Equipment

Equipment in Cypher plays only a small role. It's far more important to focus on what you can do than on what you have. Still, sometimes it's important to know if you've got enough rope or what kind of gun your space pilot has at their hip.
Equipment by Genre
Real World
Fantasy
Sci-fi
Postapocalypse
Superhero

Currency and Prices

In the Cypher rules, when it comes to prices we talk in generalities rather than specifics. Instead of having exact currency values like “10 gold pieces” or “30 Imperial credits” or “50 exodollars,” we use general price categories like “inexpensive” and “expensive.”

The GM can figure out what those categories mean in their setting. In a fantasy setting, an inexpensive item might be 1 or 2 copper pennies, while an expensive item might require gold coins. In a futuristic setting, a moderately priced item might cost a few hundred credits, and a very expensive one costs kilocredits or megacredits.

Some GMs prefer exact currency numbers for items—so a backpack is 2 gold or 50 credits—and you'll keep track of your character's money much like you do in real life. If this is the case in your game, the GM will develop a detailed price list for the setting you're playing in, you'll track your character's money on your character sheet to determine what you can afford, and you'll never use the price categories after you initially build your character.

But some GMs might want to keep things simple and use only the general categories, indicating currency just as flavor now and then. In a fantasy game, looting a dungeon might net each character enough gold and gems for a couple of moderately priced items. In a spacefaring sci-fi game, hauling passengers to another star system might earn the whole PC crew enough for six expensive items after paying for fuel and such. In either case, the exact amounts don't matter—the fantasy characters are probably trading old coins and jewelry for new things, and the sci-fi characters may be dealing with currencies from two different planetary economies.

Price Categories

There are five price categories for goods and services.

An inexpensive item is something that common people buy. A simple meal or a drink in the bar. A pen and some paper. A book or magazine.

A moderately priced item is something that common people buy, but not too often and not in great quantities. A small piece of furniture. A major entertainment. An expensive meal. A new outfit.

An expensive item is something that would strain a common person's finances. Rent on a simple apartment. A major piece of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).

A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury furnishings.

An exorbitant item is something only the very rich can afford. A very nice house. A ship. Extremely expensive jewelry or art.

Each price category costs about ten times more than the one before it. For example, a moderately priced item is about ten times the cost of an inexpensive item. An expensive item is about ten times the cost of a moderately priced item. A very expensive item is about ten times the cost of an expensive one, a hundred times the cost of a moderate one, and a thousand times the cost of an inexpensive one. An exorbitant item is ten times the cost of an expensive one.

Using the Price Categories

You can use the price categories in a variety of ways. It's easy for a GM to say to you, “You can afford two extra moderately priced things at the start of the game.” Then you can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach makes it clear that you get two items, not twenty inexpensive items (which might be a lot to carry) and not an expensive item (which might not be appropriate for a starting character). The categories make it easy to lump similar items together.

The GM can also say “You can have whatever inexpensive items you want, and don't worry about the cost.” For later stages of the campaign, when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This allows the group to skip over playing through a shopping trip to get supplies, and you don't have to track prices down to the last coin or credit.

You can use the categories to estimate the cost of a lower-or higher-quality item. If an average-quality shirt (like a T-shirt) is an inexpensive item, a nice shirt (like a button-down shirt for an office job) is a moderately priced item, and an exceptional shirt (fashionable and/or suitable for a fancy event) is an expensive item. If a typical broadsword is an expensive item, a rusted or low-quality broadsword is a moderately priced item (and likely to break after a few fights), and a jeweled sword is a very expensive item.

Finally, you can use the categories as shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other story-based occurrences that crop up in the game without dealing in the minutiae of exact prices. This is especially useful in high-powered games where your PCs are rich and powerful.

Armor

One common piece of RPG equipment is armor, which protects characters from wounds.Various kinds of armor are described in this chapter, but they all fall into one of three armor categories—light, medium, or heavy.

Various kinds of armor are described in this chapter, but they all fall into one of three armor categories—light, medium, or heavy.

Light armor eases your block rolls and hinders your dodge rolls.

Medium armor eases your block rolls by two steps and hinders your dodge rolls by two steps.

