Equipment

Stuff, and the art of having it.

When you create your character, you receive equipment based on a combination of your class and upbringing. Alternatively, you can start with a number of credits based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of your old job. You might even have stolen your gear.

Starting Funds By Class

Class

Funds

Auditor

5d4 x $$1000

Brawler

5d4 x $$100

Enforcer

5d4 x $$1000

Influencer

5d4 x $$1000

Mechanist

5d4 x $$1000

Ordinator

5d4 x $$1000

Outlaw

4d4 x $$1000

Renegade

2d4 x $$1000

Ronin

5d4 x $$1000

Shut-In

2d4 x $$1000

Streamer

4d4 x $$1000

Source Coder

3d4 x $$1000

Tech Wizard

3d4 x $$1000

Money

The standard unit of currency in the New World is the Credit ($$), sometimes known as "bucks" or "creds" in street slang. Money largely exists only in electronic ledgers, shuffled back and forth digitally through the secure quantum computing network that the corporations use to prevent fraud and counterfeiting.

Corporate citizens have their pay automatically deposited in their personal accounts, as well as their living expenses and taxes automatically deducted from those accounts. These personal accounts are biometrically linked to a citizen's DNA, fingerprints, retinal scans, and other personal data, so a purchase is never further away than pressing your thumb to a sensor. Many stores use advanced accounting and retention software to ensure that their clientele need never interact with a clerk at all.

Freelancers and other people who live outside the corporate system have their own ways of keeping track of debt. While barter and the favor economy are common in some places, freelancers also make extensive use of "cryptocurrency," the practice of loading untraceable credits onto single-use credchips about the size of an Old World debit card. These credchips can be used for purchases at both legitimate and black market businesses without the risk of the purchase being linked to the bearer's personal accounts.

A Note on Conversion

To figure out the price of any 5e Dungeons and Dragons Item as it would be converted into Carbon Pink, take the GP value and multiply it by 100. This is the cost in credits.

So a 500gp item would cost $50,000


Lifestyle Expenses

It's hard to avoid the costs of modern life. Whether you live in a habi-cube, an apartment block, a high-rise apartment, or a plastic box in an alleyway, you need someplace to hang your gun between missions.

Lifestyle expenses provide you with a simple way to account for the cost of living. They cover your accommodations, meals, utilities, and other basic necessities. These expenses also cover the cost of maintaining your equipment in good order so you can be ready the next time you have a job lined up.

At the start of each month, choose a lifestyle from the Expenses Table and pay the price to sustain that lifestyle. Your lifestyle might change from one month to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your career.

Some upbringings allow you to maintain a lifestyle by taking a downtime action rather than paying the price of the lifestyle. When this is the case, your downtime action sustains your lifestyle until the next time you have a chance to take a downtime action, at which point you must take the downtime action again or pay the usual price.

Expense Table

Lifestyle

Price per Month

Wretched

-

Squalid

$$300

Poor

$$600

Modest

$$3000

Comfortable

$$6000

Wealthy

$$12,000

Executive

$$30,000 minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into abandoned buildings, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and freelancing gear, which represent a fortune by their standards. You are beneath the notice of most people - and the ones who do notice you are likely to target you for violence.

Squalid. You live in a leaky one-room flop, a tenement in the undercity, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. This is the lifestyle held by most people living in the undercity.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be an apartment with peeling wallpaper or a studio above a noisy (and violent) bar. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, con artists, low-end freelancers, and other disreputable types. This is the typical lifestyle for the vast majority of people living in the megacities.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your Equipment. You live in an older part of town, renting a room in a boarding house or in a decently nice habi-cube. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include laborers, students, low-end office workers, corpo-cops, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a nice apartment in a middle-class neighborhood or have a couple of habi-cubes to yourself. You associate with factory workers, technicians, middle managers, and similar folk.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with a true executive. You live a lifestyle comparable to that of a highly successful manager, a lower-tier corporate officer, or a small business owner. You have respectable lodgings, usually a spacious condo in a good part of town. You likely have a small staff of servants.

Executive. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps an actual house on private grounds. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, corporate officers, and celebrities. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into corporate intrigue as a pawn or participant.

