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.
A note on Weapons and Armour
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.
Free Items
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.
Expendables
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.
General Equipment
Anyone can purchase items from this list.
Basic Energy Shield
Grants 3 Energy Hit Points (E-HP) when worn. Physrepped by a small techy accessory.
AES-LINK
A mini teleporter, transports 1 item back to the Ardent teleport station. Uses 1 Power.
Item Tracker
Insert an item or resource to scan the mission area for more of that object. Uses 1 Power.
Energy Shield Boost Upgrade
Designed to add to Energy Shields.
Adds +1 E-HP to the item.
AES-TRANSPORT Upgrade
Designed to add to the AES-LINK. Can teleport +1 item for free when this device uses 1 Power.
Reinforcement Cybernetic
Adds +1 HP to a character.
TRAUMA Resist Cybernetic
Temporarily ignore a TRAUMA effect you have for up to 5 minutes. Usable once per TRAUMA card.
FAULT Corrector Cybernetic
Temporarily ignore a FAULT on an item you are touching for up to 5 minutes. Usable once per FAULT card.
InvisiSkin Cybernetic
Activate to blend in with your environment, while being at least half covered in hiding.
Raise 1 finger to denote Stealth.
Combat Equipment
Anyone can purchase items from this list.
Small Melee Weapon
A melee weapon under 18 inches.
Melee Weapon
A melee weapon over 18 inches.
Grenade Bag
Allows storage of Grenades.
Mini Blaster
A 1-3 shot blaster.
Basic Blaster
A blaster with internal ammo up to 30.
Magazine Blaster
A blaster that uses magazines.
Basic Armour
Grants 4 Armour Hit Points (A-HP) when worn. Physrepped by a hard chest plate.
Small Shield
A shield up to 40 cm diameter.
Armour Plating Upgrade
Designed to add to Armour. Adds 1 A-HP to a piece of equipment.
Custom Ammo Upgrade
Designed to add to Blasters. Allows Custom Ammo to be used by this equipment.
Stun Charge Upgrade
Designed to add to Melee. Use Stun on touch for 1 Power.
BioMed Equipment
Anyone can purchase items from this list.
Healing Gun
Allows use of the Heal or Stabilise call for 1 Power.
Injector
Use Serums on yourself or other characters, usually to heal HP.
Medication Fridge
Allows storage of sensitive medication and chemicals without them deteriorating.
Resistant Gloves
Handle volatile chemicals without damaging your skin.
Respirator
Resist environmental or Gas effects by attaching different Filters.
BioContainer
1 Sample slot to preserve a Sample on a mission. This fits a small Sample.
Healing Efficiency Upgrade
Designed for Healing Guns. Restores 1 HP for free when this device uses 1 Power.
Dual Filter Upgrade
Designed for Respirators. +1 Filter may be attached.
Expanded Capacity Upgrade
Designed for BioContainers. Adds +1 Sample slot in the container.
Engineering Equipment
Anyone can purchase items from this list.
AutoRepair Tool
Repairs all A-HP or E-HP using 1 Power.
Salvage Device
Use 1 Power to salvage materials from an item.
Microsolder
Mesh two pieces of tech together and work with fine circuitry using 1 Power.
System Analyser
Gives an overview of the tech system it’s plugged into without needing to go through a terminal. Uses 1 Power.
Static Bug
Attach to an item to fill it with Static, disabling it while this item is active.
Static Pulsar
Use 1 Power to call Static on an item from range.
Static Beetle Upgrade
Designed to add to Static Bugs. Creates an interference field around the item, making it immune to hacking.
Disruptor Upgrade
Designed to add to System Analyser. Discharge 1 Power from an item on touch when activated. Uses 1 Power.
Repair Efficiency Upgrade
Designed for AutoRepair Tools. Restores both A-HP and E-HP instead of just one or the other.
Diplomacy Equipment
Anyone can purchase items from this list.
Pacification Field
Dulls all extremes of emotions when attached to a character. Reply to any “Read” with “Resist”.
Taser
Call Stun to a target within 5ft without dealing HP damage using 1 Power.
Heat Scanner
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.
Camouflauge Shield
Enter Stealth, so long as you are flat against an object. Allows for slow movement. Uses 1 Power.
Restraint
A paired piece of Equipment. The first can freely move, the second automatically moves within 5ft of the first once activated.
Concealment Box
A temporal compartment – hides a much bigger object than the container is.
Tamperproof Upgrade
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.
Light Refractor Upgrade
Designed for Camouflage Shields. Makes an item refract light, turning it invisible so long as it remains still. Uses +1 Power to activate.
AMP Increase Upgrade
Designed for Tasers. You may call Knockout instead of Stun.
MATTOCK Specialist Equipment
Only members of the MATTOCK Division can purchase and use items from this list.
High Capacity Blaster
A blaster with internal ammo over 30.
Large Shield
A LARP-safe shield.
MATTOCK Armour Upgrade
Designed to add to Armour. Adds 2 A-HP to a piece of equipment.
Absorbent Alloy Upgrade
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).
MATTOCK-Reinforcement Cybernetic
Adds 2 HP to a character.
Flash Recovery Cybernetic
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.
Observation Cybernetic
You are quick to spot hidden objects. After 5 seconds of roleplay, call “Detect Stealth” on a hidden target.
KENOLAB Specialist Equipment
Only members of the KENOLAB Division can purchase and use items from this list.
Micro Visor
A portable microscope visor, needed for viewing minute details.
Bioscanner
Gives intel on a biological object or sample using 1 Power. Open SAMPLE card.
Volatile Storage Upgrade
Designed for BioContainers. Allows the container to store VOLATILE items.
AI Visor Upgrade
Designed for Micro Visors. Enhances surgical results, and allows you to resolve especially complex surgery TRAUMA.
