General Equipment
Anchors, Restraints, and Ropes Cost ($) Weight (#)
Chain (10 feet) 50 10
Duct tape 5 0.25
Flexcable (150') 300 10
Fusion disk 200 1
Fusion-cuffs 400 10
Grappling hook 40 2
Grappling hook gun 250 6.5
Grappling hook, mini 25
Handcuffs, steel 25 1
Handcuffs, zip-tie (500) 25 0.5
Liquid wire (150') 1,200 5
Manacles 15 2
Negation-bands, Mark 1 1,000 5
Neural scrambler 300 1
Paracord (150') 2 1
Rapid decel line (150') 200 15
Rope, hempen (50 ft) 25 10
Rope, nylon (150') 25 10
Snap-hook 5
String (10 ft.) 1 0
Swing-line (150’) 1,000 2
Bikes and Boards Cost ($) Weight (#)
Bicycle, BMX 200 25
Bicycle, ten-speed 200 25
Crampons 140 4
Inline-skates 70 8
Roller-skates 100 5
Skateboard 70 5
Ski poles 30 2
Skis 60 14
Snowboard 200 12
Snowshoes 100 4
Surfboard 500 15
Swim fins 20 1
Water skis 150 15
Water-walking shoes 1,000 2
Clothing and Costumes Cost ($) Weight (#)
Camoflage fatigues 40 5
Clerical vestments 150 6
Coat 60 2
Contact lenses, base 200
Cool-suit 500 2
Costume, full 200 5
Costume, heavy 150 4
Costume, light 60 2
Costume, medium 100 3
Costume, performance 200 2
Costume, second-skin 400% base
Darksuit 40 5
Fatigue jacket 60 2
Flash goggles 500 2
Ghillie suit 40 5
Glasses 200
Goggles 20 1
Hood 20
Labcoat 50 2
Longcoat 150 3
Mask, full 150 1
Mask, heavy 40
Mask, light 10
Mask, medium 20
Mask, second-skin 400% base
Outfit, athletic 60 1
Outfit, BDU 100 3
Outfit, business 120 3
Outfit, casual 70 2
Outfit, designer 200 2
Outfit, explorer 150 2
Outfit, formal 500 3
Outfit, scrubs 60 3
Outfit, traveler's 140 4
Outfit, uniform 100 2
Outfit, worn-out 0‘ 3
Parka 100 3
Psion helmet 10,000 1
Rain poncho 10 1
Scholar’s robes 100 2
SCUBA suit 250 2
Stealth wingsuit 1,000 8
Sunglasses 20
Visor, helmet 50
Voice-mask 100
Wig 60
Windbreaker 40 1
Wingsuit 700 8
Containers Cost ($) Weight (#)
Backpack, adventuring 150 5
Backpack, frame 120 3
Backpack, student 30 2
Backpack, trekking 150 3
Barrel 70 70
Bottle, glass 3 2
Briefcase 50 2
Bucket 15 2
Canteen 10 —/2
Chest 400 25
Contractor’s field bag 60 2
Duffle bag 20 3
Flask 15 1
Footlocker 100 25
Go-bag 90 1
Handbag 20 1
Holster, concealed carry 30 0.5
Holster, hip 30 1
Jug 5 1
Laptop case 60 3
Messenger bag 100 1
Portable safe 30 1
Pot, iron 60 10
Pouch, leather 50 1
Pouch, nylon 25 1
Quiver, back 40 1
Quiver, belt 15 0.5
Quiver, hightech 500 5
Sack, big 5 1
Sack, small 1 0.5
Sheath, finesse 15 1
Sheath, hidden 25
Sheath, light 10 0.5
Sheath, other 18 1
Sheath, spring 60 2
Sheath, two-handed 20 1
Storage compartment +10%
Storage tube 20 1
Tool belt 50 2
Travel case, aluminum 150 10
Travel case, aluminum (heavy) 200 15
Travel case, aluminum (light) 120 5
Travel case, ballistic nylon 80 10
Travel case, ballistic nylon (heavy) 120 15
Travel case, ballistic nylon (light) 50 5
Travel case, plexite 300 4
Travel case, plexite (heavy) 400 6
Travel case, plexite (light) 250 2
Utility belt 20 1
Utility pouch 10 0.5
Vest, mesh 50 5
Vial 1
Water jug 10 5
Waterskin 15 5
Weapon case, finesse 20 2
Weapon case, heavy 40 3
Weapon case, light 10 1
Weapon case, longarm 50 3
Weapon case, other 30 2
Weapon case, pistol 30 1
Documentation Cost ($) Weight (#)
Credentials see text
Credentials, false see text
ID 20
ID, false see text
Invitation, basic (20) 5
Invitation, false see text
Maps Cost ($) Weight (#)
Map, layout 2 1
Map, road atlas 15 1
Map, tactical 10 0.5
Medical Equipment Cost ($) Weight (#)
Antox 100
Antrad 150
ATP test 200
Bio-stabilizer 100
First aid kit 30 3
Med-Ex 250
Medical kit 500 10
Medical kit, advanced 2,000 8
Medpak 50
Security Equipment Cost ($) Weight (#)
Force-field generator 15,000 500
Force-field reinforcement 10,000 500
Laser tripwire 30
Lock, padlock 10 0.5
Lock, average 100 1
Lock, exceptional 1,000 1
Lock, high-security 10,000 1
Lock, maximum 1,000,000 10
Lock, supermax 10,000,000 20
Lock, ultra 100,000 2
Tripwire 10
Sensory Equipment Cost ($) Weight (#)
Binoculars, electro-optical 650 4
Binoculars, rangefinding 500 3
Binoculars, standard 50 2
Chemical Light Sticks (5) 10 1
Crusader goggles 3,000
Flare canister 5 0.5
Flare rod 1
Flashlight, battery flood 40 2
Flashlight, penlight 10 0.5
Flashlight, standard 20 1
Illuminator 50 0.5
Magnifying glass 10
Night vision goggles 600 3
Oil lamp 15 2
Portable lamp 40 0.5
Spyglass 20 1
Super-specs 2,000
Telescope 200 10
Survival Gear Cost ($) Weight (#)
Blanket 10 3
Candle 2
Compass, magnetic 20 0.5
Fishing rod 20 3
Fishing tackle 40 4
Gas mask 300 5
Lamp oil (flask) 5 1
Lighter fluid (flask) 10 1
Lighter, wind resistant 20
Magnesium fire starter 10
Matches, waterproof (100) 1
Mess kit 25 1
MRE 10 1.5
Parachute and rig 6,000 20
Portable stove 100 1
Scuba tank, heavy 1,200 18
Scuba tank, light 800 10
Sleeping bag 80 4
Space blanket 20 0.5
Spacesuit 10,000,000 200
Tent, 2-person 150 4
Tent, 4-person 200 8
Tent, 8-person 250 16
Utility Items Cost ($) Weight (#)
Ball bearings (bag of 1,000) 25 2
Battery 10
Bell 5
Block and tackle 30 5
Blowtorch 50 5
Bolt cutter 40 5
Book (hardback) 25 1.5
Book (paperback) 12 1
Calculator 10
Caltrops (bag of 20) 25 2
Chalk (16 piece) 2
Charger 20
Claw hammer 15 3
Climbing gear 150 10
Cologne/Perfume (vial) 40
Compact mirror 10
Crowbar 15 5
Disposable pen 1
Easel 50 5
Fire extinguisher 70 3
Glass cutter 200 0.5
Hammer, sledge 30 10
Hourglass 25 1
Hydrochloric acid (vial) 10 1
Incense, block 10
Ink (1 ounce bottle) 5
Ink pen 10
Jam-bond 500 1
Ladder (10-foot) 100 1
Laser pointer 5
Microscope 100 2
Multipurpose tool 80 0.5
Notebook 1 0
Paper (100 sheets) 8 1
Pick, miner's 150 10
Piton 15 0.25
Pocket knife 20
Pole (10-foot) 2 7
Portable digital scale 25 2
Power backpack 100 3
Powerpack 10
Ram, portable 250 35
Shovel 15 5
Signal whistle 1
Sketchboard 15 1
Soap (bar) 1
Spikes, iron (10) 10 5
Stethoscope 15 0
Umbrella 10 1
Utility knife 10 0.5
Watch 50 0
Whetstone 15 1