Selling Loot

Opportunities abound to find equipment, weapons, armor, and more in the ruins you explore. Normally, you can sell your loot when you return to a civilized area, provided that you can find buyers interested in your loot. Most freelancers wind up selling to pawn shops, private collectors, and disreputable black market resellers.

Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold. Weapons and armor used by mooks are rarely in good enough condition to sell.

Tech Items. Selling tech items is problematic. Finding someone to buy a common item isn't too hard, but other items are out of the realm of most but the wealthiest executives.

Jewelry and Art. These items retain their full value in the open market, and you can either trade them in for cash or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer first.

Trade Goods. In the wastelands, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of steel, bags of salt, livestock, and so on - retain their full value in the market and can be used as currency.

Item

Cost

Weight

Ammo Pouch

$$100

1 lb.

Ammunition

Arrows (20)

$$100

1 lb.

Bullets, pistol (20)

$$100

1 lb.

Bullets, rifle (20)

$$100

1 lb.

Shells, shotgun (20)

$$150

1 lb.

Pellets, slingshot (20)

$$5

0.5 lb.

Antivenom (1 dose)

$$5000

-

Backpack

$$200

5 lb.

Bedroll

$$100

7 lb.

Belt pouch or fanny pack

$$50

1 lb.

Blanket

$$40

3 lb.

Bong or vape pen

$$500

1 lb.

Burner phone

$$500

-

Canteen (half gallon)

$$20

1 lb.

Chain (10 ft)

$$500

10 lb.

Climbing Kit

$$2500

12 lb.

Clothes

Common

$$50

3 lb.

Costume

$$500

4 lb.

Fine

$$1500

6 lb.

Traveling

$200

4 lb.

Component pouch

$$2500

2 lb.

Crowbar

$$200

5 lb.

Cyberdeck, low-end

$$5000

3 lb.

Drugs

Euphoric

$$100

-

Relaxant

$$50

-

Stimulant

$$50

-

Executive Ring

$500

-

Fishing pole

$$100

4 lb.

Flare

$$5

-

Flashlight (hand-cranked)

$$50

1 lb.

Flask

$$2

4 lb.

Footlocker

$$500

25 lb.

Grappling hook

$$200

-

Grenades

Acid

$$2500

1 lb.

Cold

$$2500

1 lb.

Fire

$$2500

1 lb.

UV grenade

$$2500

1 lb.

Hammer

$$10

3 lb.

Holoprojector

$$1000

5 lb.

Ladder (10 foot, folding)

$$10

25 lb.

Lantern (rechargeable)

$$500

2 lb.

Lighter (rechargable)

$50

-

Lock (biometric or keycard)

$$1000

1 lb.

Mealbar (1 day)

$$50

0.5 lb.

Mess kit

$$20

1 lb.

M.U.L.E.

$$800

100 lb.

Nanobot Cola

$$5000

-

Poison, basic, (1 dose)

$$10,000

-

Quiver

$$100

1 lb.

Restraints

$$200

6 lb.

Rigtheous Symbol

$$500

1 lb.

Rope (50 feet)

$$100

5 lb.

Sense-Tank, basic Model

$$10,000

100 lb.

Shovel

$$200

5 lb.

Signal whistle

$$5

-

Smartphone

$$1000

-

Smartwatch

$$2500

-

Spray paint (1 can)

$$5

1 lb.

Steaming tool

$$2000

2 lb.

Tablet, low-end

$$2500

1 lb.

Tech focus

$$2000

2 lb.

Tent, two-person

$$200

20 lb.

UV lamp

$$5000

5 lb.

Water Purifier

$$5000

5 lb.

Wrist nanobot dispenser

$$5000

1 lb

Adventuring Gear

Ammo Pouch. A reinforced belt pouch for holding bullets and slingshot pellets. Easy to retrieve ammo out of in the middle of a fight. Can hold up to 50 bullets or pellets.

Ammunition. Ammo for ranged weapons. Most firearms of the same size use interchangeable rounds, even across different brand names.

Antivenin. Sometimes colloquially called "antivenom" or "antitoxin," a creature that drinks this small vial of liquid gains advantage on saving throws against poison for 1 hour. A creature under the effects of poison that drinks this liquid receives an immediate new save against the effect.

