like Batteries or Serums to function. When you purchase this Equipment, it comes with a small number of these items.

You can gain more by setting your Personal Income to produce a specific Expendable, or by purchasing them in game.

Anyone can purchase items from this list.

Grants 3 Energy Hit Points (E-HP) when worn. Physrepped by a small techy accessory.

A mini teleporter, transports 1 item back to the Ardent teleport station. Uses 1 Power.

Insert an item or resource to scan the mission area for more of that object. Uses 1 Power.

Designed to add to Energy Shields.
Adds +1 E-HP to the item.

Designed to add to the AES-LINK. Can teleport +1 item for free when this device uses 1 Power.

Adds +1 HP to a character.

Temporarily ignore a TRAUMA effect you have for up to 5 minutes. Usable once per TRAUMA card.

Temporarily ignore a FAULT on an item you are touching for up to 5 minutes. Usable once per FAULT card.

Activate to blend in with your environment, while being at least half covered in hiding.
Raise 1 finger to denote Stealth.

Anyone can purchase items from this list.

A melee weapon under 18 inches.

A melee weapon over 18 inches.

Allows storage of Grenades.

A 1-3 shot blaster.

A blaster with internal ammo up to 30.

A blaster that uses magazines.

Grants 4 Armour Hit Points (A-HP) when worn. Physrepped by a hard chest plate.

A shield up to 40 cm diameter.

Designed to add to Armour. Adds 1 A-HP to a piece of equipment.

Designed to add to Blasters. Allows Custom Ammo to be used by this equipment.

Designed to add to Melee. Use Stun on touch for 1 Power.

Anyone can purchase items from this list.

Allows use of the Heal or Stabilise call for 1 Power.

Use Serums on yourself or other characters, usually to heal HP.

Allows storage of sensitive medication and chemicals without them deteriorating.

Handle volatile chemicals without damaging your skin.

Resist environmental or Gas effects by attaching different Filters.

1 Sample slot to preserve a Sample on a mission. This fits a small Sample.

Designed for Healing Guns. Restores 1 HP for free when this device uses 1 Power.

Designed for Respirators. +1 Filter may be attached.

Designed for BioContainers. Adds +1 Sample slot in the container.

Anyone can purchase items from this list.

Repairs all A-HP or E-HP using 1 Power.

Use 1 Power to salvage materials from an item.

Mesh two pieces of tech together and work with fine circuitry using 1 Power.

Gives an overview of the tech system it’s plugged into without needing to go through a terminal. Uses 1 Power.

Attach to an item to fill it with Static, disabling it while this item is active.

Use 1 Power to call Static on an item from range.

Designed to add to Static Bugs. Creates an interference field around the item, making it immune to hacking.

Designed to add to System Analyser. Discharge 1 Power from an item on touch when activated. Uses 1 Power.

Designed for AutoRepair Tools. Restores both A-HP and E-HP instead of just one or the other.

Anyone can purchase items from this list.

Dulls all extremes of emotions when attached to a character. Reply to any “Read” with “Resist”.

Call Stun to a target within 5ft without dealing HP damage using 1 Power.

Detect Stealth using 1 Power. Does not require calling out “Detect Stealth” to use; it activates as a “pulse” to detect anything you can see at that moment.

Enter Stealth, so long as you are flat against an object. Allows for slow movement. Uses 1 Power.

A paired piece of Equipment. The first can freely move, the second automatically moves within 5ft of the first once activated.

A temporal compartment – hides a much bigger object than the container is.

Designed for Restraints. Calls Static on a target trying to tamper or hack into the item. Uses 1 Power per Static; automatically applies until all attached power is used.

Designed for Camouflage Shields. Makes an item refract light, turning it invisible so long as it remains still. Uses +1 Power to activate.

Designed for Tasers. You may call Knockout instead of Stun.

Only members of the MATTOCK Division can purchase and use items from this list.

A blaster with internal ammo over 30.

A LARP-safe shield.

Designed to add to Armour. Adds 2 A-HP to a piece of equipment.

Designed to add to Shields. Resist one call. Within that day, you can make that call to a target within 5ft once. Cannot resist further calls while one is being “held”. Costs 1 Power (used when you resist the call).

Adds 2 HP to a character.

The first time you reach 0HP on a mission, spend 5 seconds roleplaying a sudden surge of energy to heal your HP back to full.

You are quick to spot hidden objects. After 5 seconds of roleplay, call “Detect Stealth” on a hidden target.

Only members of the KENOLAB Division can purchase and use items from this list.

A portable microscope visor, needed for viewing minute details.

Gives intel on a biological object or sample using 1 Power. Open SAMPLE card.

Designed for BioContainers. Allows the container to store VOLATILE items.

Designed for Micro Visors. Enhances surgical results, and allows you to resolve especially complex surgery TRAUMA.