Anchors, Restraints, and Ropes


Chain: This is a thick, 10-foot chain. A chain has 10 hp and Hardness 10. It can be burst with a successful Strength (Athletics) check DC 20.
Duct tape: Duct tape can support up to 100 lbs indefinitely and up to 150 lbs for 1d6 rounds. As a restraint, it requires a DC 20 Strength (Athletics) or Dexterity (Sleight of Hand) check to escape.
Flexcable: Flexcable is a high-tech cord similar to rope but much stronger. It has 10 hp and Hardness 10 and can be burst with a successful Strength (Athletics) check DC 20.
Fusion disk: Fusion disks can be secured to any solid surface and can support up to 10 tons indefinitely and up to 30 tons for 1d6 rounds. You can make a ranged attack to secure a fusion disk at range. This is a simple ranged weapon attack with a range of 30/90 feet. The AC of a suitable surface is typically 5.
Fusion-cuffs: Fusion-cuffs are high-tech restraints. Typically built for a Medium humanoid, they require a Strength (Athletics) or Dexterity (Sleight of Hand) check DC 30 and the Super-Strength or Super-Dexterity power to escape. The locking mechanism can be disabled with a Mechanics tool check DC 30 or they can be over-ridden with a Computers tool check DC 30. Fusion-cuffs have 20 hp and a Hardness of 20.
Grappling hook: Grappling hooks can be secured to a corner or rail and can support up to 800 lbs indefinitely or 1,200 lbs for 1d6 rounds. You can make a ranged attack to secure a grappling hook at range. This is a simple ranged weapon attack with a range of 30/90 feet. The AC of a suitable surface is typically 10.
Grappling hook gun: A grappling hook gun fires a grappling hook that draws a tethered line of nylon rope behind it for climbing. It's a simple ranged weapon with a range of 120/360 feet. The gun can then reel the line in pulling a user who weighs 200 lbs or less toward the anchor.
Mini-grappling hook: Mini-grappling hooks can be secured to a corner or rail and can support up to 300 lbs indefinitely and up to 450 lbs for 1d6 rounds. You can make a ranged attack to secure a mini-grappling hook at range. This is a simple ranged weapon attack with a range of 20/60 feet. The AC of a suitable surface is typically 15.
Handcuffs, steel: Steel handcuffs are common restraints. Typically built for Small and Medium humanoids, they require a Strength (Athletics) or Dexterity (Sleight of Hand) check DC 25 to escape. The locking mechanism can be disabled with a Mechanics tool check DC 20. Handcuffs have 10 hp and a Hardness of 10.
Handcuffs, zip-tie: Zip-tie handcuffs are common restraints. Typically built for Small and Medium humanoids, they require a Strength (Athletics) or Dexterity (Sleight of Hand) check DC 20 to escape. They have 4 hp.
Liquid wire: Liquid wire is a fluid that is fired from a housing and solidifies on contact with the air becoming a strong cord. It has 8 hp and Hardness 8 and can be burst with a successful Strength (Athletics) check DC 18.
Manacles: Manacles are archaic restraints. Typically built for Medium humanoids, they require a Strength (Athletics) or Dexterity (Sleight of Hand) check DC 20 to escape. The locking mechanism can be disabled with a Mechanics tool check DC 15. Handcuffs have 10 hp and a Hardness of 8.
Negation-bands: Negation-bands are high-tech, power-nullifying restraints. They are often integrated into fusion-cuffs. Each round that they are worn requires the wearer to make a Constitution saving throw. If the target succeeds, the damage dealt by its powers is halved, saving throws against its powers have advantage, and it makes all power attacks and power checks with disadvantage. If it fails, it's powers are negated while the negation-band is active.
Neural scrambler: A neural scrambler is a high-tech helmet. When a creature wears the helmet it must make a Wisdom saving throw DC 20 each round or become Incapacitated while wearing it. The creature can walk if guided.
Paracord: Paracord is a thin, nylon cord. It has 1 hp and can be burst with a successful Strength (Athletics) check DC 15.
Rapid decel line: A rapid decel line is a smooth cord used to repel. It has 2 hp and can be burst with a successful Strength (Athletics) check DC 18. With a decel pully, you can make a Dexterity (Acrobatics) check DC 15 to fall line's full length and take no damage.
This old fashioned rope is made of hemp and has 2 hp and can be burst with a Strength (Athletics) check DC 16.
This is common rope made of nylon and has 4 hp and can be burst with a Strength (Athletics) check DC 18.
*8Snap-hook:** Snap-hooks can be secured to any appropriate surface and can support up to 200 lbs indefinitely and up to 300 lbs for 1d6 rounds. They cannot be attached at range.
String: A spool of high-tension string (e.g. kite string) has 1 hp and can be burst with a Strength (Athletics) check DC 12.
Swing-line: A swing-line fires a fusion-disc that draws a tethered line of flexcable behind it for climbing. It's a simple ranged weapon with a range of 120/360 feet. The gun can then reel the line in pulling a user who weighs 300 lbs or less toward the anchor.

