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DyingLight Items Rulebook

How to use this rulebook

This Rulebook is intended to be used in conjunction with the DyingLight Core Rulebook.

This will Rulebook details out the specifics of the Items available in game.

In the list of items you will find abbreviations used for both Duration and Target, those abbreviations are listed here

Descriptor Key

Descriptor Tag Key
Type (P)
(M)
(E)
(T)
Physical
Magical
Exceptional
Thought Altering
Target (S)
(O)
(AoE)
(I)
Self
Other
Area of Effect
Item
Delivery (T)
(P)
(N)
(D)
(B)
(TB)
(CoC)
Touch
Packet
Nerf™
Directed
Boffer
Thrown Boffer
Centered On Character
Duration (I)
##
Instantaneous
Duration – Time stated in minutes

Item Tags

Dying light is a relatively tag-light system. Mundane items, such as swords or clubs, do not require tags. However, there are many magical and technological items that can be gained in-game. These items are tagged, and typically require appropriate physical representation.

Most Items may be used without a phys rep the game it is obtained, the obvious exception to this are boffers or dart blasters required for combat.

Items fall into the following categories: One Time Use, Low Tech, High Tech, Morpheus Tech, Arcane Grafts, Low Magic, High Magic and Artifacts. See table 7.1 for further descriptions. You character may only garner the benefit of each wearable item once, stacking additional duplicate items of the same type does not provider further benefit.

Table 7.1 – Item Types Lists

Name Abbreviation Description
One Time Use OTU These are items that are disposed of after a single use and are useable by anyone.
Low Tech LT These are items that are made with simple technology, and are useable by anyone.
High Tech HT These are items that are made from an advanced form of technology and are usable only by Terrans.
Morpheus Tech MT These are items that can be implanted into the body via the Medic skill and Advanced Identify Tech skill.
Arcane Grafts AG These are items that can be implanted into the body via the Medic skill and Advanced Identify Magic skill.
Low Magic LM These are items that are made from simple magic, and are usable by anyone.
High Magic HM These are items that are made from an advanced form of magic and are only usable by Fae.
Artifacts A These are items that are unique, and have special properties outside of standard items. These items are typically created by the plot team, and may have special rules applied to them.

 

Tags

Tags are laid out in a way that you should be able to determine, out of game, what the item does, how often it can be used, the duration of its use, and what category it falls into just by looking at it. However, please keep in mind that the skills Detect Magic, Advanced Detect Magic, Identify Tech, and Advanced Identify Tech may be needed in order to determine what an item is in-game. In order to promote this mechanism, tags will have a symbol depicting the category printed on the back, and may be handed out folded in half. The skills will allow the user to unfold the item to reveal what it is.

You will find these four Images adorning the back of tags to indicate what type of item they are.

Physreps and requirements

Basics of Physreps

Phys repping stands for physical representation and is the shorthand term for how we represent items you get in game. Now in order to make sure no one gets hurt all weapon boffers have fairly strict requirements and must be checked by the safety team each game to make sure they are adhering to these requirements.

For Melee weapons a core must be in the weapon unless it is a small melee weapon (see skills to see what is defined as small). In addition there must be a minimum of 1/4″ of foam between non striking parts of the boffer and the core, 1/2″ for striking surfaces, and 1″ between the tip of the boffer and the core. For Thrown Weapons they must be coreless or have a flexible core and match the phys rep requirements of the item you are trying to represent. If you are looking for a good foam to use for boffers we recommend 2-4 lb EVA or similar micro-cell foam

We highly encourage creativity when creating phys reps so as long as the items are adhering to the requirements feel free to make them whatever you want. Just make sure the item is durable as it is going to take constant wear and tear throughout its use in game.