Heavy armor eases your block rolls by three steps and hinders your dodge rolls by three steps.

If you cannot freely use the armor you are wearing, its dodge penalty also applies to all of your Speed tasks (not just to Speed defense rolls to dodge). For example, if you are wearing heavy armor but can't freely use it, all of your Speed tasks are hindered by three steps.

Your type tells you what kind of armor you can freely use.

Weapons

Not all characters can freely use all kinds of weapons. Your type determines which ones you are experienced with and can freely use, meaning that you don't have a penalty when using that kind of weapon. If you attack using a weapon you can't freely use, your attack roll is hindered.

Obviously, warrior types like the Barbarian, Paladin, and Soldier can use all kinds of weapons, and other types like the Mage and Diplomat have a more limited selection.

In a few cases, your focus might add to the list of weapons you can freely use.

There are three categories of weapons in the game.

Light weapons inflict 2 damage. Attacks with them are eased because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, darts, very small handguns, and so on. Weapons that are particularly small are light weapons.

Medium weapons inflict 4 damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium weapons. Anything that could comfortably be used in one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon.

Heavy weapons inflict 6 damage. You must use two hands to attack with them. Heavy weapons include greatswords, greataxes, polearms, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything that must be used in two hands is a heavy weapon.

Because the weapon categories are generalized, if you want to use a specific weapon that's not listed in the book, you can use the game stats for a similar weapon. For example, if you want your character to wield a katana, you can choose a broadsword from the equipment table and call it a katana. If you'd prefer a two-handed nodachi, choose a greatsword and call it a nodachi.

In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very expensive. Ammunition for a ranged weapon is inexpensive.

The rest of this chapter is divided into sections based on genre, and those sections give more specific details on what weapons are available in that genre.

Keep in mind that in many genres, it's not acceptable to run around carrying dangerous weapons. Your sword might not draw much attention in a fantasy game, or your oversized handgun in a sci-fi game, but carrying either of those weapons in a real-world game set on modern-day Earth is a different story.

Weapon Ranges

You can use a melee weapon to attack a foe that's adjacent to you (next to you) or within reach (immediate range).

Some melee weapons are also meant to be thrown, such as knives and axes. You can throw this kind of weapon up to short range.

A ranged weapon specifies what its maximum range is; most ranged weapons can attack out to short range or long range. If your target is just at the limit of the weapon's range, that's called extreme range, and your attack against them is hindered.

Explosive Weapons

Bombs, grenades, missiles, and other explosives operate differently than weapons like swords and handguns—they can affect multiple targets in an area (usually an immediate area). When you attack with these kinds of weapons, make separate attack rolls for each creature in the area (although the GM may simplify this by having you make one attack roll, which they'll compare to the difficulty of each target in the area). Success means the target takes the normal damage for the explosive weapon; failure typically means the target still takes a smaller amount of damage, usually 1 point.

PCs in the area of an explosive weapon make block or dodge rolls instead of the attacking character making attack rolls.

You can throw a grenade or similar explosive a short distance. Otherwise, you need another weapon or device (such as a grenade launcher or rocket launcher) to shoot them at the target area.

You can use Effort for damage with explosive weapons, but each level of Effort adds only 2 damage (instead of the normal 3).

Miscellaneous Items and Services

Exactly what items are available for sale varies greatly based on the setting—blasters and spaceships aren't available in a typical fantasy game, and a sci-fi game probably doesn't have many places where you could buy a sword. Items like food, lodging, and clothing are available in just about any setting, and in different levels of quality according to the price category. For example, you can buy an inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is probably a feast for a crowd, with the finest food and drink available.

Lodging for a night is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a flea-ridden mat on the floor of a room filled with other lodgers.

Moderate lodging is usually a private room with a decent bed. Very expensive lodging might be a suite of rooms with delicious meals and personal services (such as massages and laundry) included.

Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, you'd want expensive clothing. Rich people likely wear very expensive clothing most of the time, and put on exorbitant clothing (and jewelry) when they go to a fancy party.

Equipment Levels

Typical equipment is about level 4—less if it's of inferior quality or materials, more if it's of superior quality or materials. This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5 or 6. So an average serf's tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is level 6, made of advanced polymers. A tiny item like a ring or watch will usually have a lower level, and a large item like a car will have a higher level.