Bikes and Boards


Bike, BMX: A BMX bike doubles your land speed. The maximum speed this bike can reach is 220 feet in a round. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the bike in combat.
Bike, ten-speed: A ten-speed doubles your land speed on roads or similar smooth surfaces. The maximum speed this bike can reach is 240 feet in a round. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the bike in combat.
Crampons: Crampons are strapped onto your boots. They grant advantage to resist slipping on ice.
In-line skates: In-line skates multiply your land speed by 1.5 on roads or similar smooth surfaces. The maximum speed these skates can reach is 180 feet in a round. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the skates in combat.
Roller-skates: Roller-skates multipy your land speed by 1.5 on roads or similar smooth surfaces. The maximum speed these skates can reach is 160 feet in a round. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the skates in combat.
Skateboard: A skateboard multiplies your land speed by 1.5 on roads or similar smooth surfaces. The maximum speed this board can reach is 200 feet in a round. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the skateboard in combat.
Ski poles: Ski poles give you advantage on Strength (Athletics) checks made to accelerate and Dexterity (Acrobatics) checks made to maneuver on skis.
Skis: Skis double your cross-country land speed in snowy environments. When moving downhill, your land speed is tripled but you cannot use them to go uphill. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use skis in combat.
Snowboard: When moving downhill on snow using a snowboard, your land speed is tripled but you cannot use it to move of flat ground or uphill. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the snowboard in combat.
Snowshoes: Wearing snowshoes halves the overland movement penalty of snow. They reduce your tactical land speed by 10 feet.
Surfboard: A surfboard allows you to surf. The GM may ask you to make Strength (Athletics) or Dexterity (Acrobatics) checks to avoid obstacles, perform stunts, or use the surfboard in combat.
Swim-fins: Swim-fins are worn on your feet. They grant a +5-foot bonus to your swim speed but impose a -10-foot penalty to land movement. They also grant you advantage on Strength (Athletics) checks made to swim.
Water-skis: Water-skis allow you to match the speed of the boat pulling you. If the boat moves faster than 100 feet in a round you must succeed on a Strength (Athletics) check DC 1 per 10 feet of movement or fall into the water.
Water-walking shoes: Water-walking shoes were developed by the shinobi. By making a Dexterity (Acrobatics) check DC 15, you can walk on the surface of still water at three-quarters your land speed (rounded down). Water with a current will require a higher DC, at the GM's discretion.

