|Item Name||Tech Level||Typical Price||Details|
|Rope||Any||$10 for 16m of hemp||Essential adventuring gear, useful in exploring caves, climbing high places, rescuing people, and dropping safely into low places.|
|Torch||Low-Tech||$3||Light source used by medieval adventurers. Can be used to ward off some animals. Can cause obscuring smoke and heat in enclosed spaces.|
|Lockpicks||Any||$20||Essential adventuring gear, useful in breaking into restricted areas. Details vary by society.|
|Pitons||Any||$10 for 10||Essential adventuring gear, useful in climbing and spiking doors.|
|Medical Kit or Healer's Kit||Any||$25||Essential adventuring gear, useful in first aid and healing the sick or Exhausted. Each time this is used for first aid or treatment, roll a d4. On a 4, the last supplies are used and you will need a new one.||Chemistry Kit||Any||$100||A portable kit for crafting drugs and bombs when you are away from your laboratory. Includes plenty of bottles. Roll a d4 when you use it, on a 4, you've used all its supplies and you will need a new one.|
|Toolbox||Any||$50||A portable kit for performing analog crafting, construction or deconstruction. Roll a d6 when you use it, on a 6 you've run out of its supplies and you will need a new one. Cannot be used for complex micro-assembly such as computers.|
|Musical Instrument||Any||$10 - $1000||Used for playing music. More high-tech societies have other tools for amplifying and changing the sound.|
|Artist's Set||Any||$100||Used for drawing and painting. Roll a d4 when used, on a 4 its supplies are empty and you need a new one. High tech societies may have digital or augmented reality art kits.|
|Flask, Bottle or Hypodermic Needle||Any||$5 per, for empty||Crafted drugs, potions, poisons, curatives, perfumes, ink and oil and other useful liquids can be stored in these vials.|
|Bedroll or Sleeping Bag||Any||$30||Essential adventuring gear, useful for camping away from civilization.|
|Grappling Hook||Any||$30||Essential adventuring gear, useful for climbing high places.|
|Explosive Charges||Any||$50 [1 kg of dynamite]||Various explosive substances normally used to dig through rock can also be quite useful in adventuring. These need to be triggered somehow with fire or wiring kits, and deal between 4d4 and 8d6 damage in a 1 to 20m radius.|
|Lantern||Any||$25||Essential adventuring gear. Typical humans cannot see in the dark, so they must have a light source. Lanterns last longer and are less dangerous than using a torch. They must however be refilled with fuel or batteries.|
|Crowbar||Any||$15||Essential adventuring gear, useful in breaking into things. Can be used as a weapon for 1d6 damage.|
|Disguise Kit||Any||$25||Used to make yourself appear different, using whatever technology is available. Can use Art skill and/or stealth skill. Roll a d4 when used, on a 4 it's used up.|
|Duelist Wand||Ultra||1000 gold pieces||Origin unknown, cannot be crafted. Must be held in 1 hand. Adds +1 to spell casting rolls for attack spells. May explode on miscast. [Loot Reward Item].|
|Enchanted Staff||Ultra||1000 gold pieces||Origin unknown, cannot be crafted. Must be held in 2 hands. Adds +1 to spell casting rolls for one specific school of magic. May explode on miscast. [Loot Reward Item].|
|Battery||Modern & High||$25||Standardized Batteries contain stored electrical power. They are generally used to power hand-held tools of modern technology and higher for around 2 hours of use each.|
|Gasoline Canister||Modern||$40||This type of fuel is often used to power Low-Tech vehicles and machines. If used in this way, it lasts 4 hours. It is also very flammable and potentially explosive.|
|Flashlight||Modern and up||$20||Battery-powered light source. Held in one hand, and can be used as a blunt weapon.|
|Geiger Counter||Modern and up||$25||Device used to detect dangerous levels of radiation.|
|Smartphone/Com-Pad||Modern and up||$300||Battery-powered communication tool. Can connect to local information databases and other devices in the same network. Special addresses, codes, or other credentials are needed to access secure data networks and individuals' contacts.|
|Power Cell||Hi-Tech and up||$125||This type of charged ion fuel cell is used to power high-tech vehicles, droids, powered armor, and spaceships. It generally lasts for 1 day per charge. Overcharging the vehicle, damage to the engines, or intentional crafting may cause it to explode.|