One Time Use

Item Name Description
Ambrosia Pill shaped consumable (no actual meds)
Adrenaline Hypo or pill shaped consumable (no actual meds)
Body Kit Be creative
Bone Gel Hypo or bandage
Corrosive Green core-less boffer
Disguise Kit Racial requirements of target race
Explosives Red core-less boffer
Gene Manipulation Kit Small hand-held medical device
Greek Fire Yellow core-less boffer
Haste Small vial
Hyper Crazy Glue Small vial or bottle
Hyper Crazy Glue Solvent Small vial or bottle
Insight Small vial
Mage Oil Small vial
Magic Brand Pen or pen-shaped item
Minor Potion of Healing Small vial
Muscles Small vial
Pebble of Protection A small stone
Poison Small vial before application
Poison: Feeble Small vial before application
Poison: Senseless Small vial before application
Poison: Sloth Small vial before application
Poison: Wasting Small vial before application
Poison Antidote Small vial
Potion of Enlightenment Small vial
Pulse Grenade Silver core-less boffer
R-Pack Pill shaped object or skin creme (no actual meds)
Resurrection Stone Small stone or gem
Soma Small vial
Stalwart Small vial
Smelling Salts Be creative!
TK Weld Small vial or syringe

Low Magic

Item Name Description
Bag of Holding A 4.75 cubic inch or small container for the tags, kept in any sort of bag (FT-19 available at TAP Plastics)
Body Amulet A pendant or brooch
Bow of True Shooting A bow or bow-shaped Nerf-style weapon
Bullet Barrier A piece of cloth at least 4 inches wide that you can wrap around your waist
Cloth of Limb Regrowth A piece of cloth at least 12″ by 12″
Cup of Purification A cup or drink canister
Dancing Lord Boots Boots or closed-toe shoes
Gem of True Seeing A clear gem or monocle
Magic Shirt A shirt covering the full torso
Magic Weapon A boffer or Nerf bow
Manacles of Holding Rope or easily removable bindings
Mirrored Shield Shield
Oath Pen Pen
Talisman of Harmony Large pin or pendant
Quickness Bracer Bracer or a large cuff of at least 3″

Low Tech

Item Name Description
ABS N/A
Blow Gun PVC pipe tube able to deliver Nerf darts
Communications Device Walkie-talkie or cell phone
D.R.E.A. A 10 cubic inch or smaller container for tags, kept in any sort of container (FT-38 or FT-23 available at TAP Plastics)
Extended Clip N/A
Gene Tester Small tech box. Be creative
Gloves of Human Touch Gloves
Goggles of See Invisibility Goggles. Standard glasses do not count
Hypo A syringe device
Kevlar Heavy vest or jacket
Pistol Nerf gun or equivalent, gun toy with packets
Rifle Two-handed Nerf gun or equivalent, gun toy with packets
Self Tightening Rope Rope or easily removable bindings
SMG Two handed Nerf gun or equivalent, gun toy with packets
Soma Stilling Unit Be creative
Waste Disposal Unit Container large enough to fit items into

High Magic

Item Name Description
<path> Channeler Bracelet or cuff
Universal Channeler Bracelet or cuff

High Tech

Item Name Description
High Caliber Pistol Nerf gun or equivalent, gun toy with packets
High Caliber Rifle Two handed Nerf gun or equivalent, gun toy with packets
High Caliber SMG Two handed Nerf gun or equivalent, gun toy with packets

Artifacts

These items are extremely rare and only handed out by plot. Be creative in your prop creation should you obtain one of these items.

Augments

Must be phys repped in such a way that it is visible of someone does a detailed examination of you, and should represent the benefits you’re garnering from the item. Ideas include painting circuitry or symbols on exposed skin, prosthetics, or safely attached electronics

Item Name Description
Morpheus Tech Tech-based, be creative
Arcane Grafts Magic-based, be creative

One Time Use

One Time Use items are ones that are consumed after administering them. They are typically easier to find and less costly than longer-lasting items.

Item Name Duration Target
Ambrosia I S
Adrenaline I S, O
Body Kit I O
Bone Gel 30 S, O
Corrosive I Item
Disguise Kit n/a S
Explosives I S, O
Gene Manipulation Kit 30 O
Greek Fire I S,O,Item
Haste 30 S
Hyper Crazy Glue 10 S,O,Item
Hyper Crazy Glue Solvent I S,O,Item
Insight 30 S
Mage Oil 30 Item
Magic Brand n/a S,O,Item
Minor Potion of Healing I S
Muscles 30 S
Pebble of Protection 30 S
Poison 10 Item
Poison: Feeble 10 Item
Poison: Senseless 10 Item
Poison: Sloth 10 Item
Poison: Wasting 10 Item
Poison Antidote I S
Potion of Enlightenment I S
Pulse Grenade 10 S,O,Item
R-Pack 30 S, O
Resurrection Stone I S
Soma 10 S, Item
Stalwart 30 S
Smelling Salts I O
TK Weld 30 Item