Context of Prices

The context in pricing often matters. In a real-world setting on modern-day Earth, a matchstick is almost worthless (many establishments give away books of them), but it would be very valuable in an Iron Age or Stone Age society. A sword might be expensive in a fantasy setting, but mostly worthless in the far future other than as a collector's item (although it hurts just the same if you're hit with it), making it either inexpensive or very expensive. A motorcycle would be expensive in a real-world setting, moderate at best in a future setting—again, unless it's a collector's item—and utterly priceless in the Iron Age (as long as the fuel lasted) if it somehow found its way to 1000 BC (where it would be an artifact). In a fantasy setting, a magically fueled motorcycle might have the same value as a flying carpet or trained gryphon.

This is why you can't have a standardized price list that applies to every setting, genre, and time period. It's all about context.

Cyphers

Cyphers are one-use abilities. In some settings, cyphers are physical items, like a magic potion or high-tech gizmo, but you shouldn't think of them as regular equipment like backpacks, swords, and horses—they have special rules and often aren't available to buy or sell. Cyphers are more like special abilities (from your type or focus) than common equipment. Chapter 11 has more information on cyphers, including how they work, how many you can carry, and how to get them. to get them.

Some character types and some foci allow you to craft cyphers, modify the power level of a cypher, or use a cypher more than once.

Artifacts

Artifacts are like cyphers in that they're more like special abilities than common equipment. Unlike cyphers, artifacts can be used more than once.

Every artifact has a special statistic called depletion, which is usually written as a number range, like “1 in 1d6” or “1-3 in 1d20.” When you use or activate an artifact, you roll the die in the depletion stat. If your roll is in the depletion range of numbers, the artifact works, but that is its last use.

Some rare artifacts have a depletion stat of “—” which means they never deplete.

The GM has more information about artifacts.

Artifact depletion means you never have to keep track of how many charges an item has or its “battery level.”

If desired, the group can ignore ammunition amounts for guns, bows, and the like and simply rely on GM Intrusions to indicate when one runs out of ammo. Running out of ammo is a great and easy intrusion for when a player rolls a 1 with a weapon that uses it.

Real-World Equipment

The following items (and anything else appropriate to the real world, meaning modern-day Earth) are usually available for purchase.

For any game set in the modern day, catalogs or shopping websites can provide prices for any kind of item that you might need. Likewise for historical games, an internet search can quickly get you price lists from old mail-order catalogues.
Real-World Equipment
Inexpensive Items
Item Note
Bullets (50) Ammunition for handguns and rifles
Knife, simple Light weapon; easily destroyed
Duct tape roll Level 2 adhesive, level 3 with multiple layers; eases various tasks
Flashlight Normal light out to short distance
Padlock with keys Level 3 lock
Trail rations (1 day) Nutritive food
Moderately Priced Items
Item Note
Backpack
Bag of heavy tools
Bag of light tools
Binoculars Asset for perception tasks at long range or longer
Bolt cutter Cuts objects like bolts, chains, and bars up to level 5
Climbing gear Asset for climbing tasks
Crowbar Asset for prying open things
Electric lantern Normal light in an immediate area, dim light in a short area; three to four hours
First aid kit Asset for healing tasks; five uses
Hand grenade Explosive weapon, can be thrown a short distance, inflicts 4 damage in immediate radius
Handcuffs Level 4 restraints
Hunting knife Light weapon
Leather jacket Light armor
Machete Medium weapon
Mobile phone
Nightstick Light weapon
Rope Nylon, 50 feet (16 m)
Shield Can block wounds
Sleeping bag
Tent Fits two adults
Expensive Items
Item Note
Bow Medium weapon, long range
Cold weather camping gear Wounds from cold temperature environments are reduced by two steps
Computer/Laptop Apps and internet, asset on knowledge-based tasks
Disguise kit Asset for disguise tasks; five uses
Kevlar vest Medium armor
Light handgun Light weapon, short range
Medium handgun Medium weapon, long range
Nightvision goggles Reasonably accurate vision in darkness up to long range
Portable hidden camera Transmits at long range
Portable hidden microphone Transmits at long range
Rifle Medium weapon, long range, attack hindered if fired with one hand
Scuba gear Breathe underwater for an hour, down to 130 feet (40 m)
Shotgun Heavy weapon, immediate range, extreme range extends to short range,
attack hindered if fired with one hand
Shotgun (sawed off) Medium weapon, immediate range, extreme range extends to short range
Smartphone Mobile phone with apps, internet access, and immediate-range
flashlight, asset on knowledge tasks that can be found on the internet
Straightjacket Level 4 restraint, hand tasks hindered by two steps
Very Expensive Items
Item Note
Assault rifle Heavy weapon, rapid-fire weapon, long range
Heavy handgun Heavy weapon, long range
Heavy rifle Heavy weapon, 300-foot (90 m) range
Military body armor Heavy armor
Small boat Sail or engine, comfortably carries about six people
Submachine gun Medium weapon, rapid-fire weapon, short range
Used car Fairly reliable, seats four
Exorbitant Items
Item Note
Large boat Sail or engine, comfortably carries twenty people
Luxury car SUV, limousine, or anything with advanced features, comfortably seats four to six people
Sports car Fast and flashy, seats two or three