|Hyperion Rod||Hi-Tech||$10,000||This 60-lb rod of refined, condensed metallic Hyperium is used to power a space ship's FTL (faster than light) drive. One rod typically provides 1 light year of jump distance. Use it wisely, because these special minerals may be rare and tough to find!|
|Laser Cutter||High-Tech and up||$500||Battery-powered cutting tool.|
|Gas Analyzer||High-Tech and up||$300||This battery powered tool can detect unusual particles or gases and help you identify their source.|
|Geoscanner||High-Tech and up||$500||Battery-powered tool that can help locate nearby mineral deposits and compositions of unknown materials.|
|MicroWelder||High-Tech and up||$500||Battery-powered repair tool among high-tech societies, often used on vehicles.|
|Medical Scanner||High-Tech and up||$750||Battery-powered medical tool among high-tech societies, can also be used to help understand alien microbial life.|
|Translation Device||High-Tech+||$300||Battery-powered handheld tool, or software on a handheld computer, to translate spoken and written language back and forth. This device exists primarily as a metagame tool to make it easy to communicate with alien civilizations past the frontier of your own. If you want the challenge of communicating to be a focus of your story, omit this device from the campaign. Even if it exists, players may be asked to make a language or computers roll with this device to partially translate particularly alien or ancient tongues.|
|Crate of Spare Parts||Any, but the tech level of the parts must be specified.||$10/$100/$500/$10,000||Raw ingredients for mechanical crafting of known devices and modifications to existing machines and devices. Ultra-tech parts are quite rare and valuable.|
|Stim-pack/Healing Potion||Any||$50||Prepared drug that heals 2d6 hitpoints when ingested. May not be available in all settings. Does not cure any conditions. If you want more frequent combat in your game, add lots of these.|
|Brain Juice/Mana Potion||Any||$150||Prepared drug that restores 1d6 Energy Points when ingested. May not be available in all settings, and may be illegal in some settings. May also have side effects, usually blurry vision (disadvantage on notice checks). If you want more frequent spell casting in your game, add lots of these.|
|Healing Nanite Infusion||Ultra||Post-scarcity||Prepared drug that instantly heals all negative conditions on the user. No known society can create these.|
|Handheld Fabricator||1||Post-scarcity||Hand-held, battery-powered tool with a miniaturized universal constructor that can auto-fabricate small structures, vehicles and machines when given the proper ingredients. No known society can create these.|
|Persona Transference Console||20||Post-scarcity||Large device like a booth with an attached computer. Can be used to upload a personality from a brain to computer, and vice versa. No known society can create these.|
|???||???||???||Your game will always include more items than these. Drugs that cure conditions, shovels, machine parts, a whistle, sheets of aerogel, ingots of uranium-213, special herbs, almost anything can and will be useful in your game.|
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The CPA adventure game system is created to equally support medieval fantasy, science fiction, and science fantasy, so the core items list is designed to bridge those settings.
Each of the following lists contains examples of items that can be viable for use in a pure fantasy game, a pure science fiction game, or a game that bridges these genres.
Most specific items should be homebrewed specially for each game. These lists are NOT exhaustive, they are only examples to set the tone and power scale.
Resource Attrition Handling
- Some groups find it fun to track individual use of resources for a tense, exciting survival or exploration game. For those who want a faster way, here are some options:
- Roll a d4 (or another die) when a fuel-consuming machine, supply kit, or other expendable resource is used. If the result is a 4, the resource is expended. Otherwise you can keep using it.
- GM Fiat. Periodically, the GM will simply announce which resources have been expended to which levels. Requires trust in the GM, but saves time for players.