 

Ambrosia

Duration: Instant
Target: Self
Description: When ingested, returns a single lost resurrection.
Phys Rep: Pill shaped consumable (no actual medicine)
Call: Ambrosia

Adrenaline

Duration: Instant
Target: Self, Other
Description: Restores all used standard dodges as well as all used waylays
Phys Rep: Hypo, or Pill shaped consumable (no actual medicine)
Call: Adrenaline

Body Kit

Duration: 30 minutes
Target: Other
Description: Supplies all of the necessary materials required for a Simple Resurrection where a body is missing.
Phys Rep: Be creative!
Call: Body Kit

Bone Gel

Duration: Instant
Target: Self, Other
Description: Allows use of crippled limbs as if they were not crippled for 30 minutes.
Phys Rep: Hypo, or bandage
Call: Bone Gel

Corrosive

Duration: Instant
Target: Item
Description: A liquid that shatters a single item it comes in contact with. Requires the Thrown skill to be used as a projectile, otherwise must be applied to the weapon through touch.
Phys Rep: Green core-less boffer
Call: Corrosive

Disguise Kit

Duration: N/A
Target: Self
Description: Allows wearer to appear as a specific race. Does not emulate a specific person. The First Aid skill will penetrate the disguise, and can be removed with a 3 count.
Phys Rep: Racial requirements
Call: N/A

Explosives

Duration: Instant
Target: Self, Other
Description: Damages anyone within a 6 foot radius of projectile. Damage range is 25-100 and is considered AOE damage.  Requires the Thrown skill to be thrown. Otherwise can be detonated in your hand.
Phys Rep: Red core-less boffer
Call: <damage amount> Explosive

Gene Manipulation Kit

Duration: 30 minutes
Target: Other
Description: Allows user to alter the genetic makeup of another character to be a different race. Requires a minimum of 3 ranks in Medic. This item will not work on a Revenant or a Mutant.
Phys Rep: Small hand-held mechanical device.
Call: Gene Manipulate <new race>

Greek Fire

Duration: Instant
Target: Self, Other, Item
Description: Causes fire damage to a single target. Damage range 25-100. Requires Thrown skill for this item to be thrown.
Phys Rep: Yellow core-less boffer
Call: Greek Fire <damage amount>

Haste

Duration: 30 Minutes
Target: Self
Description: When consumed, gives a +2 bonus to Dexterity. Cannot surpass the racial stat limit.
Phys Rep: Small vial
Call: Haste

Hyper Crazy Glue

Duration: 10 Minutes
Target: Self, Other, Item
Description: A substance that creates a Stuck effect on any person or item it is applied to. Unresistable and can only be countered by Hyper Crazy Glue Solvent.
Phys Rep: Small vial or bottle
Call: Hyper Crazy Glue

Hyper Crazy Glue Solvent

Duration: Instant
Target: Self, Other, Item
Description: A substance that negates the effects of Hyper Crazy Glue.
Phys Rep: Small vial or bottle
Call: Hyper Crazy Glue Solvent

Insight

Duration: 30 Minutes
Target: Self
Description: When consumed, gives a +2 bonus to Intellect. Cannot surpass the racial stat limit.
Phys Rep: Small vial
Call: Insight

Mage Oil

Duration: 30 Minutes
Target: Item
Description: When applied to a weapon, grants a +1 bonus to weapon damage, and allows the damage to be magical. When applied to armor grants a +1 defense against magic. Does not stack.
Phys Rep: Small vial or bottle
Call: Mage Oil

Magic Brand

Duration: N/A
Target: Self, Other, Item
Description: Creates permanent marks that can only be removed with another Magic Brand. Once used attach the tag to the item/person with the symbol drawn on both the person/item and the tag.
Phys Rep: Pen or pen-shaped item
Call: Magic Brand

Minor Potion of Healing

Duration: Instant
Target: Self
Description: When consumed returns 5 hit spent health points. May not exceed the users maximum Health. Users may consume one per minute.
Phys Rep: Small vail
Call: Minor Healing Potion

Muscles

Duration: 30 Minutes
Target: Self
Description: When consumed, gives a +2 bonus to Strength. Cannot surpass the racial stat limit.
Phys Rep: Small Vial
Call: Muscles