Clothing and Costumes


Camouflage fatigues: This camouflage outfit grants advantage when hiding in the environment it was designed for. Select arctic, desert, forest, night, or urban.
Clerical vestments: These vestments are worn by the clergy of some faiths when performing their sacred duties.
Coat: A standard coat grants a +2 bonus on Constitution saves and other checks made to resist the effects of cold environments. Additionally, it can contain 2 lbs of gear.
Contact lenses: These are corrective or cosmetic contact lenses.
Cool-suit: A cool-suit grants you immunity to the exhaustion effects caused by hot environments.
Costume, full: This costume covers you head to toe, concealing the features of your body. It includes boots, gloves, and an optional cape or cloak. Additionally, it can contain 6 lbs of gear.
Costume, heavy: A heavy costume covers your entire body but doesn't conceal your basic proportions. It includes boots, gloves, and an optional cape. Additionally, it can contain 4 lbs of gear.
Costume, light: A light costume covers half your body or less. It might include boots and gloves but rarely involves a cape.
Costume, medium: A medium costume covers three-quarters of your body. It might show your arms or your legs, or have a plunging neckline and back and may include boots and gloves, but rarely involves a cape. Additionally, it can contain 2 lbs of gear.
Costume, performance: This costume is often flashy and meant to be worn during a performance. The specific details are left to you but they are typically made from light fabrics that allow easy movement and airflow.
Darksuit: This black outfit includes a mask and grants advantage when hiding in shadows.
Fatigue jacket: A fatigue jacket is military issued. It grants a +2 bonus to Constitution saves and other checks to resist the effects of cold environments. It can be worn with fatigues without hampering their stealth benefits. Additionally, it can contain 2 lbs of gear.
Flash goggles: While wearing flash goggles, you are immune to blinding light, but you take a -5 penalty to vision-based Wisdom (Perception) checks. These goggles function as a medium mask.
Ghillie suit: A ghillie suit is a form of camouflage worn over other clothing that completely conceals the wearer. It grants a +5 bonus to Dexterity (Stealth) checks to hide in foliage.
Glasses: These are corrective or cosmetic glasses. They function as a light mask.
Goggles: Goggles are held over the eyes by a strap. They function as a medium mask.
Hood: A hood is worn over the head and might be attached to another article of clothing. A hood conceals your identity at a distance of 20 feet or more and gives you advantage on all other Charisma (Deception) checks made to conceal your identity.
Labcoat: A labcoat is worn by doctors and some others within the medical and scientific fields. Not wearing this outfit can cause you to suffer disadvantage to Charisma (Persuasion) checks in certain social settings, but could grant you advantage to Charisma (Deception) checks when appropriate (GM's discretion). Additionally, it can contain 1 lb of gear.
Longcoat: A longcoat grants a +2 bonus on Constitution saves and other checks made to resist the effects of cold environments. Additionally, it can contain 2 lbs of gear.
Mask, full: A full mask covers your entire face and conceals your identity.
Mask, heavy: A heavy mask covers your eyes or mouth completely. It grants you a +5 bonus to Charisma (Deception) checks made to conceal your identity.
Mask, light: A light mask frames your eyes. It grants you a +1 bonus to Charisma (Deception) checks made to conceal your identity.
Mask, medium: A medium mask covers your eyes. It grants you a +2 equipment bonus to Charisma (Deception) checks made to conceal your identity.
Outfit, athletic: This outfit is lightweight and aerodynamic. It's meant to allow unimpeded exercise. It includes light-weight sneakers.
Outfit, BDU: This is the basic dress uniform of military personnel, worn during daily service.
Outfit, business: Business clothes include suits and dresses for the office. Not wearing this outfit can cause you to suffer disadvantage to Charisma (Persuasion) checks in certain social settings, but could grant you advantage to Charisma (Deception) checks when appropriate (GM's discretion).
Outfit, casual: Casual clothes are the everyday jeans, t-shirts, button-ups, hoodies, and underclothes that can be purchased at a big-box retail store.
Outfit, designer: Designer clothes are purchased at boutiques and upscale shopping centers. Not wearing this outfit can cause you to suffer disadvantage to Charisma (Persuasion) checks in certain social settings, but could grant you advantage to Charisma (Deception) checks when appropriate (GM's discretion).
Outfit, explorer's: An explorer's outfit is made of sturdy material that breathes. It includes a jacket and hat, a bandana, a durable belt, and lots of pockets which can contain up to 4 lbs of gear.
Outfit, formal: Formal wear includes tuxedos, gowns, and dress uniforms. Tuxedos can be rented for 10% of the basic cost per evening. A dress uniform is provided to those with military, law enforcement, or another civil service background. Not wearing this outfit can cause you to suffer disadvantage to Charisma (Persuasion) checks in certain social settings, but could grant you advantage to Charisma (Deception) checks when appropriate (GM's discretion).
Outfit, scrubs: This is the standard issue for medical personnel.
Outfit, travelers: An traveler's outfit is durable and easy to move in. It includes a jacket and hat, a sturdy belt, and lots of pockets which can contain up to 4 lbs of gear.
Outfit, uniform: This is a uniform for the job or school. A uniform can serve as cursory certification, though additional documentation may be required. Uniforms are provided to those with military, law enforcement, or another civil service background.
Outfit, worn: Worn clothes are old and tattered. They can be found at homeless shelters and church missions. Wearing this outfit can cause you to suffer disadvantage to Charisma (Persuasion) checks in certain social settings, but could grant you advantage to Charisma (Deception) checks when appropriate (GM's discretion).
Parka: A parka grants you immunity to exhaustion effects caused by cold environments. It includes padded pants, gloves, and a scarf.
Psion helmet: This advanced helmet offers you immunity to telepathic contact and advantage on saving throws against psionic powers. It grants immunity to psychic damage caused by powers activated at 3rd-level and lower and resistance to psychic damage of higher level powers.
Rain poncho: A rain poncho helps keeps you dry in the rain.
Scholarly robes: These are official robes worn at scholarly ceremonies such as graduations.
Second-skin: Second-skin emulates the powers of the wearer. It transforms with the wearer and isn't damaged by the user's energy-based powers.
SCUBA suit: A SCUBA suit is worn when diving. It grants a +2 bonus on Constitution saves and other checks made to resist the effects of cold environments.
Sunglasses: Sunglasses grant you advantage on saving throws against blinding light. They also function as a medium mask.
Visor, helmet: This tinted visor serves as a face shield. It functions as a full mask.
Voice-mask: A voice-mask is an electronic device that includes an often concealed microphone close to the wearer's mouth and speakers which distort and amplify the voice. This makes it impossible for others to recognize your voice.
Wig: A wig can be used to change the hair of the wearer. It grants you a +1 bonus to Charisma (Deception) checks made to conceal your identity.
Windbreaker: This light jacket keeps you cozy when it's cool.
Wingsuit: A wingsuit allows you to glide, granting you a Fly speed of 60 feet, but you lose 30 feet of altitude every round.