- Unlimited. If the idea of finally finding one unused rifle bullet in a ruin doesn't sound exciting to you, just assume that people always have the fuel, power, and ammunition they need. Note that this decreases the overall challenge level of the story.
Technology LevelsDivision of technology levels can be a useful way to divide up the power levels of different types of items in your game.
- Low-Tech: Any technology that does not involve either electricity or combustion engines.
- Modern: Technology similar to today's society. From roughly renaissance to information age.
- Hi-Tech: Technology associated with common faster-than-light space travel.
- Ultra: Technology that can only be created by a pan-galactic psionic empire.
The game master will custom design weapons to fit your game setting. But the following weapons are set as baselines to set the high-lethality tone of the game in all settings:
|Weapon||Damage||Range||Hands||Typical Price||Typical Price per Ammunition Round||Special|
|Fists||1, or 3 per point of Brawl skill||Melee (1m)||2||~||~||Can use to shove, throw, choke, etc. Punching or kicking hard objects such as robots or doors may hurt you.|
|Dagger||1d6||Melee (1m) or thrown 10m||1||$5-$500 depending quality and artistry||~||Wielding one or two daggers or throwing knives grants +2 initiative in combat. Can be thrown. Also a useful tool for art and crafting.|
|Spear||2d6||Melee (2m) or thrown 20m||1 or 2 (add +1d6 for 2h melee)||$5-25||~||Easy to craft. Can be thrown (thrown damage is 2d6).|
|Broadsword||2d6||Melee (1m)||1||$25.||~||One-handed weapon.|
|Rapier||1d12||Melee (1m)||1||$50.||~||+1 critical strike chance for attacks with this weapon.|
|Claymore||3d6||Melee (1m)||2||$75||~||Requires +1 Athletics to use.|
|Chain-Axe||3d10||Melee (1m)||2||$5000||~||Turn on and off with a switch on the grip. Motor-powered by a battery, blades spin rapidly.|
|Plasma Sabre||4d8||Melee (1m)||2||Priceless||~||Turn on and off with a switch on the grip. Gives off bright light. Deals plasma damage. Can cut through steel with 5 minutes of work. Self-powered. Can help deflect energy-based attacks.|
|The Terriblade||5d12||Melee (1m), Shockwave 20m||2||Legendary||~||Legendary item. When swung, this claymore emits a shockwave of glowing green force that penetrates enemies up to 20m away.|
|The Daikatana||5d10||Melee (1m)||2||Legendary||~||Legendary item. The wielder of this long, thin sword is always under the effect of 'Haste'. Wielders of the blade can attempt to cast Chronomancy spells using their total melee accuracy roll, spending HP in place of SP.|
|The Edge of Madness||3d20||Pole Melee (2m)||2||Legendary||~||Legendary item. This long-handled, toothed axe is alive and has one glowing yellow eye. Using this weapon, the player instantly heals 5 HP for every enemy they kill with at least 10 hp.|
|Hand Crossbow||1d6||Ranged (75m)||1||$200, rare||$1||Held in one hand. Clip size 4. Easy to apply various poisons to this weapon's small darts, notably including nonlethal tranquilizer. Works in vacuum and underwater.|
|Shortbow||1d10||Ranged (75m)||2||$25||$1||Clip size 1.|
|Longbow||3d4||Ranged (200m)||2||$50||$1||Clip size 1.|
|Crossbow||2d8||Ranged (200m)||2||$50||$1||Clip size 1. Works in vacuum and underwater.|
|Heavy Crossbow||3d8||Ranged (200m)||2||$10||$1||Clip size 4. Requires Athletics 2 or mounting. Works in vacuum and underwater.|
|The Moonbow||3d8||Ranged (200m)||2||Legendary||~||Legendary item. This beautiful longbow fires glowing magical arrows and will penetrate an unlimited number of enemies.|
|Death's Harp||3d4||Ranged (200m)||2||Legendary||~||Legendary item. This beautiful shortbow is also a portable musical harp carved from bone, with many strings. This bow can shoot at 2 different targets per shot, or 3 if you waive any special attack. Roll only once for your attack and damage.|