Pebble of Protection

Duration: Instant
Target: Self
Description: When consumed grants a single Protection Feat that follows standard feat rules.
Phys Rep: A small stone
Call: Pebble of Protection <chosen feat>

Poison

Duration: 10 Minutes
Target: Item
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that leaves a victim disoriented and sick for one minute before dying. Poison continues to be in effect after death, i.e. if a player is brought back to life still within the 10 minute duration of the poison, they will be sick for one minute before dying.
Phys Rep: Small vial before application
Call: Poison

Poison: Feeble

Duration: 10 Minutes
Target: Item
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Strength stat by the value listed. Range 1-4. Duration of poison is not negated by the death of a character.
Phys Rep: Small vial before application
Call: Poison negative <value> Strength

Poison: Senseless

Duration: 10 Minutes
Target: Item
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Intelligence stat by the value listed. Range 1-4. Duration of poison is not negated by the death of a character.
Phys Rep: Small vial before application
Call: Poison negative <value> Intelligence

Poison: Sloth

Duration: 10 Minutes
Target: Item
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Dexterity stat by the value listed. Range 1-4. Duration of poison is not negated by the death of a character.
Phys Rep: Small vial before application
Call: Poison negative <value> Dexterity

Poison: Wasting

Duration: 10 Minutes
Target: Item
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Constitution stat by the value listed. Range 1-4. Duration of poison is not negated by the death of a character.
Phys Rep: Small vial before application
Call: Poison negative <value> Constitution

Poison Antidote

Duration: Instant
Target: Self, Other
Description: When consumed, will cure the effects of Poison.
Phys Rep: Small vial
Call: Antidote

Potion of Enlightenment

Duration: Instant
Target: Self
Description: When consumed, returns three expended feat uses.
Phys Rep: Small vial
Call: Potion of Enlightenment

Pulse Grenade

Duration: 10 Minutes
Target: Self, Other, Item
Description: Causes all technology within a 6 foot radius to shut down for 10 minutes. Requires the Thrown skill for this item to be thrown. Otherwise can be detonated in your hand.
Phys Rep: Silver Core-less boffer
Call: Pulse Grenade

R-Pack

Duration: 30 Minutes
Target: Self, Other
Description: Negates all radiation induced stat modification for 30 Minutes
Phys Rep: Pill shaped object (No actual medicine) or skin creme
Call: R-Pack

Resurrection Stone

Duration: Instant
Target: Self
Description: When consumed, grants or adds a single use of the Resurrection skill. Cannot stack with other stones.
Phys Rep: Small stone or gem
Call: Resurrection Stone

Smelling Salts

Duration: Instant
Target: Other
Description: Awakens a person from sleep or unconsciousness. To use wave the item in front of the recipient’s nose and make the call.
Phys Rep: Be creative
Call: Smelling Salts

Soma

Duration: 30 Minutes
Target: Self, Item
Description: When consumed creates the Control Emotion effect, see tag for specific emotion. Duration of Soma is not negated by the death of a character.
Phys Rep: Small vial
Call: Control Emotion <emotion>

Stalwart

Duration: 30 Minutes
Target: Item
Description: When consumed, gives a +2 bonus to constitution. Cannot surpass the racial stat limit.
Phys Rep: Small vial
Call: Stalwart

TK Weld

Duration: 30 Minutes
Target: Self
Description: Temporarily fixes a broken item for 30 Minutes
Phys Rep: Small vial or syringe
Call: TK Weld

Low Magic

Low Magic items are items imbued with magical power. They were commonly created by the Fae using rituals during the gate wars. Much of the knowledge of how to make these items has since been lost. You will garner the benefits of the base improvements to stats from magic items even if they are not explained to you. However you must have the Advanced Identify Magic skill to determine what a magic item does, or have it explained and demonstrated to you to active skills or feats in it.