Containers


Backpack, adventuring: An adventuring backpack has a large, central pocket and several additional pockets, as well as hooks for attaching additional gear. It protects its contents from the elements.
Backpack, frame: A frame backpack is used for long treks into the wilderness. It's a frame with several bags and pockets, and multiple hooks for attaching additional gear. It protects its contents from the elements but wearing this backpack imposes a -2 penalty to AC.
Backpack, student: A student backpack is meant for carrying school supplies and books.
Backpack, trekking: A trekking backpack is meant for journeys into the wild, but are less bulky than frame backpacks. It protects its contents from the elements.
Barrel: This is a hefty barrel, good for holding a lot of liquid or wearing in the Old West when you've lost your clothes.
Bottle, glass: This is a glass bottle, good for holding liquid or catching fairies.
Briefcase: A briefcase or attache case has a lock (DC 15; break DC 10). It protects its contents from the elements.
Bucket: This is a bucket, good for holding liquids unless there's a hole in it.
Canteen: A canteen holds drinking water or some other liquid.
Chest: This is the sort of thing a pirate would keep his treasure in.
Contractor's field bag: A contractor's field bag is meant to hold tools, a tablet or notebook computer, and a few office supplies. It has a handle and a shoulder strap.
Duffle bag: A duffle bag is a sizable bag with a large central pocket and two or more side pockets. It's designed to carry sports equipment or military gear. It has a handle and a shoulder strap.
Flask: This is a container meant for alcohol.
Footlocker: This is a 33-inch x 12 inch x 18 inch trunk with a latch for a lock.
Go-bag: A go-bag is a durable, nylon bag with a large, central pocket and several additional pockets, as well as hooks for attaching additional gear. It has a handle and a shoulder strap. It protects its contents from the elements and grants advantage on saves to the gear within it.
Handbag: A handbag or sachel is a small bag with a handle and/or shoulder-strap.
Holster, concealed carry: A concealed carry holster is meant to hide a weapon under a coat or jacket and can hold a pistol. When worn under clothing, observers have disadvantage to notice the weapon.
Holster, hip: Worn on the hip or thigh, this holster can hold a pistol.
Jug: This is a jug or pitcher. It weighs about 8 pounds when full.
Laptop case: A laptop case has a lock (DC 15; break DC 10). It protects its contents from the elements.
Messenger bag: A messenger bag has a comfortable shoulder strap and several pockets.
Portable safe: A portable safe has a lock (DC 20; break DC 12). It protects its contents from the elements and grants a +5 to saving throws to any item inside.
Iron pot: This is a large iron pot for cooking or brewing potions.
Pouch, leather or nylon: This pouch attaches to your belt.
Quiver, back: This quiver is meant to hold 20 arrows or crossbow bolts (choose when you purchase).
Quiver, belt: This quiver is meant to hold 12 arrows or crossbow bolts (choose when you purchase).
Quiver, high-tech: This high-tech quiver is meant to hold 30 arrows or crossbow bolts (choose when you purchase) with 90 interchangeable heads. Each head can be changed as a bonus action.
Sack, big: This is a big sack, usually made of burlap.
Sack, small: This is a small sack, usually made of burlap or some other sturdy cloth.
Sheath: This is a standard sheath for a weapon. Weapons come with sheaths.
Sheath, hidden: A hidden sheath is meant to conceal a light melee weapon. When worn under clothing, observers have disadvantage to notice the weapon.
Sheath, spring: A spring sheath is meant to conceal a light melee weapon, such as a knife, in your sleave. When worn under a sleave, observers have disadvantage to notice the weapon. You gain advantage to attempts to surprise a target when using a weapon drawn from this sheath on the round that you draw it.
Storage compartment: A storage compartment can be built into any object of Large size or bigger.
Storage tube: This plastic tube is used to carry artwork, documents, posters, or blueprints.
Toolbelt: This belt has a built-in pouch and several hangers for tools.
Travel case, aluminum: This is a standard hard-shell, lightweight travel case.
Travel case, ballistic nylon: This is a standard soft-shell, lightweight travel case.
Travel case, plexite: This is a hard-shell travel case made of plexite, an advanced, ultra-lightweight material.
Utility belt: A utility belt is a sturdy belt with a number of hooks and pouches.
Utility pouch: A utility pouch can be fastened to a utility belt.
Vest, mesh: A mesh vest or photo-journalists' vest is lightweight and has a number of pockets.
Vial: This glass vail can be used to hold a small amount of liquid.
Water jug: This is a hard, portable container is meant to hold water on the go. It has a filter built into the straw.
Waterskin: This is a soft, portable container meant to hold water when hiking or camping. If opened and squeezed it will fire its liquid contents up to 20 feet.
Weapon case: This is a storage and travel case for a weapon. While inside, the weapon receives advantage to all saving throws.