Open surgery TRAUMA cards to get instructions on how to resolve these injuries.

Open condition TRAUMA cards to get instructions on how to resolve these ailments.

Open complex CHEMICAL cards to find out details about it safely.

Only members of the TASKMINDERS Division can purchase and use items from this list.

Recalibrates an object, repairing it or changing its target within set parameters.

Gives information on what an item contains or will break down into, and valuation notes.

Designed for the AutoRepair Tool. Use +1 Power to convert a repair effect to Repair Crush.

Designed for the Microsolder. Use +1 Power to convert the beam into a high-energy one ideal for hull repairs, or call Blast at range.

Open mechanical FAULT cards to get instructions on how to resolve these problems.

Open cybernetics FAULT cards to get instructions on how to resolve these problems.

Open BOMB item cards to get instructions on how to diffuse these items.

Only members of the DIPLO Division can purchase and use items from this list.

Before a mission, you can request one piece of information on one named character’s Desires, Dynamic, or Decorum.

Use “Read” to get a one-word response on the target’s emotional state or reaction. Uses 1 Power.

Designed for Pacification Fields. Makes your body language harder to read while equipped, usable in response to “Detect Lie” or “Read”. Call Resist using 1 Power.

Designed for Kinesics Scanners. Use 1 Power to call “Detect Lie” on a target.

Open programming FAULT cards to get instructions on how to resolve these problems.

Use the call “Faux Pas” to smooth over social faux pas for yourself or someone else in the conversation, usable once per discussion.

Open psychology TRAUMA cards to get instructions on how to resolve these conditions.

General ItemsCost
Basic Energy Shield5 Credits
AES-LINK5 Credits
Item Tracker10 Credits
Energy Shield Boost Upgrade5 Credits
AES-TRASPORT Upgrade10 Credits
Reinforcement Cybernetic25 Credits
TRAUMA Resist Cybernetic20 Credits
FAULT Corrector Cybernetic20 Credits
InvisiSkin Cybernetic25 Credits
Combat ItemsCost
Small Melee Weapon1 Credit
Melee Weapon2 Credits
Grenade Bag5 Credits
Mini Blaster1 Credit
Basic Blaster2 Credits
Magazine Blaster4 Credits
Basic Armour5 Credits
Small Shield10 Credits
Armour Plating Upgrade5 Credits
Custom Ammo Upgrade10 Credits
Stun Charge Upgrade5 Credits
BioMed ItemsCost
Healing Gun8 Credits
Injector12 Credits
Medication Fridge8 Credits
Resistant Gloves5 Credits
Respirator10 Credits
BioContainer10 Credits
Healing Efficiency Upgrade8 Credits
Dual Filter Upgrade8 Credits
Expanded Capacity Upgrade12 Credits
Engineering ItemsCost
AutoRepair Tool12 Credits
Salvage Device8 Credits
Microsolder8 Credits
System Analyser5 Credits
Static Bug5 Credits
Static Pulsar10 Credits
Static Beetle Upgrade8 Credits
Disruptor Upgrade8 Credits
Repair Efficiency Upgrade12 Credits
Diplomacy ItemsCost
Pacification Field5 Credits
Taser8 Credits
Heat Scanner12 Credits
Camouflage Shield10 Credits
Restraint8 Credits
Concealment Box5 Credits
Tamperproof Upgrade5 Credits
Light Refractor Upgrade15 Credits
AMP Increase Upgrade5 Credits
MATTOCK ItemsCost
High Capacity Blaster10 Credits
Large Shield20 Credits
MATTOCK Armour Upgrade8 Credits
Absorbent Alloy Upgrade12 Credits
MATTOCK-Reinforcement Cybernetic30 Credits
Flash Recovery Cybernetic30 Credits
Observation Cybernetic30 Credits
KENOLAB ItemsCost
Micro Visor10 Credits
Bioscanner20 Credits
Volatile Storage Upgrade8 Credits
AI Visor Upgrade12 Credits
Surgeon’s Cybernetic30 Credits
Doctorate Cybernetic30 Credits
Chemist’s Cybernetic30 Credits
TASKMINDERS ItemsCost
Calibrator10 Credits
Material Scanner20 Credits
Reconstructor Upgrade8 Credits
Macrosolder Upgrade12 Credits
Mechanic’s Cybernetic30 Credits
Cyberneticist’s Chip30 Credits
Diffusal Cybernetic30 Credits
DIPLO ItemsCost
Background Dossier10 Credits
Kinesics Scanner12 Credits
Kinesics Nullifier Upgrade8 Credits
Lie Detector Upgrade20 Credits
Programming Cybernetic30 Credits
Diplomatic Cybernetic30 Credits
Psychologist Cybernetic30 Credits
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