Item Name Duration Target
Bag of Holding n/a n/a
Body Amulet n/a S
Bow of True Shooting n/a n/a
Bullet Barrier 30 S
Cloth of Limb Regrowth 10 S, O
Cup of Purification n/a n/a
Dancing Lord Boots n/a S
Gem of True Seeing 30 S
Magic Shirt n/a S
Magic Weapon n/a S
Manacles of Holding 10 O
Mirrored Shield n/a S
Oath Pen n/a S,O
Talisman of Harmony n/a S
Quickness Bracer n/a S

Bag of Holding

Duration: N/A
Target: N/A
Description: Provides access to pocket dimension for item storage. Requires a 3 count to either place an object into the bag or remove it. Can only hold as many tags as you can fit in a 4.75 Cubic Inch or smaller container.
Phys Rep: A 4.75 Cubic Inch or smaller container (FT-19 available at TAP Plastics) for the tags, kept in any sort of bag.
Call: N/A 

Body Amulet

Duration: N/A
Target: Self
Description: Grants the wearer a bonus to health. Bonus range is 5-20.
Phys Rep: A pendant or brooch
Call: N/A 

Bow of True Shooting

Duration: Instant
Target: N/A
Description: Grants user of bow to 3 uses of the feat True Shot. See details for feat.
Phys Rep: A bow or bow-shaped Nerf-style weapon
Call: N/A

Bullet Barrier

Duration: 30 Minutes
Target: Self
Description: Grants wearer immunity from gun damage three times per event for the duration of the item. Does not protect against feats.
Phys Rep: A Piece of cloth at least 4 inches wide that you can wrap around your waist.
Call: Bullet Barrier

Cloth of Limb Regrowth

Duration: 10 Minutes
Target: Self, Other
Description: Restores a lost or crippled limb over 10 minutes of continuous use.
Phys Rep: A piece of cloth at least 12” by 12”
Call: Regrowth

Cup of Purification

Duration: N/A
Target: N/A
Description: Turns any liquid placed in the cup into pure water.
Phys Rep: A cup or drink canister
Call: N/A

Dancing Lord Boots

Duration: N/A
Target: Self
Description: Grants wearer 3 uses of melee dodge per event. Curse: When music is played, wearer must dance and is unable to perform any other action.
Phys Rep: Boots or closed-toe shoes
Call: N/A 

Gem of True Seeing

Duration: 30 Minutes
Target: Self
Description: Allows wearer to see and interact with people with Invisibility while using the gem.
Phys Rep: A clear gem or monocle
Call: N/A

Magic Shirt

Duration: N/A
Target: Self
Description: Grants the wearer bonuses to armor and protection magic. Bonus range 1-4. This benefit does not stack with other Magic Shirts.
Phys Rep: Full coverage shirt. Must cover chest and stomach.
Call: N/A

Magic Weapon

Duration: N/A
Target: Self
Description: A weapon that grants wielder a bonus to weapon damage and strikes may also be called as magic damage. Bonus range is 1-4. Damage type is determined by the phys rep.
Phys Rep: A boffer or nerf bow (for bows)
Call: <damage> [Damage Type]/ <damage> Magic [Damage Type]

Manacles of Holding

Duration: 10 Minutes
Target: Other
Description: Creates a Bind effect on restrained person 3 times per event. See feat for details.
Phys Rep: Rope or easily removed bindings
Call: Bind

Mirrored Shield

Duration: N/A
Target: Self
Description: Grants user 3 uses of the feat Reflect. See feat for details.
Phys Rep: Shield
Call: Reflect

Oath Pen

Duration: N/A
Target: Self, Other
Description: Forces user to comply with their willingly given written word. Upon signing the oath, a copy must be delivered to plot. The plot team is the ultimate arbiter of the consequences of breaking an oath.
Phys Rep: Pen
Call: Oath

Talisman of Harmony

Duration: N/A
Target: Self
Description: Allows wearer to use High Magic items.
Phys Rep: Large pin or pendant
Call: N/A

Quickness Bracer

Duration: N/A
Target: Self
Description: Grants wearer bonus dexterity. Bonus range is 1-4.
Phys Rep: Bracer or large cuff of at least 3 inches
Call: N/A

Low Tech

Low Tech items are mostly items brought over by the humans during the initial forays into the Nexus, and then during the war. Low tech doesn’t mean primitive technology, it simply means that this is technology that has been around for a long time for humans, and usable by anyone regardless of race. You must either be able to identify the tech through appropriate skills, or have the item explained and demonstrated to you to use these items.