Container Carrying Capacity
Backpack, adventuring 1 cubic-foot/30-pounds of gear
Backpack, frame 2 cubic-foot/80-pounds of gear
Backpack, student 1 cubic-foot/15-pounds of gear
Backpack, trekking 2 cubic-foot/60-pounds of gear
Barrel 4 gallons liquid, 4 cubic feet solid
Bottle, glass 1.5 pints liquid
Briefcase 2 feet x 4 inches/5-pounds of gear
Bucket 3 gallons liquid, 1/2 cubic foot solid
Canteen 1 quart of liquid
Chest 12 cubic feet/300 pounds of gear
Contractor’s field bag 0.5 cubic-foot/15 pounds of gear
Duffle bag 1.5-foot by 3-foot/120-pounds of gear
Flask 1 pint liquid
Footlocker 3 cubic feet/100 pounds of gear
Go-bag 1 foot by 3 feet/60 pounds of gear
Handbag 0.25 cubic-foot/8-pound capacity
Holster, concealed carry 1 pistol
Holster, hip 1 pistol
Jug 1 gallon liquid
Laptop case 2 feet by 4 inches/6 pounds of gear
Messenger bag 1 foot by 4 inches/5 pounds of gear
Portable safe 4 cubic inches/10 pounds of gear
Pot, iron 1 gallon liquid
Pouch, leather 2 inches by 4 inches/6 pounds of gear
Pouch, nylon 2 inches by 4 inches/6 pounds of gear
Quiver, back 20 arrows or crossbow bolts
Quiver, belt 12 arrows or crossbow bolts
Quiver, hightech 30 arrows with 90 interchangeable heads
Sack, big 1 cubic foot/30 pounds of gear
Sack, small 2 cubic inches/5-pounds of gear
Sheath, finesse 1 finesse weapon
Sheath, hidden 1 light weapon
Sheath, invisible 1 light or finesse weapon
Sheath, light 1 light weapon
Sheath, other 1 versitile weapon
Sheath, spring 1 weapon
Sheath, two-handed 1 heavy weapon
Storage compartment 8 cubic inches/20 pounds of gear
Storage tube 10 large sheets of paper
Tool belt 12 pounds of gear
Travel case, aluminum 2 cubic-foot/60-pounds of gear
Travel case, aluminum (heavy) 3 cubic-foot/90-pounds of gear
Travel case, aluminum (light) 1 cubic-foot/30-pounds of gear
Travel case, ballistic nylon 2 cubic-foot/60-pounds of gear
Travel case, ballistic nylon (heavy) 3 cubic-foot/90-pounds of gear
Travel case, ballistic nylon (light) 1 cubic-foot/30-pounds of gear
Travel case, plexite 2 cubic-foot/60-pounds of gear
Travel case, plexite (heavy) 3 cubic-foot/90-pounds of gear
Travel case, plexite (light) 1 cubic-foot/30-pounds of gear
Utility belt 6 cubic-inch/15 pounds of gear
Utility pouch 2 inches by 4 inches/5 pounds of gear
Vest, mesh 4 cubic inches/30 pounds of gear
Vial 4 ounces liquid
Water jug 4 pints liquid
Waterskin 4 pints liquid
Weapon case, finesse 1 finesse weapon
Weapon case, heavy 1 heavy weapon
Weapon case, light 1 light weapon
Weapon case, longarm 1 longarm
Weapon case, other 1 weapon
Weapon case, pistol 1 pistol

Documentation


Credentials: Credentials are proof of your certification or experience. They include diplomas, certifications, clearances, identification, badges, keys, and many other objects and documents.
ID: This is your legal identification.
Invitation: An invitation allows you access to an event.

False Documentation: Falsified identification, credentials, and invitations are used to get into places where you aren't supposed to be and to pretend to be someone that you're not. The DC for detecting this forgery is set by the creator's Forgery tools, Computers tools, or another appropriate check. The price for such documentation is typically the proficiency bonus + the ability modifier of the creator x $50. However, this cost might be higher if the creator thinks you'll pay it or if the materials needed are rare or expensive.

Maps


Map, layout: This map reveals basic geography of a specified area, usually no more than a few square miles. If you're in an area covered by this map, it grants you advantage on Wisdom (Survival) skills checks made to keep from getting lost.
Map, road atlas: A road atlas is a book or maps that show you where roads, cities, and other attractions are located. If you're in an area covered by this map, it grants you advantage on Wisdom (Survival) skills checks made to keep from getting lost while driving on a marked road.
Map, tactical: This map reveals detailed information about an area, usually no larger than a few square miles, useful for combat tactics, including objectives, topography, and obstructions.

Medical Equipment


Antox: Antox is a narrow injector about the size of a pen. It's a one-use item and can be used as a standard action to remove the poisoned condition instantly. It also cures hangovers.
Antrad: Antrad is a narrow injector about the size of a pen. It's a one-use item and can be used as a standard action to cure radiation sickness 1d6 rounds.
ATP test: An ATP test is a one-use item that takes 2d4 rounds to run. Using a blood sample, it can detect the cells of an empowered, magus, or GMO freak with a Biologists' tools check DC 12. It does not reveal which race they belong to, only that they are part of one of the listed people groups.
Bio-stabilizer: A bio-stabilizer is a narrow injector about the size of a pen. This one-use item and can be used as a standard action to stabilize a creature that has 0 hit points without making an Intelligence (Medicine) check.
First-aid kit: A first-aid kit is a 1 use medical pack. It grants advantage on Intelligence (Medicine) checks made to stabilize a dying creature.
Med-Ex: A Med-Ex is a one-use item. It automatically stabilizes a dying character as a standard action. The user makes an Intelligence (Medicine) check DC 15. If successful, the character regains consciousness and has 2d6 hp. The creature can also expend any unused hit dice instantly when it awakens. Alternately, you can use a Med-Ex to remove the incapacitated, stunned, or unconscious condition with an Intelligence (Medicine) check DC 15.
Medical kit: This medical kit has 10 uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without making an Intelligence (Medicine) check.
Medical kit, advanced: This medical kit has 5 standard medical kit uses and functions as a surgery kit with an additional 5 uses.
Medpak: As an action, a medpak heals 2d6 hp + the Intelligence (Medicine) bonus of the user. You can gain the benefits of a medpak 3 times per long rest.

