COSMIC PERIL FANTASY

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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 Size (Slots Occupied) Tech Level Details
Rope 2 Any Essential adventuring gear, useful in exploring caves, climbing high places, rescuing people, and dropping safely into low places.
Torch 1 Low-Tech Light source used by medieval adventurers. Can be used to ward off some animals. Can cause obscuring smoke and heat in enclosed spaces.
Lockpicks 1 Any Essential adventuring gear, useful in breaking into restricted areas. Details vary by society.
Pitons 1 for 8 Any Essential adventuring gear, useful in climbing and spiking doors.
Medical Kit 2 Any 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 3 Any 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 3 Any 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.
Musical Instrument Usually 2 Any Used for playing music. More high-tech societies have other tools for amplifying and changing the sound.
Artist's Set 2 Any Used for drawing and painting. Roll a d4 when used, on a 4 its supplies are empty and you need a new one.
Flask, Bottle or Hypodermic Needle 1 Any Crafted drugs, potions, poisons, curatives, perfumes, ink and oil and other useful liquids can be stored in these vials.
Bedroll 2 Any Essential adventuring gear, useful for camping away from civilization.
Grappling Hook 1 Any Essential adventuring gear, useful for climbing high places.
Mining Explosive 1 Any Various explosive substances normally used to dig through rock can also be quite useful in adventuring.
Rope 2 Any Essential adventuring gear, useful in exploring caves, climbing high places, rescuing people, and dropping safely into low places.
Lantern 2 Medieval Essential adventuring gear. CPF characters 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.
Crowbar 1 Any Essential adventuring gear, useful in breaking into things. Can be used as a weapon for 1d6 damage.
Disguise Kit 2 Any 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.
Enchanted Wand 1 Ulta Origin unknown, cannot be crafted. Must be held in 1 hand. Adds +1 to spell casting rolls. May explode on miscast. [Loot Reward Item].
Enchanted Staff 2 Ultra Origin unknown, cannot be crafted. Must be held in 2 hands. Adds +2 to spell casting rolls. May explode on miscast. [Loot Reward Item].
Battery 1 Modern+ 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 3 Modern 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.
Flashlight 1 Modern+ Battery-powered light source.
Geiger Counter 1 Modern+ Device used to detect dangerous levels of radiation.
Smartphone/Com-Pad 1 Modern+ 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.
Power Cell 3 Hi-Tech This type of fuel cell is used to power high-tech vehicles and spaceships. It generally lasts for 1 day per charge. Overcharging the vehicle or damage to the engines may cause it to explode.
Hyperion Rod 3 Hi-Tech This large rod of refined Hyperium is used to power a space ship's FTL (faster than light) drive. One rod provides 1 light year of jump distance. Use it wisely, because these special minerals may be rare and tough to find in your setting!
Laser Cutter 1 High-Tech+ Battery-powered cutting tool.
Gas Analyzer 1 High-Tech+ This battery powered tool can detect unusual particles or gases and help you identify their source.
Geoscanner 1 High-Tech+ Battery-powered tool that can help locate nearby mineral deposits and compositions of unknown materials.
MicroWelder 2 High-Tech+ Battery-powered repair tool among high-tech societies, often used on vehicles.
Medical Scanner 2 High-Tech+ Battery-powered medical tool among high-tech societies, can also be used to help understand alien microbial life.
Translation Device 2 High-Tech+ 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 4 Any Raw ingredients for mechanical crafting of known devices.
Stim-pack/Healing Potion 1 Any Prepared drug that heals 1d6 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 1 Any Prepared drug that restores 1d6 spell points when ingested. May not be available in all settings. May also have side effects. If you want more frequent spell casting in your game, add lots of these.
Healing Nanite Infusion 1 Ultra Prepared drug that instantly heals all negative conditions on the user. No known society can create these.
Handheld Fabricator 1 Ultra 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 Ultra 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.
??? ? Any Your game will always include more items than these. 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 Stat Used Damage Range Hands Special
Fists Str, Dex, or Wis Set by punch skill Melee (1m) 2 Can use to shove, throw, choke, etc
Knife Str or Dex 1d6 Melee (1m) or thrown 1 Also a useful tool for art and crafting.
Spear Str or Dex 2d6 Melee (2m) or thrown 1 or 2 (add +1d6 for 2h) Easy to craft.
Rapier Dex 1d10 Melee (1m) 1 +1 critical strike chance.
Claymore Str 3d6 Melee (1m) 2 Especially good at shoving attacks
Masterwork Claymore Str 4d6 Melee (1m) 2 Can react to parry melee, 1/round.
The Holy Avenger, Enchanted greatsword Str 6d6 Melee (1m) 2 Smites evil with an explosion of light. Senses evil with great accuracy and is only occasionally wrong.
Shortbow Dex or Str 2d6 Ranged (30m) 2 Clip size 1. You can use a Move action to reload.
Revolver Dex 1d12 Ranged (30m) 1 Clip size 6. Ignore Low-Tech armors.
Bolt Action Rifle Dex 2d6 Ranged (100m) 2 Clip size 5. Ignore Low-Tech armors.
Autopistol Dex 1d8 Ranged (30m) 1 Clip size 8. Ignore Low-Tech armors. Single or Autofire +2 mode (Autofire to add +2 to hit and +2 to damage, using 3x ammunition total).
Assault Rifle Dex 1d12 Ranged (100m) 2 Clip size 12. Ignore Low-Tech armors. Single or Autofire +3 mode (Autofire to add +3 to hit and +3 to damage, using 4x ammunition total.
Sniper Rifle Dex 2d12 Ranged (2000m) 2 Clip size 5. Ignore Low-Tech armors. Must be used prone or prepared. +2 to critical strike chance.
Laser Carbine Dex 2d6 Ranged (100m) 2 Clip size 30. Ignore Low-Tech armors. Autofire +4 mode (add +4 to hit and +4 to damage, using 5x ammunition total). Uses battery as ammunition, which cannot be recombined.
Frag Grenade Str or Dex. Throw with shoot or athletics. 4d6 as thrown, dropped or launched 1 Blast radius 5m.
Plasma Grenade Str or Dex. Throw with shoot or athletics. 8d8 as thrown, dropped or launched 1 Blast radius 10m.
Rocket Launcher Str 6d6 Ranged (100m) 2 Clip size 1. Blast radius 5m.
Minigun Str 6d6 Ranged (100m) 2 Always autofires in a cone, 30 bullets per use. Unlimited clip size. Requires 18 STR to carry, otherwise must be on a turret or vehicle.
Shotgun Dex or Str 4d4 Ranged (10m) 2 Clip size 2. Always fires in a 5m cone. Alternate fire is both shells for double damage dice.