1 Easily destroyed: The item might break on a GM Intrusion, through frequent use, over time, or for no apparent reason at all.

Real-World Currency Equivalences

Here are some suggested real-world currency values (in US dollars) for the general price categories.
Category Dollar Value
Inexpensive 10-20
Moderate 100-200
Expensive 1,000-2,000
Very expensive 10,000—20,000
Exorbitant 100,000—200,000

Fantasy Equipment

In a typical pseudo-Medieval fantasy setting, the following items (and anything else appropriate to that time period) are usually available.
Fantasy Equipment
Inexpensive Items
Item Note
Arrows (12) Ammunition for bow
Burlap sack
Candle Dim light in an immediate area; one hour
Crossbow bolts (12) Ammunition for crossbow
Iron rations (1 day)
Tinderbox Asset for creating fire
Torch (3) Normal light in an immediate area, dim light in a short area; one hour
Waterskin For water, wine, beer, and so on
Wooden club Light weapon
Moderately Priced Items
Item Note
Backpack
Bedroll
Blowgun Light weapon, short range
Crowbar Asset for prying open things
Dagger Light weapon, melee or thrown short range
Grappling hook
Guard dog Guard dog: level 3, attacks and perception as level 4;
suitable for patrolling an area but not for accompanying adventurers into dangerous locations
Hammer Light weapon, melee or thrown short range
Handaxe Medium weapon, can be thrown up to short range
Hand mirror Useful for signaling or seeing around corners
Hides and furs Light armor
Hourglass
Lantern Normal light in an immediate area, dim light in a short area; three to four hours
Leather jerkin Light armor
Lockpicks Asset on lockpicking for mechanical locks
Mace Medium weapon
Magnifying glass Asset on perception to notice close-up details
Matchsticks (10) Asset for creating fire
Oil flask Fuels a lamp for three to four hours; can be prepped with a wick, lit, and thrown up to short range for 2 fire damage
Rapier Light weapon
Rope Hemp, 50 feet (16 m)
Shield Can block wounds
Signal horn Can be heard up to 1 mile (1.6 km) away
Spikes and hammer 10 spikes
Tent Fits two adults
Expensive Items
Item Note
Bag of heavy tools
Bag of light tools
Battleaxe Medium weapon
Blank book For writing notes or spells
Book of lore Asset on one type of knowledge tasks
Bow Medium weapon, long range
Breastplate Medium armor
Brigandine Medium armor
Broadsword Medium weapon
Chainmail Medium armor
Compass Points north, eases some navigation tasks
Disguise kit Asset for disguise tasks; five uses1
Healing kit Asset for healing tasks; five uses1
Light crossbow Medium weapon, long range
Maul Heavy weapon
Musical instrument Guitar, harp, flute, hand drum, or something similar
Quarterstaff Medium weapon (requires two hands)
Riding horse Riding horse: level 3; moves a long distance each round
Saber Medium weapon
Very Expensive Items
Item Note
Blank book 100 pages
Dwarven breastplate Medium armor, eases block tasks by an additional step
Full plate armor Heavy armor
Greatsword Heavy weapon
Heavy crossbow Heavy weapon, long range
Spyglass Asset for perception tasks at long range or longer
Warhorse Warhorse: level 4; moves a long distance each round
Exorbitant Items
Item Note
Elven chainmail Medium armor, encumbers as light armor
Sailing ship (small)

1 You might not want to track how many uses are left in your healer’s kit or disguise kit, or how much ammunition you have left, and just leave it up to the GM to decide if you’ve run out—or the GM might give it a depletion stat like an artifact.