Security Equipment


Force-Field Generator: This machine can project a visible, translucent dome of force with a radius up to 30 feet. This dome of force has 200 hp and Hardness 20. Any damage dealt to the force-field is repaired by the generator at the end of initiative count 1 on each turn. Teleporters must make power check DC 20 to pass through the dome.
Force-Field Reinforcement: This machine reinforces the walls of a single room no larger than 30 feet per facing granting it 200 hp and Hardness 20. Any damage dealt to the force-field is repaired by the generator at the end of initiative count 1 on each turn. Teleporters must make power check DC 20 to pass through the walls.
Laser tripwire: A laser tripwire is an invisible line of light used to activate a system such as an alarm, a camera, or countermeasures. A single tripwire can expand across an area 10-foot wide or less. When a creature unknowingly enters one of the five-foot squares where the laser tripwire is active, it triggers its connected system. Noticing the tripwire requires a Wisdom (Perception) check DC 18. A fine mist such as fog automatically reveals the lasers. Disabling a tripwire requires an Intelligence (Investigate) and a Thieves' Gear tool check DC 18. If a creature is aware of the tripwire, it can easily avoid it by treating the area as difficult terrain. When at least three laser tripwires are used in a single 5-foot x 10-foot area, a creature must make a Dexterity (Acrobatics) check DC 15, +5 for each additional tripwire.
Lock: A lock is used to keep someone from opening something like a box or door. Opening a lock requires a key, but a lock can be bypassed by a Thieves' Gear tool check.
Lock Check DC
Padlock 12
Average lock 15
Exceptional lock 18
High-security lock 20
Ultra-security lock 25
Maximum-security lock 30
Supermax lock 35

Tripwire: A tripwire is a wire or string used to activate a system such as an alarm, a camera, or countermeasures. A single tripwire can expand across an area 10-foot wide or less. When a creature unknowingly enters one of the five-foot squares where the tripwire is active, it triggers its connected system. Noticing the tripwire requires a Wisdom (Perception) check DC 15. Disabling a tripwire requires an Intelligence (Investigate) and a Thieves' Gear tool check DC 15. If a creature is aware of the tripwire, it can easily avoid it by treating the area as difficult terrain. When at least three laser tripwires are used in a single 5-foot x 10-foot area, a creature must make a Dexterity (Acrobatics) check DC 15, +5 for each additional tripwire.

Sensory Equipment


Binoculars, electro-optical: These function as standard binoculars, but grant Darkvision to 600 feet.
Binoculars, rangefinding: These function as standard binoculars, but show the distance to objects seen in a heads-up display.
Binoculars, standard: Objects viewed through binoculars are magnified to 5x their size giving you advantage on any active skill check dependent upon observing something that is 60 feet or further away. If someone is hiding where you are looking, they have disadvantage to do so. While using binoculars, you take disadvantage to Wisdom (Perception) checks to see anything outside your field of vision.
Chemical light stick: The light stick illuminates a 10-foot radius with bright light and an additional 10-foot radius with dim light. It functions for 2 hours. At night, the light can be seen 300 feet away.
Crusader goggles: Crusader goggles grant the wearer Darkvision to 60 feet and indicates the range of moving targets. Additionally, they function as a heavy mask.
Flare cannister: A flare canister is a Tiny tube which can be sat on a solid surface or held in hand to launch a flare 500 feet into the air. The flare illuminates a 30-foot radius with bright light and an additional 30-foot radius with dim light and can deal 1d6 fire damage. It reaches its apex on round 5 and extinguishes on round 6. At night, the light can be seen 1,000 feet away.
Flare rod: This is a standard road flare. The flare illuminates a 30-foot radius with bright light and an additional 30-foot radius with dim light. It burns for about 30 minutes and can deal 1d6 fire damage. At night, the light can be seen 1,000 feet away.
Flashlight, battery flood: This hefty flashlight illuminates either a 100-foot cone with bright light within a 200-foot cone with dim light or a 5-foot wide, 200-foot long line with bright light within a 10-foot wide, 300-foot long line of dim light. The configuration can be changed with a bonus action. The battery lasts for 24 hours.
Flashlight, penlight: This minuscule flashlight illuminates a 5-foot wide, 30-foot long line with bright light within a 10-foot wide, 60-foot long line of dim light. The battery lasts for 4 hours.
Flashlight, standard: This standard flashlight illuminates a 60-foot cone with bright light within a 120-foot cone of dim light. The battery lasts for 8 hours.
Illuminator: This flashlight is meant to mount on a pistol or longarm. It illuminates a 60-foot cone with bright light within a 120-foot cone of dim light or a 5-foot wide, 100-foot long line with bright light within a 10-foot wide, 200-foot long line of dim light. The configuration can be changed with a bonus action. The battery lasts for 12 hours.
Magnifying glass: This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Night vision goggles: Night vision goggles grant Darkvision at a range of 120 feet. When wearing them, you have disadvantage on vision-based Wisdom (Perception) checks in bright light. Additionally, they function as a medium mask.
Oil lamp: An oil lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on 1 pint of oil.
Portable lamp: This battery-powered lamp illuminates a 60-foot radius with bright light within an additional 120-foot radius of dim light. The battery lasts for 8 hours.
Spyglass: Objects viewed through a spyglass are magnified to twice their size giving you advantage on any active skill check dependent upon observing something that is 30 feet or further away. If someone is hiding where you are looking, they have disadvantage to do so. While using a spyglass, you take disadvantage to Wisdom (Perception) checks to see anything outside your field of vision.
Super-specs: Super-specs can appear to be standard glasses or sunglasses. They grant Darkvision at a range of 60 feet when activated and can be used a video recording devices with an internal memory of 1 hour. They have internet access and can upload data to the cloud.
Telescope: Objects viewed through a telescope are magnified to 10x their size giving you advantage on any active skill check dependent upon observing something that is 150 feet or further away. If someone is hiding where you are looking, they have disadvantage to do so. While using a telescope, you take disadvantage to Wisdom (Perception) checks to see anything outside your field of vision.