|Eagle's Glare||3d4||Ranged (200m)||2||Legendary||~||Legendary item. This beautiful longbow cannot miss.|
|(Auto)Pistol||1d8||Ranged (50m)||1||$250 for revolver, $500 for auto-pistol.||$1||Clip size 6. Ignore Low-Tech armors. One-handed. Auto-pistols can make auto-shots.|
|(Auto)Rifle||2d6||Ranged (100m)||2||$400 for a hunter rifle, $750 for an assault rifle||$5||Clip size 5(10). Ignore Low-Tech armors. Two-handed. Minimum range 2m. Auto-rifles can make auto shots.|
|(Auto)Shotgun||4d4||Ranged (5m)||2||$300 for a hunting shotgun, $800 for auto shotgun||$3||Clip size is usually 2(9). Ignore low-tech armors. Attacks in a 5m cone, beyond which it is ineffective. Missed targets within range take half damage. When firing in auto mode, add +2 to hit and damage and ammo used. Some models allow multi-barrel shots.|
|Sniper Rifle||2d12||Ranged (2000m)||2||$2500||$20||Clip size 4. Ignore Low-Tech armors. Takes 1 minute to assemble from its case, otherwise is extremely long and delicate. Minimum range 3m. +2 to critical strike chance.|
|Laser Pistol||2d4||Ranged (50m)||1||$2000||$25||Clip size 10. Works in vacuum. Ignore Low-Tech armors. Uses battery as ammunition, which cannot be recombined. When you use the aim action with this weapon, you can opt to "charge-up" the beam, subtracting 1 ammo and adding +1d4 damage per aim action. This makes a loud hum and causes heat damage to the user after 5 rounds (30 seconds) of charging.|
|Laser Carbine||3d4||Ranged (100m)||2||$2000||$25||Clip size 20. Works in vacuum. Ignore Low-Tech armors. Uses battery as ammunition, which cannot be recombined. When firing in auto mode, add +2 to hit, damage and ammo used.|
|Beam Rifle||3d8||Ranged (200m)||2||$10000||$50||Clip size 2 per battery. Works in vacuum and underwater. Penetrates all organic targets and up to 3m of walls. Minimum range 3m.|
|Frag Grenade||4d6||Thrown, dropped or launched||1||$50||$150||Throw with athletics. It explodes usually after 1 turn (not round), depending on the timer and timer settings. Blast radius 3m. Before it explodes, people can try to kick or re-throw it as an action.|
|Electro Magnetic Pulse (EMP) Grenade||0||Thrown, dropped or launched||1||$150||$150||Throw with athletics. It explodes at the end of your turn, disabling all constructs, robots, psychics, cybernetics, energy weapons, and spells in the area for 1 round. Higher tech versions may have longer duration, timer delay or adhesive options. Blast radius 5m.|
|Plasma Grenade||6d6||Thrown, dropped or launched||1||$250||$250||Throw with athletics. After it is thrown, it will stick to any surface. Timer can be set from 5-60 seconds. Glows brightly when triggered. Blast radius 10m.|
|Rocket Launcher||5d6||Ranged (100m)||2||$1250||$100||Requires Athletics 2 or mounting. Clip size 2. Blast radius 5m.|
|Minigun||6d6||Ranged (50m)||2||$5000||$5||Requires Athletics 2 or mounting. Requires battery in addition to bullets. Always autofires in a 20m cone, 30 bullets per use, beyond which is ineffective. Missed targets take half damage. Unlimited clip size.|
|Fusion Cannon||8d8||Ranged (100m)||2||$100000||$1250||Requires Athletics 2 or mounting. Requires power cell, 5 shots per. 3m radius explosion on hit. Small chance for dimension breach on hit or misfire.|
The game master will custom design armors to fit your game setting. But the following core armors are set as baselines to set the tone of the game in all settings.
Protection Value: An armor's protection value is the amount by which it reduces the damage of incoming hits. It cannot reduce incoming hit damage below 1 point, however.
