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Cosmic Peril Fantasy: Items

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The CPF 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

Discuss these options with your table to agree on the best choice.

Technology Levels

Division of technology levels can be a useful way to divide up the power levels of different types of items in your game.
  1. Low-Tech: Any technology that does not involve either electricity or combustion engines.
  2. Modern: Technology similar to today's society. From roughly renaissance to information age.
  3. Hi-Tech: Technology associated with common faster-than-light space travel.
  4. Ultra: Technology that can only be created by a pan-galactic psionic empire.

Note that ALL CHARACTERS are assumed to have a basic backpack at all times when necessary unless they specifically take it off or replace it with some special type of backpack.

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 wounded. 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 spell 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.

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 Set by punch skill Melee (1m) 2 ~ ~ Can use to shove, throw, choke, etc
Knife 1d6 Melee (1m) or thrown 10m 1 $5-$500 depending quality and artistry ~ When you make a successful hit with a knife, you can make one free attack (maximum 1 per round). 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.
Chain-sword 3d10 Melee (1m) 2 $5000 ~ Turn on and off with a switch on the grip. Motor-powered by a battery, blades spin rapidly.
Plasma Blade 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 be thrown.
Hand Crossbow 1d8 Ranged (75m) 1 $50 $1 Ignored by modern+ armors. Held in one hand. Requires reload; Clip size 1. 3/4 of arrows recoverable.
Shortbow 1d10 Ranged (75m) 2 $25 $1 Ignored by modern+ armors. No action required to reload. 3/4 of arrows recoverable.
Longbow 3d4 Ranged (200m) 2 $50 $1 Ignored by modern+ armors. No action required to reload. 3/4 of arrows recoverable.
Crossbow 2d8 Ranged (200m) 2 $50 $1 Ignored by modern+ armors. Requires reload; clip size 1. 3/4 of arrows recoverable.
Greatbow 3d6 Ranged (200m) 2 $50 $1 Ignored by modern+ armors. No action required to reload. Requires Athletics 2 or mounting. 3/4 of arrows recoverable.
Heavy Crossbow 3d8 Ranged (200m) 2 $50 $1 Ignored by modern+ armors. Requires reload; clip size 1. Requires Athletics 2 or mounting. 3/4 of arrows recoverable.
(Auto)Pistol 1d8 Ranged (50m) 1 $250 for revolver, $500 for auto-pistol. $1 Clip size 6. Ignore Low-Tech armors. One-handed. When firing in auto mode, add +2 to hit and damage and ammo used.
(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. When firing in auto mode, add +2 to hit and damage and ammo used.
(Auto)Shotgun 4d4 Ranged (5m) 1 $300 for a hunting shotgun, $600 for auto shotgun $3 Clip size varies from 1 for a hunting shotgun to 12 for auto shotgun. 2-handed. Attacks in a 5m cone, beyond which it is ineffective. Missed targets in range take half damage. Does not ignore low-tech armors due to the small size of shot. When firing in auto mode, add +2 to hit and damage and ammo used.
Sniper Rifle 2d12 Ranged (2000m) 2 $2500 $20 Clip size 5. 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 3d4 Ranged (50m) 2 $2000 $25 Clip size 10. Works in vacuum and underwater. Ignore Low-Tech armors. Uses battery as ammunition, which cannot be recombined. When you aim with this weapon, you can opt to "charge-up" the beam, subtracting 1 ammo unit and adding +1d4 damage per action used to charge. Charging it makes it too hot to hold for more than 3 rounds.
(Auto)Laser Rifle 4d4 Ranged (100m) $2000 $25 Clip size 20 per battery. Works in vacuum and underwater. 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 3d12 Ranged (200m) $10000 $50 Clip size 2 per battery. Works in vacuum and underwater. Penetrates all organic targets and up to 5 walls (roughly). Minimum range 3m.
Frag Grenade 4d6 as thrown, dropped or launched $50 $150 Throw with shoot or athletics. It explodes usually after 1 or more turns, depending on the timer and timer settings. Blast radius 5m. Enemies can try to kick it back or throw it back, if they can see it.
Electro Magnetic Pulse (EMP) Grenade 0 as thrown, dropped or launched $150 $150 Throw with shoot or athletics. It explodes at the end of your turn, disabling all constructs, robots, psychics, cyborgs, energy weapons, and spells in the area for 1 round. Higher tech versions may have timer delay or adhesive options. Blast radius 5m.
Plasma Grenade 6d6 as thrown, dropped or launched $250 $250 Throw with shoot or 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 5d10 Ranged (100m) 2 $1250 $100 Requires Athletics 2 or mounting. Clip size 2. Blast radius 5m.
Minigun Str 4d6 Ranged (50m) 2 $5000 $5 Requires Athletics 2 or mounting. Requires battery. Always autofires in a 50m cone, 30 bullets per use. Missed targets take half damage. Unlimited clip size.
Fusion Cannon Str 10d10 Ranged (100m) 2 $100000 $1250 Requires Athletics 2 or mounting. Requires power cell, 5 shots per. 20m radius explosion on hit. Small chance for dimension breach.

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 Defense Damage Reduction Typical Price Special
Unarmored Any 0 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 one 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. You can choose to shatter it to fully block a hit. 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 +1 $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 2 $10,000 Special armor that protects the user from hazardous atmospheres, liquids to a certain depth, small amounts of radiation, or vaccuum. Has 10 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 all protective properties. 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 5 $100,000+ Very bulky, loud and obvious assault gear. Has 30 HP of its own. Requires 1 power cell per day to move, and provides some built-in communicators, calculators and scanners, as well as +1 to athletics rolls for the purpose of combat and athletic actions. It also provides a sealed air supply for up to 6 hours. Normally makes any fine task nearly impossible, but some models may come with a computer interface port. Can be repaired with tools, parts and craft skill. Disadvantage on spell, stealth, and fine tool rolls, but some models may come with built-in tools. Many custom power-armor suits exist with custom properties--some designed for speed, psy-casting, stealth, flying or other functions.
Mech Armor High to Ultra 6+ Varies widely by chassis and modifications Powered armor in the form of a large walker vehicle. Generally has many HP and includes a powerful (and volatile) engine and computer, and heavy weapons and/or tools. Mechs can have a wide variety of sizes, shapes, features and design goals.
Personal Shield Generator Ultra 5 Priceless A light and easy-to-wear belt, created by molecular psionic assembly, that provides a deceleration-shield bubble around the user for 30-100 hp that can be recharged with a power cell. The shield absorbs hits from most ranged weapons and sometimes melee weapons as well. No disadvantages.
Handheld Particle Shield Ultra +2 Priceless 20-30 HP. A light and easy-to-wear wrist strap that projects a particle field in order to increases armor class and can absorb hits from many types of weapons. Various models have been made by ancient societies using advanced molecular psionic assembly. Can be recharged with a power cell. No disadvantages.

Vehicles

(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:

  1. Crafting a light-emitting helmet by setting a glowing gem into a helmet
  2. Imprinting a magical rune of fire into a masterwork sword
  3. Applying mirror plates to your shield to improve spell resistance
  4. Crafting a Scope onto a rifle at a machine shop for +1 accuracy
  5. Adding a Bayonet onto a rifle at a machine shop to allow melee attacks and opportunity attacks
  6. Combining a geiger counter and a particle analyzer into a tool that locates radiation sources
  7. Combining a plasma gun and a laser cutter into a powerful metal-cutting tool
  8. Crafting a bomb with metal scraps and explosive powder or plant extracts
  9. crafting a drug that both heals the user and adds a haste effect
  10. Any other reasonable thing which is allowed by time, ingredients, and workspace