Backpack. A convenient way to carry around gear. A backpack can hold up to 1 cubic foot or 30 pounds of stuff. Can also be used to represent a suitcase, satchel, or really big purse.

Bedroll. A zip-up sleeping bag that has a built-in air mattress and inflatable pillow. Not super comfortable, but better than sleeping on the ground.

Belt Pouch. Used for storing small items in a convenient location for easy retrieval. Can also be a fanny pack.

Blanket. A typical blanket for keeping warm on cold nights.

Bong. A portable hookah for inhaling recreational smoke. Can also be a vape pen, a rechargeable mini-hookah that uses fluid tablets to produce smoke.

Burner Phone. The "dumb" version of a smartphone. It can do most of the things a smartphone can do, but worse. Its major advantage is not needing your personal information to work, and not being traceable to you.

Canteen. A half-gallon container for holding water or booze.

Chain. A length of metal chain. Useful for connecting heavy objects, chaining up enemies, or beating the shit out of people.

Climbing Kit. A climbing kit includes special pitons, boot tips, gloves, and a harness. You can use the climbing kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

Clothes. You wear these. Simple.

Component Pouch. A component pouch is a small, watertight belt pouch that has compartments to hold all the material requirements and other special items you need to cast your techs, except for those components that have a specific cost (as indicated in a tech's description).

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Cyberdeck. A compact but powerful personal computer. The typical cyberdeck looks like a black cube or rectangle about 6 to 12 inches in length. It can be accessed wirelessly by a user's peripherals, but serious users utilize a physical connection to their datajack for improved speeds. Techwizards need a cyberdeck to store their tech programs.

Drugs. Drug use is extremely common in both the megacities and the undercity. Most people smoke, drink, or inject something on a daily basis to survive the drudgery and grind of daily life. There is very little chance of detrimental addictive effects with modern drug formulations (since that would be bad for productivity), but mild addiction is endemic to the population (since that's good for the companies that sell drugs). Cheaper street drugs exist that have greater chance of addiction and stronger effects than the sanitized drugs sold by the corpos.

Euphoric drugs induce a sense of happiness and connection to the world, granting advantage on Charisma checks and saving throws against fear, but disadvantage on Intelligence and Wisdom checks. The effects last 1 hour.

Relaxants make the user lethargic and sleepy, giving them advantage on saving throws against effects based on negative emotions (like fear and anger) but disadvantage on saving throws against sleep-based effects and concentration checks. A renegade under the effects of a relaxant cannot get hype. The effects last for 1 hour.

Stimulants make the user jumpy, nervous, and full of energy, granting advantage on initiative checks and saving throws against sleep-based effects, but disadvantage on Wisdom checks and saving throws against fear. The effects last 1 hour.

Executive Ring. An expensive ring showing the wearer's allegiance to a given corporation, typically given to middle managers and low-ranking corpos. Higher-ranked corpos have more expensive rings, typically with integrated electronics.

Flare. A flare is a single-use light source. It burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a lit flare and hit, it deals 1 fire damage.

Fishing Pole. A pole for fishing. Self-explanatory.

Flashlight. This hand-held light creates a cone of bright light for 60 feet and dim light for an additional 60 feet. A minute of cranking powers it for an hour.

Flask. A hip flask to hold a pint of hard liquor.

Footlocker. A small trunk that can hold 12 cubic feet or 300 pounds of gear. Needs a lock to actually be secure.

Grappling Hook. A metal hook intended to be used with a length of rope. You throw the grappling hook up to catch onto a ledge, then climb the rope. Easy peasy.

Grenades. These small cylinders aren't particularly powerful compared to techs, but they're easier to get. As an action, you can throw a grenade up to 20 feet, where it explodes on impact. Every creature within 5 feet of the impact point must attempt a DC 10 Dexterity saving throw or suffer 2d6 damage of the listed type, or half as much on a successful save. Any creature who failed the saving throw takes 1d6 damage of the listed type at the start of their next turn.

UV (ultraviolet) grenades work a bit differently. They have no effect at all on normal creatures or objects, only inflicting damage on Hacked or Virus creatures. Such foes within 5 feet of the grenade's impact point suffer 2d6 neon damage.