GM Intrusion: The character’s limited-use piece of equipment (like a healer’s kit, disguise kit, or box of ammunition) has run out. Perhaps they used it all up and didn’t realize, they spilled some, it’s expired, or it’s been ruined somehow.

Fantasy Currency Equivalences

Here are some suggested fantasy currency values for the general price categories.
Category Gold Piece Value
Inexpensive Less than 1
Moderate 1-100
Expensive 100-1000
Very expensive 1000-10000
Exorbitant 100,000+

Science Fiction Equipment

In a science fiction setting, the following items are usually available. An item marked with an asterisk (*) indicates fantastic-level technology (such as cybernetic limbs, multidimensional storage, and personal energy shields) available only in far-future or advanced-technology settings.
Science Fiction Equipment
 
Inxpensive Items
Item Note
Bullets (50) Ammunition for handguns and rifles
Energy pack (50) Ammunition for blaster weapons
Everlight* Normal light out to very long distance, radio isotope power cell lasts years
Flashlight Normal light out to short distance
Knife (simple) Light weapon; easily destroyed 1
Needles (50) Ammunition for needler
Survival rations food for 1 day
Moderately Priced Items
Item Note
Apex edge knife Light weapon; resists breaking and damage as level 8 object
Auton* Robot follower; Auton: level 1, one modification as level
Backpack
Bag of heavy tools
Bag of light tools
Binoculars Asset for perception tasks at long range or longer
Breather Eight hours of breathable air
Climbing gear Asset for climbing tasks
Communicator Planetary range
Crowbar Asset for prying open things
Digital intoxicant Smart device app that makes character inebriated, easing social tasks and hindering physical tasks for one hour;
any additional doses end the easing and each hinders all tasks by one step
Electric lantern Normal light in an immediate area, dim light in a short area; three to four hours
Environment tent Wounds from extreme temperature environments are reduced by two steps
First aid kit Asset for healing tasks; five uses 2
Grenade Equivalent to a bomb cypher (adhesion, fiery, flash, poison, shrapnel, or sonic)
Handcuffs Level 4 restraints
Hunting knife Light weapon
Interface module Electronic device that allows user to connect to a wide variety of different computer systems or
computerized devices, usually for the purpose of hacking
Leather jacket Light armor
Machete Medium weapon
Nightvision goggles Reasonably accurate vision in darkness up to long range
Restraints Plastic wrist handcuffs, hinders escape attempts by two steps
Rope Nylon, 50 feet (16 m)
Sleeping bag
Smart device As modern smartphone, but available in various shapes (wristwatch, badge, glasses, and so on); has apps,
internet access, and immediate-range flashlight, asset on knowledge tasks that can be found on the internet
Space-fit serum Restores 3 points to one Pool; gives one month of protection against long-term health problems caused
by space travel's low gravity and cosmic radiation
Vacuum suit Single-use mass-produced one-size-fits-all vacuum-protection “suit” of thin polymer; action to wear;
GM Intrusion on a roll of 1- 2 on any physical action means the suit tears
Expensive Items
Item Note
Advanced scanner* Palm-sized device; two assets on tasks to detect and identify life forms, machines, metal deposits,
electronic transmissions, energy fields, and power sources in long range