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:

Some of the below armors have their own HP values. Including these in some parts of your game will promote longer battles and sturdier players.

Armor Armor Class Tech Level Armor HP Special
None 10 Any - Can be boosted by the talent 'Natural Armor'.
Clothes 12 Any - Normal street clothes in most societies.
Leather Hide Armor 14 Low-Tech - Ignored by modern+ weapons.
Chain Mail Armor 16 Low-Tech - Ignored by modern+ weapons.
Steel Plate Armor 18 Low-Tech - Ignored by modern+ weapons.
Enchanted Plate Armor 18 Magical 25 Steel Plate armor engraved with arcane runes allows it to absorb many hits before passing them on to the wearer.
Hand-held Shield +2 Low-Tech - Worn on one non-dominant hand. Ignored by modern+ weapons. Modern and hi-tech may offer versions with more advanced materials that may stop a few bullets before shattering.
Kevlar Vest 14 Modern - Can be hidden under clothes.
Ceramic Trauma Plate Armor 16 Modern - Requires 14 STR.
Vaccuum Suit 14 High 12 Protects the user from hazardous atmospheres, liquids, small amounts of radiation, or vaccuum. Torn when armor HP hits zero. Gives disadvantage, or double time, on dexterity-based tasks.
Space Marine Armor 20 High to Ultra 30-60 This armor requires a power cell to allow the user to function in it, and provides some built-in communicators, calculators and scanners. It also provides vaccuum protection and functions under liquids up to a specified pressure. Gives disadvantage on dexterity-based tasks, but some models may come with a computer interface port.
Mech Armor 18-30 High to Ultra 100-500 Powered armor in the form of a large vehicle. Generally includes a powerful (and volatile) engine and computer. Mechs can have a wide variety of sizes, shapes, features and design goals.
Personal Shield Generator 18 Ultra 100 A light and easy-to-wear belt, created by molecular psionic assembly, that provides a deceleration-shield bubble around the user that can be recharged with a battery. The shield absorbs hits from most ranged weapons and sometimes melee weapons as well.
Handheld Particle Shield +4 Ultra 40 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.

Vehicles

(to be written!)

Item Crafting and Modifications

Player characters with skills in science, engineering, 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 Scope onto a rifle at a machine shop for +1 accuracy
  2. Adding a Bayonet onto a rifle at a machine shop to allow melee attacks and opportunity attacks
  3. Combining a geiger counter and a particle analyzer into a tool that locates radiation sources
  4. Combining a plasma gun and a laser cutter into a powerful metal-cutting tool
  5. Crafting a bomb with metal scraps and explosive powder
  6. crafting a drug that both heals the user and adds a haste effect
  7. Any other reasonable thing which is allowed by time, ingredients, and workspace