Hammer. A simple tool with a weighted head for driving nails or breaking small objects. Can be used as an improvised baton.

Holoprojector. Most people just use these to watch holographic movies or project obviously holographic images into the air for advertising or entertainment purposes.

Ladder. This portable ladder folds up to a little over a foot long when not in use. Unfolded, it is 10 feet long.

Lantern. A rechargeable portable electric lamp. It casts bright light in a 30-foot radius and dim light for an additional 30 feet. It lasts 6 hours on a full charge, and takes about 10 minutes to fully recharge if plugged into a power outlet, or about an hour if left in direct sunlight.

Lighter. A rechargeable lighter to start small fires.

Lock. An electronic lock with a provided keycard. Can also be synced to a personal device or unlocked biometrically. Without one of the normal ways of accessing the lock, a creature proficient with locksmith's tools can pick this lock with a successful DC 15 Dexterity check. Better locks are available at higher prices.

Mealbar. A single day's worth of nutrition in a fairly flavorless emergency ration block.

Mess Kit. This metal box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Useful for camping, living rough, or making meals on the go.

M.U.L.E. The Mass Utility Labor Engine is a multi-legged robotic lockbox capable of carrying the spoils of any freelancer's hoard while they are busy. The M.U.L.E. has a carrying capacity of 500 pounds and can follow simple directions, either verbally or by an app on the owner's personal device. It cannot fight, but will run if attacked.

Nanobot Cola. Several brands of this type of soda exist. Drinking it as an action restores 2d4+2 hit points to the drinker.

Poison. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage and be poisoned until the end of their next turn. Once applied, the poison retains potency for 1 minute before drying.

Quiver. A long tube to hold arrows. Can hold up to 20 arrows.

Restraints. These high-strength shackles can bind a Small or Medium creature. Escaping the restraints requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of restraints comes with one key. Without the key, a creature proficient with locksmith's tools can pick the restraints' lock with a successful DC 15 Dexterity check. Restraints have 15 hit points.

Righteous Symbol. Used by ordinators to focus their minds in order to unleash the full power of their A.I. assistant. A righteous symbol can be almost anything, as long as it is meaningful to the ordinator on a deep and personal level. An ordinator can use it as a tech focus by holding it in one hand, wearing it prominently, or bearing it on a shield.

Rope. Typically made of nylon or paracord, rope is useful for a lot of things. It has 2 hit points and can be burst with a DC 17 Strength check.

Sense-Tank. Virtual reality aficionados use sense-tanks to project their consciousness into the virtual realms, where they can engage in all manner of entertainments without real risk to their physical bodies. Using a sense-tank requires filling it with S.L.U.D.G.E. and immersing yourself inside it, a process that takes about 15 minutes if you're hurrying (10 minutes to fill, 5 minutes to immerse yourself).

Shovel. Useful for digging holes or excavating collapsed tunnels in old ruins.

Signal Whistle. A very loud whistle used to signal for help.

Smartphone. A typical consumer-model personal communication device. Can make calls, send texts, play games, and connect to the net. Also used for personal identification purposes and purchases if linked to your biometric data - and why wouldn't you do that unless you have something to hide?

Smartwatch. A wrist timepiece that can also make calls and send texts. Typically linked to your biometric data the same way a smartphone would be.

Spray Paint. A can of aerosol paint used for street art or graffiti. Comes in a wide variety of colors.

Streaming Tool. A personal array of recording devices that can wirelessly connect to the net in order to broadcast your activities to others. Typically includes a camera, microphone, halo light, and editing software.

Tablet. A personal computing device with an 8- to 10-inch touchscreen. Used for reading, playing games, and watching videos more than for communication purposes, but can also send emails and make calls if it has an attached data plan.

Tech Focus. A special peripheral customized by a techcaster to connect all of their other peripherals together and make them work more efficiently.

Tent. A simple and portable shelter. Sleeps two people if they're very friendly.

UV Lamp. A portable lamp that converts electricity into low-powered ultraviolet light. Suitable for growing a potted plant or recharging a solar-powered device (or person) in the absence of real sunlight. Basically just annoying to Hacked and other creatures who are damaged by sunlight.