Armored bodysuit Medium armor
Computer/Laptop Apps and internet, asset on knowledge-based tasks
Disguise kit Asset for disguise tasks; five uses 2
Environment suit 24 hours of breathable air; wounds from extreme temperatures are reduced by two steps
False ID False identification accurate enough to get the character past most official checkpoints
Light blaster pistol* Light weapon, short range
Lightweight body armor Medium armor
Medical field kit Two assets for five healing tasks, then one asset for five healing tasks 2
Medium blaster pistol* Medium weapon, long range
Needler Light weapon, long range
Portable hidden camera Transmits at long range
Portable hidden microphone Transmits at long range
Portable scanner Two-handed device; asset on tasks to detect and identify life forms, machines, metal deposits, electronic
transmissions, energy fields, and power sources in long range
Shotgun Heavy weapon, immediate range, extreme range extends to short range, attack hindered if fired with one hand
Shotgun (sawed off) Medium weapon, immediate range, extreme range extends to short range
Spray-on impact armor Device creates nanofiber armor over skin or clothing for ten minutes, protects as light armor without
hindering dodge tasks; applicator depletion 1 in 1d10
Stunstick Medium weapon, inflicts no damage, level 2 or lower creature loses their next action, level 3 or
higher is hindered by two steps for a round or two
Surelock* Level 6 lock, can be attached to any opening with level 8 adhesive
Wrist computer Asset for most knowledge-based tasks
Very Expensive Items
Item Note
Antigravity belt* Provides flight at walking speed for an hour, several hours to recharge
Battlesuit Heavy armor; 24 hours of breathable air; wounds from extreme temperatures are reduced by two steps
Carryall* Backpack with dimensional-folding tech and unlimited capacity for items that fit through its mouth
Gravity regulator* Belt device that regulates wearer's gravity to 1G if within 0-3 G conditions
Heavy blaster pistol* 3 Heavy weapon, long range
Heavy blaster rifle* 3 Heavy weapon, 300-foot (90 m) range
Hovercraft Comfortably carries about six people
Impact cloak* Fashionable cloak with attached hood; hardens if wearer is attacked, protecting as heavy armor but encumbering as light armor
Infiltrator Asset on lockpicking for mechanical locks
Jetpack Flies a long distance each round, or 120 mph (190 kph) overland, refuel every 1,000 miles (1,600 km)
Monomolecular blade Light weapon, ignores 1 point of physical Armor, cuts through physical materials up to level 6
Nanodoctor* Palm-sized device; reduces treatment time by 90%
Pulse laser pistol Medium weapon, rapid-fire weapon, long range
Stealthsuit Asset for stealth tasks
Vacuum pistol Medium weapon, long range
Vacuum assault rifle Heavy weapon, rapid-fire weapon, long range; can switch to medium weapon configuration as an action
Exorbitant Items
Item Note
Blast cannon Heavy weapon, 10 damage, very long range, requires a tripod and two people to operate, rapid-fire weapon
Luxury car SUV, limousine, or anything with advanced features, comfortably seats four to six people
Personal force field* Eases block and dodge tasks for one hour, several hours to recharge
Robot servant Robot servant: level 3, positive social interactions as level 4. Not permitted to harm people or pets
Small spaceship Comfortably carries about six people