Some armors can have their own HP values. Including these in some parts of your game will promote longer battles and sturdier players, but also increase the importance of the crafting skill and finding parts to repair them.
|Name||Tech Level||Damage Reduction||Typical Price||Special|
|Unarmored||Any||0||$50||Can be boosted by the talent 'Natural Armor'.|
|Leather Armor||Low-Tech||1||$75||Ignored by modern+ weapons.|
|Chain Mail Armor||Low-Tech||2||$250||Ignored by modern+ weapons.|
|Steel Plate Armor||Low-Tech||4||$500||Disadvantage on spell and stealth rolls. Ignored by modern+ weapons. Requires 1+ athletics.|
|Enchanted Plate Armor||Unique||4||Rare, no typical price||Enchanted armor can have many possible properties. This example has 15/15 hp of its own that can be repaired with Crafting skill and parts.|
|Steel Shield||Low-Tech||+1||$50||Worn on one non-dominant hand. Adds +1 to your protection value. Ignored by modern+ weapons.|
|Kevlar Armor||Modern||2||$200||Can be hidden under clothes.|
|Ceramic Plate Armor||Modern||3||$1000||Bulky armor that is obvious millitary gear.|
|Ballistic Shield||Modern||15/15 hp, 3 DR||$1000||Requires 1+ Athletics. Held in one hand. Large and heavy shield that can absorb up to 15 hp of bullet fire. Destroyed when hp hits 0.|
|Vaccuum Suit||Modern||5/5 hp, 2 DR||$10,000||Special armor that protects the user from hazardous atmospheres, liquids to a certain depth, small amounts of radiation, or vaccuum. Has 5 hp. Disadvantage on all skill and combat rolls while wearing, due to slowness and clumsiness--most common failure complication is that tool use takes double or more time. Shredded when armor HP hits zero, canceling vacuum protection. Can be repaired with proper materials and craft skill. Includes a 1-hour oxygen tank.|
|Plasteel Combat Armor||High||4||$5,000||Obvious military gear.|
|Powered Armor||High||6||$100,000+||This is as close as armor gets to becoming a vehicle. Requires 1 power cell per day to move, and provides built-in communicators, targeting computer, and a vacuum seal with a 6-hour oxygen supply. Normally makes any fine task nearly impossible, but many upgraded versions exist. Disadvantage on spell, stealth, and fine tool rolls. Many custom suits exist with various properties. The armor is considered broken when player HP hits 0, and must be repaired.|
|Energy Shield Belt||Ultra||5||Priceless||A light and easy-to-wear belt, only craftable by masters of molecular psionic assembly, that provides a deceleration-shield bubble around the user for significant damage reduction. It is invisible normally but flashes bright colors when hit.|
|Wrist-Mounted Deflector||Ultra||+2||Priceless||A light and easy-to-wear wrist strap that projects a particle shield that helps reduce damage from attacks. Can only be created by a master of advanced molecular psionic assembly. It is invisible normally but flashes bright colors when hit.|
(to be written!)
Item Crafting and Modifications
Player characters with skills in science, Crafting, and chemistry can easily craft upgrades and modifications to existing items, as well as potentially craft new items if they have the right lore and ingredients.
Basically, each piece of tool, weapon, or armor can have up to 1 modification, by default, unless talents allow more.
Some examples of common crafted upgrades include:
- Crafting a light-emitting helmet by setting a glowing gem into a helmet
- Imprinting a magical rune of fire into a masterwork sword
- Applying mirror plates to your shield to improve spell resistance
- Crafting a Scope onto a rifle at a machine shop for +1 accuracy
- Adding a Bayonet onto a rifle at a machine shop to allow melee attacks and opportunity attacks
- Combining a geiger counter and a particle analyzer into a tool that locates radiation sources
- Combining a plasma gun and a laser cutter into a powerful metal-cutting tool
- Crafting a bomb with metal scraps and explosive powder or plant extracts
- Crafting a drug that both heals and cures disease
- Any other reasonable thing which is allowed by time, ingredients, and workspace