Survival Gear


Blanket: A blanket is a large piece of heavy material used as a covering or for warmth.
Candle: A candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It burns for 1 hour.
Compass, magnetic: A compass shows you directions. It grants you advantage on Wisdom (Survival) checks made to keep from getting lost.
Fishing rod: This item rants you advantage on Wisdom (Survival) checks to catch fish.
Fishing tackle: A tackle box is designed for holding fishing equipment.
Gas mask: This mask covers your entire face. While wearing it, you are immune to poisonous gas.
Lamp oil: This fuel can be used to start a fire.
Lighter fluid: This fuel can be used to start a fire.
Lighter, wind resistant: This igniter ‘uses a flameless spark and is wind-proof and water-resistant.
Magnesium fire starter: A magnesium fire starter allows you to start a fire with a Wisdom (Survival) check to start fire DC 10 and 2 minutes.
Matches, waterproof: Waterproof matches can be used to start a fire.
Messkit: This aluminum box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
MRE: An MRE, or Meal, Ready-to-Eat, is a self-contained, individual field ration in lightweight packaging that does not need to be refrigerated commonly used by service members in combat or other field conditions where organized food facilities are not available. They generally include an entree, a side dish, a dessert or snack, crackers or bread, a spread of cheese, peanut butter, or jelly, a powdered beverage mix, utensils, a flameless ration heater (FRH), and a beverage mixing bag. Since MREs contain water, they weigh more than freeze-dried meals providing equivalent calories.
Portable stove: This gas-powered stove is portable and allows for cooking on the go.
SCUBA tank, heavy: A heavy SCUBA tank gives you breathable air for 1 hour but take a -2 on Dexterity checks.
SCUBA tank, light: A light SCUBA tank gives you breathable air for 30 minutes.
Parachute and rig: This is a complete skydiving rig with a parachute used for skydiving.
Sleeping bag: A sleeping bag gives the user a +2 to Constitution checks to withstand cold environments.
Space blanket: A space blanket gives the user a +2 to Constitution checks to withstand cold environments.
Spacesuit: This is the type of spacesuit used by NASA and similar space agencies. It allows the wearer to survive in space for up to 8 hours. Wearing the spacesuit causes a -4 to all Dexterity checks, and reduces land speed by -10 feet.
Tent: A tent is made for sleeping and grants a +2 to Constitution checks to withstand cold environments.

Utility Items


Ball bearings: As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
Battery: Batteries are used to power everything from computers to flashlights. Various electronic items require specific batteries.
Bell: When rung this bell can be heard up to 300 feet away.
Block and tackle: A set of pulleys with a cable threaded through them and a hook to attach to Objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Blowtorch: This tool produces a flame that is directed onto a surface, typically to solder or cut metal. It deals 3d10 fire damage each round to an immobile object or 1d10 fire damage as an improvised weapon.
Bolt cutter: As an attack action, bolt cutters can be used to cut through padlocks, chain-link fences, or similar items with a Strength check DC 10.
Book: There are many kinds of books. A book of fiction may entertain, a religious or self-help book may enlighten. Some books are meant to educate. Such a book grants advantage once per long rest on Intelligence checks made on the topic it covers.
Caltrops: As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Charger: A charger is used to recharge batteries and powerpacks. It can recharge up to 4 batteries during a short rest and 4 powerpacks during a long rest. It functions for one day without a permanent power supply (such as a building or power backpack) to recharge it.
Claw hammer: Using a claw hammer grants advantage to Strength checks where its leverage can be applied.
Climbing gear: Climbing gear takes 10 minutes to prep and grants a +5 to Strength (Athletics) check to climb.
Crowbar: Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Fire extinguisher: As an action, a fire extinguisher can snuff fire in a 10-foot square. It has 2 uses. You can use a fire extinguisher to negate a creatures fire powers. The creature must make a power check DC 15 or lose its fire-based powers until the beginning of its next turn.
Glass cutter: As an action, a glass cutter can cut through 1-foot of a sheet of glass.
Hydrochloric acid (vial): As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.
Jam-bond: Jam-bond is a seal which can be applied as an action. It can be used to seal a door or similar object and has a break DC 20.
Power backpack: A power backpack is used to recharge batteries and powerpacks. It can recharge up to 20 batteries during a short rest and 20 powerpacks with a long rest. It has a limitless power-source and does not need to recharge.
Powerpack: A powerpack is used to power advanced weapons such as plasma rifles and vibroswords.

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