Item Name Duration Target
ABS n/a Item
Blow Gun n/a S
Communications Device n/a S
D.R.E.A. n/a n/a
Extended Clip n/a Item
Gene Tester I S,O
Gloves of Human Touch n/a S
Goggles of See Invisibility 30 S
Hypo n/a S,O
Kevlar n/a S
Pistol n/a O
Rifle n/a O
Self Tightening Rope 10 O
SMG n/a O
Soma Stilling Unit I Item
Waste Disposal Unit I Item

Automated Biometric System (ABS)

Duration: N/A
Target: Item
Description: Encodes a pistol or rifle to the users DNA, preventing anyone else from using it.
Phys Rep: N/A
Call: N/A

Blowgun

Duration: N/A
Target: Self
Description: A device that is able to range deliver poisons. Can do a maximum of 1 edge.
Phys Rep: PVC pipe tube able to deliver Nerf darts
Call: 1 Edge/ the call of the poison being used. See One Use Items for details

Communication Device

Duration: N/A
Target: Self, Other
Description: Allows user to communicate with another over distances. Requires two devices.
Phys Rep: Walkie-talkie or cell phone
Call: N/A

D.R.E.A

Duration: N/A
Target: N/A
Description: Provides DNA locked access to  pocket dimension for item storage. Requires a 3 count to either place an object into the bag or remove it. Can only hold as many tags as you can fit in a 10 Cubic Inch or smaller container.
Phys Rep: A 10 Cubic Inch or smaller container (FT-38 or FT-23 available at TAP Plastics) for the tags, kept in any sort of container.
Call: N/A 

Extended Clip

Duration: N/A
Target: Item
Description: Applies to a specific gun, granting it 3 bonus shots. One maximum per gun.
Phys Rep: N/A
Call: N/A

Gene Tester

Duration: Instant
Target: Self, Other
Description: Allows user to determine the race of another. Requires a 60 count to use.
Phys Rep: Small tech box. Be creative
Call: Gene Test

Gloves of Human Touch

Duration: N/A
Target: Self
Description: Allows wearer to use High Tech Items.
Phys Rep: Gloves
Call: N/A

Goggles of See Invisibility

Duration: 30 Minutes
Target: Self
Description: Allows wearer to see and interact with people in Invisibility while using the googles.
Phys Rep: Goggles. Standard glasses do not count.
Call: N/A

Hypo

Duration: N/A
Target: Self, Others
Description: Allows user to apply up to six potions and poisons to a single delivery device. Requires a 3 count to administer.
Phys Rep: A syringe
Call: Hypo <potion or poison>

Kevlar

Duration: N/A
Target: Self
Description: Grants wearer bonus to armor. Cannot be used with dodges. Bonus range 1-4. Counts as armor for the armor path.
Phys Rep: Heavy vest or jacket.
Call: N/A

Pistol

Duration: N/A
Target: Other
Description: Ranged damage of 10. Base of 6 shots.
Phys Rep: Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

Rifle

Duration: N/A
Target: Other
Description: Ranged damage of 20. Base of 6 shots.
Phys Rep: Two handed Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

Self Tightening Rope

Duration: 10 Minutes
Target: Other
Description: Creates a Bind effect on restrained person 3 times per event. See feat for details.
Phys Rep: Rope or easily removable binding
Call: Bind

SMG

Duration: N/A
Target: Other
Description: Ranged damage of 15. Base of 6 shots.
Phys Rep: Two handed Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

Soma Stilling Unit

Duration: Instant
Target: Item
Description: Allows user to convert a single poison into 5 Soma.
Phys Rep: Be creative
Call: N/A

Waste Disposal Unit

Duration: Instant
Target: Item
Description: Allows user to destroy any item with the Shatter affect.
Phys Rep: Container large enough to fit items into.
Call: Shatter

High Magic

High Magic items tap into the innate connection to magic that all Fae possess. Because of this High Magic items are useable only by Fae, and are typically used for boosting magical abilities.

Item Name Duration Target
<Path> Channeler n/a S
Universal Channeler n/a S

<Path> Channelers

Duration: N/A
Target: Self
Description: Grants wearer a bonus to a specific magic path. Bonus range 1-4. Only one can be worn at a time.
Phys Rep: Bracelet or cuff
Call: N/A

Universal Channeler

Duration: N/A
Target: Self
Description: Grants wearer a bonus to all magic paths. Bonus range 1-4. Only one can be worn at a time.
Phys Rep: Bracelet or cuff
Call: N/A

High Tech

High tech items were the peak of technological development at the time of the gate crash. All high tech items have an integrated gene typing system. You must be of Terran origin or handling the item with “Gloves of Human Touch”, to use these items.