1 Easily destroyed: The item might break on a GM Intrusion, through frequent use, over time, or for no apparent reason at all.

GM Intrusion: The character’s limited-use piece of equipment (like a healer’s kit, disguise kit, or box of ammunition) has run out. Perhaps they used it all up and didn’t realize, they spilled some, it’s expired, or it’s been ruined somehow.

2 You might not want to track how many uses are left in your healer’s kit or disguise kit, or how much ammunition you have left, and just leave it up to the GM to decide if you’ve run out—or the GM might give it a depletion stat like an artifact.

3 Vacuum pistols and vacuum assault rifles use special self-propelling rounds that can fire in oxygen-free environments; the rounds produce no recoil, so firing the weapon doesn’t push or spin the character.

Sci-fi Currency Equivalences

If the GM uses specific currency amounts and makes in-game prices about the same as the price of modern goods, that makes it easy for everyone to understand a quoted price. For example, if a nice sandwich costs 10 in modern-day Earth and 10 sol credits in a futuristic planetary exploration game, you have a reasonable idea of how much a ground car or apartment costs. With that in mind, here are some suggested sci-fi currency values for the general price categories, whether the GM is using sol credits, star dollars, Imperial credits, or platinum chips.
Category Currenccy Value
Inexpensive 10-20
Moderate 100-200
Expensive 1,000-2,000
Very expensive 10,000—20,000
Exorbitant 100,000—200,000

Postapocalypse Equipment

In a postapocalyptic game set after a modern-era apocalypse, the following long-lasting and newly made modern items are generally available. Fuel, batteries, and devices that rely on such things, as well as items that break down quickly or are difficult to manufacture, will be much rarer. The GM might decide that such things are at least one price category more expensive than what they're listed as in the Real-World Equipment table, or say that they are essentially unavailable and treat them like artifacts rather than equipment. Light weapon; asset to small repair tasks Level 3 lock
Postapocalypse Equipment
Inexpensive Items
Item Note
Animal hide Light armor, odor hinders stealth tasks
Candle Dim light in an immediate area; one hour
Duct tape roll Level 2 adhesive, level 3 with multiple layers
Knife (simple) Light weapon; easily destroyed 1
Plastic bag Easily destroyed 1
Preserved food (1 day)
Shield Can block wounds
Wooden club Medium weapon
Moderately Priced Items
Item Note
Backpack
Baseball bat Medium weapon
Binoculars Asset for perception tasks at long range or longer
Bolt cutter Cuts objects like bolts, chains, and bars up to level 5
Bullets (50) Ammo for handguns and rifles
Climbing gear Asset for climbing tasks
Crank flashlight Normal light out to short distance; recharges with built-in crank
Crowbar Asset for prying open things
First aid kit Asset for healing tasks; five uses 2
Gas mask Breathable air for four hours
Handaxe Light weapon, melee or thrown short range
Leather jacket Light armor
Machete Medium weapon
Multitool knife
Padlock with keys
Rope Nylon, 50 feet (16 m)
Shield Can block wounds
Scavenged doctor's bag Asset for healing tasks; five uses 2
Sleeping bag
Water filter straw Removes bacteria and parasites while drinking
Expensive Items
Item Note
Antiradiation pill (5) Asset on defense rolls against radiation effects for 12 hours
Electric lantern, solar Normal light in an immediate area, dim light in a short area; three to four hours,
recharges in eight hours of sunlight
Kevlar vest Medium armor
Nightvision goggles Reasonably accurate vision in darkness up to long range
Radiation detector Alert noise increases with intensity
Radiation tent Prevents radiation damage for three days
Riot gear Medium armor

1 Easily destroyed: The item might break on a GM Intrusion, through frequent use, over time, or for no apparent reason at all.

GM Intrusion: The character’s limited-use piece of equipment (like a healer’s kit, disguise kit, or box of ammunition) has run out. Perhaps they used it all up and didn’t realize, they spilled some, it’s expired, or it’s been ruined somehow.

2 You might not want to track how many uses are left in your healer’s kit or disguise kit, or how much ammunition you have left, and just leave it up to the GM to decide if you’ve run out—or the GM might give it a depletion stat like an artifact.

Postapocalypse Currency Equivalences

Postapocalyptic settings usually “reset” the common currency and amounts to small, manageable numbers, and they don't generally have inflation to drive up prices of common items to more than what you can carry in one hand. Here are some suggested postapocalyptic currency values for the general price categories. Depending on the setting, currency units might be bottle caps, teeth, bullets, cans of food, quarters, or gold rings.
Category Currency Value
Inexpensive 1-2
Moderate 5-10
Expensive 50-100
Very expensive 500-1,000
Exorbitant 10,000+

Superhero Equipment

A typical superhero game takes place in a real-world (modern-day Earth) setting, so you can use the Real-World Equipment table to see what sorts of things are available. Keep in mind that for most superheroes, powers and skills make the character, and equipment is almost irrelevant. However, the following items may be useful for a busy hero on the go.
Superhero Equipment
Inexpensive Items
Item Note
Homemade costume Looks cheap, easily destroyed1
Moderately Priced Items
Item Note
Simple cape Mostly cosmetic, easily destroyed1
Spandex costume Elastic, fairly durable
Expensive Items
Item Note
Superhero costume Elastic, durable, adapts to unusual superpowers (like stretching and invisibility)
Dramatic cape Enhances dramatic entrances, risks getting snagged
1 Easily destroyed: The item might break on a GM Intrusion, through frequent use, over time, or for no apparent reason at all.