Surgeon’s Cybernetic
Open surgery TRAUMA cards to get instructions on how to resolve these injuries.
Doctorate Cybernetic
Open condition TRAUMA cards to get instructions on how to resolve these ailments.
Chemist’s Cybernetic
Open complex CHEMICAL cards to find out details about it safely.
TASKMINDERS Specialist Equipment
Only members of the TASKMINDERS Division can purchase and use items from this list.
Calibrator
Recalibrates an object, repairing it or changing its target within set parameters.
Material Scanner
Gives information on what an item contains or will break down into, and valuation notes.
Reconstructor Upgrade
Designed for the AutoRepair Tool. Use +1 Power to convert a repair effect to Repair Crush.
Macrosolder Upgrade
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.
Mechanic’s Cybernetic
Open mechanical FAULT cards to get instructions on how to resolve these problems.
Cyberneticist’s Chip
Open cybernetics FAULT cards to get instructions on how to resolve these problems.
Diffusal Cybernetic
Open BOMB item cards to get instructions on how to diffuse these items.
DIPLO Specialist Equipment
Only members of the DIPLO Division can purchase and use items from this list.
Background Dossier
Before a mission, you can request one piece of information on one named character’s Desires, Dynamic, or Decorum.
Kinesics Scanner
Use “Read” to get a one-word response on the target’s emotional state or reaction. Uses 1 Power.
Kinesics Nullifier Upgrade
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.
Lie Detector Upgrade
Designed for Kinesics Scanners. Use 1 Power to call “Detect Lie” on a target.
Programming Cybernetic
Open programming FAULT cards to get instructions on how to resolve these problems.
Diplomatic Cybernetic
Use the call “Faux Pas” to smooth over social faux pas for yourself or someone else in the conversation, usable once per discussion.
Psychologist Cybernetic
Open psychology TRAUMA cards to get instructions on how to resolve these conditions.
General Items | Cost |
---|---|
Basic Energy Shield | 5 Credits |
AES-LINK | 5 Credits |
Item Tracker | 10 Credits |
Energy Shield Boost Upgrade | 5 Credits |
AES-TRASPORT Upgrade | 10 Credits |
Reinforcement Cybernetic | 25 Credits |
TRAUMA Resist Cybernetic | 20 Credits |
FAULT Corrector Cybernetic | 20 Credits |
InvisiSkin Cybernetic | 25 Credits |
Combat Items | Cost |
---|---|
Small Melee Weapon | 1 Credit |
Melee Weapon | 2 Credits |
Grenade Bag | 5 Credits |
Mini Blaster | 1 Credit |
Basic Blaster | 2 Credits |
Magazine Blaster | 4 Credits |
Basic Armour | 5 Credits |
Small Shield | 10 Credits |
Armour Plating Upgrade | 5 Credits |
Custom Ammo Upgrade | 10 Credits |
Stun Charge Upgrade | 5 Credits |
BioMed Items | Cost |
---|---|
Healing Gun | 8 Credits |
Injector | 12 Credits |
Medication Fridge | 8 Credits |
Resistant Gloves | 5 Credits |
Respirator | 10 Credits |
BioContainer | 10 Credits |
Healing Efficiency Upgrade | 8 Credits |
Dual Filter Upgrade | 8 Credits |
Expanded Capacity Upgrade | 12 Credits |
Engineering Items | Cost |
---|---|
AutoRepair Tool | 12 Credits |
Salvage Device | 8 Credits |
Microsolder | 8 Credits |
System Analyser | 5 Credits |
Static Bug | 5 Credits |
Static Pulsar | 10 Credits |
Static Beetle Upgrade | 8 Credits |
Disruptor Upgrade | 8 Credits |
Repair Efficiency Upgrade | 12 Credits |
Diplomacy Items | Cost |
---|---|
Pacification Field | 5 Credits |
Taser | 8 Credits |
Heat Scanner | 12 Credits |
Camouflage Shield | 10 Credits |
Restraint | 8 Credits |
Concealment Box | 5 Credits |
Tamperproof Upgrade | 5 Credits |
Light Refractor Upgrade | 15 Credits |
AMP Increase Upgrade | 5 Credits |
MATTOCK Items | Cost |
---|---|
High Capacity Blaster | 10 Credits |
Large Shield | 20 Credits |
MATTOCK Armour Upgrade | 8 Credits |
Absorbent Alloy Upgrade | 12 Credits |
MATTOCK-Reinforcement Cybernetic | 30 Credits |
Flash Recovery Cybernetic | 30 Credits |
Observation Cybernetic | 30 Credits |
KENOLAB Items | Cost |
---|---|
Micro Visor | 10 Credits |
Bioscanner | 20 Credits |
Volatile Storage Upgrade | 8 Credits |
AI Visor Upgrade | 12 Credits |
Surgeon’s Cybernetic | 30 Credits |
Doctorate Cybernetic | 30 Credits |
Chemist’s Cybernetic | 30 Credits |
TASKMINDERS Items | Cost |
---|---|
Calibrator | 10 Credits |
Material Scanner | 20 Credits |
Reconstructor Upgrade | 8 Credits |
Macrosolder Upgrade | 12 Credits |
Mechanic’s Cybernetic | 30 Credits |
Cyberneticist’s Chip | 30 Credits |
Diffusal Cybernetic | 30 Credits |
DIPLO Items | Cost |
---|---|
Background Dossier | 10 Credits |
Kinesics Scanner | 12 Credits |
Kinesics Nullifier Upgrade | 8 Credits |
Lie Detector Upgrade | 20 Credits |
Programming Cybernetic | 30 Credits |
Diplomatic Cybernetic | 30 Credits |
Psychologist Cybernetic | 30 Credits |