Item Name Duration Target
High Caliber Pistol I O
High Caliber Rifle I O
High Caliber SMG I O

High Caliber Pistol

Duration: N/A
Target: Item
Description: A higher powered gun that does 20 damage.
Phys Rep: Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

High Caliber Rifle

Duration: N/A
Target: Item
Description: A higher powered gun that does 40 damage.
Phys Rep: Two handed Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

High Caliber SMG

Duration: N/A
Target: Item
Description: A higher powered gun that does 30 damage.
Phys Rep: Two handed Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

Artifacts

Artifacts are one of a kind item that are created specially by the plot team, and can only be achieved through role play. These items are complex and may contain multiple effects, and may have specific requirements to use them. These items are very rare and not easily obtained. For information or ideas regarding a particular artifact, please see or email Plot.

Augments

Augments are a general class of item that confer a bonus to a character once embedded in the characters body. There are several types of augments found in the game world, each with their own unique style and feel. We will cover the two main types of Augments, Morpheus Tech and Arcane Grafts.

All types of augments require that the character surgically implant the augment in there body. This is a 10 minute action with a character with three purchases of the Medic skill. All races are able to accept up to five (5) different augments safely. A plot member must oversee the addition of any augments beyond this number.

Augments do not stack the bonus that they provide, with other augments, unless otherwise stated on the tag. For instance, you can only have one augment that only improves strength, regardless of the type. Augments of different types will work together, so long as they do not provide the same bonus.

You must phys rep this enhancement. Many players choose to paint circuitry or arcane symbols on exposed skin, use prosthetic, or attach electronics (safely) to their costumes. We leave it up to the player’s discretion for how they do this, but your phys rep must be visible should someone do a detailed examination of you, and should in some way represent the benefit you’re garnering from the item.

Arcane Grafts

Arcane Grafts are used to represent any sort of magical assistance that is embedded in the characters body. You must phys rep this enhancement.

Item Name Duration Target
Guardian Shell N/A S
Imbued Force N/A S
Imbued Resilience N/A S
Imbued Speed N/A S
Imbued Wisdom N/A S

Guardian Shell

Duration: N/A
Target: Self
Description: Strengthens the skin, granting the character Additional Armor. Bonus ranges 1-4. Armor skill not required. Quickness path cannot be used with this Augment.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Force

Duration: N/A
Target: Self
Description: Implants that grant character additional Strength. Bonus ranges 1-4.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Resilience

Duration: N/A
Target: Self
Description: Implants that grant character additional Constitution. Bonus range 1-4.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Speed

Duration: N/A
Target: Self
Description: Implants that grant character additional Dexterity. Bonus range 1-4.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Wisdom

Duration: N/A
Target: Self
Description: Implants that grant character additional Intelligence. Bonus range 1-4.
Phys Rep:  See Arcane Grafts description.
Call: N/A

Morpheus Tech

Morpheus tech is used to represent any sort of technological assistance that is embedded in the characters body. You must phys rep this enhancement.

Item Name Duration Target
Dermal Plating N/A S
Neural Upgrade N/A S
Muscle Upgrade N/A S
Reflex Upgrade N/A S
Structural Upgrade N/A S

Dermal Plating

Duration: N/A
Target: Self
Description: Plates that form under or through the skin, granting the character Additional Armor. Bonus ranges 1-4. Armor skill not required. Quickness path cannot be used with this Augment.
Phys Rep: See Morpheus Tech description.
Call: N/A

Neural Upgrade

Duration: N/A
Target: Self
Description: Implants that grant character additional Intellect. Bonus ranges 1-4.
Phys Rep: See Morpheus Tech description.
Call: N/A

Muscle Upgrade

Duration: N/A
Target: Self
Description: Implants that grant character additional Strength. Bonus range 1-4.
Phys Rep: See Morpheus Tech description.
Call: N/A

Reflex Upgrade

Duration: N/A
Target: Self
Description: Implants that grant character additional Dexterity. Bonus range 1-4.
Phys Rep: See Morpheus Tech description.
Call: N/A

Structural Upgrade

Duration: N/A
Target: Self
Description: Implants that grant character additional Constitution. Bonus range 1-4.
Phys Rep:  See Morpheus Tech description.
Call: N/A