Water Purifier. This siphon and container allows you to turn 1 gallon of tainted or salt water into 1 gallon of drinkable water. It requires exposure to sunlight for 6 hours, or being hooked into a portable battery for 1 hour. The filters need cleaning every 10 gallons or so.

Wrist Nanobot Dispenser. Like a smartwatch on steroids. Useful for enforcers to direct their techs and control their special augments, but overkill for almost anyone else.

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Corpo's Pack ($$1900): Suitcase, sleep mask, traveling blanket, lighter, corporate credit card (may or may not have anything left on it), tablet, nice suit or dress, 2 days of mealbars, canteen, and 2 doses of stimulant drugs.

Delver's Pack ($$1200): Backpack, crowbar, hammer, climbing kit, flashlight, mess kit, 10 days of mealbars, canteen, water purifier, and 50 feet of rope.

Hacker's Pack ($$4000): Suitcase, high-end tablet, cyberdeck, one month's subscription to an online database or porn site, bottle of eyedrops, and 2 doses of stimulant drugs or relaxant drugs.

Hobo's Pack ($$1000): Backpack, bedroll, mess kit, lighter, flashlight, 10 days of mealbars, canteen, and either a tent or 50 feet of rope.

Nightclubber's Pack ($$4000): Satchel or big purse, overnight kit, makeup kit, two club outfits, flashlight, 5 days of mealbars, canteen, pepper spray, and 1 dose of a euphoric drug.

Salesperson's Pack ($$3900): Suitcase, waterproof plastic zip-folder for documents, nice suit or dress, tablet, flashlight, makeup kit, shaving kit, perfume or cologne, debit card with linked bank account, and pepper spray.

Vandal's Pack ($$1600): Backpack, a bag of marbles or ball bearings, 10 feet of string, signal whistle, flashlight, crowbar, hammer, 5 flares, 1 fire grenade, 5 days of mealbars, lighter, 1 can of spray paint, canteen, and 50 feet of rope.

Item

Cost

Disguise Kit

$$2500

First aid kit

$$500

Gaming Sets

Board game set

$$50

Playing cards

$$10

Dice set

$$10

Title games set

$$50

Video game

$$100

Hacker's kit

$$2500

Locksmith's tools

$$2500

Musical Instruments

Accordion

$$1500

Cello

$$1500

DJ mixing set

$$1500

Drum set

$$600

Erhu

$$2000

Fiddle

$$200

Guitar, acoustic

$$1000

Guitar, electric

$$2000

Keyboard, electronic

$$1000

Sacophone

$$300

Scammer's kit

$$1500

Technician's Tools

Armorer's tools

$$2000

Artist's supplies

$$1000

Basic toolkit

$$5000

Builder's tools

$$800

Cook's utensils

$$100

Electrician's tools

$$3000

Jeweler's tools

$$2500

Mechanic's tools

$$2000

Microbrewing kit

$$2000

Microlab

$$5000

Programmer's kit

$$1000

Tailor's Tools

$$100

Tralblazer's kit

$$2500

Weaponsmith's tools

$$2000

Vehicles

Aerostat

$$2,000,000

Bicycle, off-road model

$$3000

Bicycle, street model

$$1500

Car, corporate model

$$40,000

Car, low end sedan

$$3000

Motorcycle, off-road model

$$7500

Motorcycle, street model

$$5000

Robo-horse

$$7500

Truck, mobile home

$$40,000

Truck, pickup

$$5000

Truck, van

$$7500

Watercraft, small motorboat

$$5000

Tools

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool, and expertise allows you to double your proficiency bonus before adding it to the check.

Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.

Common uses of tools do not require a check at all, such as keeping your gun clean with a gunsmith's kit or driving a car on quiet streets. Ability checks with a tool are only required when there is a consequence for failure, or when a character undertakes a common use under extreme conditions.

General types of tools include tool kits, game sets, musical instruments, and vehicles. A tool kit is any group of tools used together to create, repair, or manipulate physical or digital objects. Game sets are used to play a specific game or a group of related games. Musical instruments are tools specifically used to make music of some kind. Vehicles are tools used to travel long distances, typically at greater speeds than a character can manage under their own power.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance.

First Aid Kit. A small box containing bandages, sutures, ointments, and low-grade painkillers. Used to stabilize dying characters and perform minor medical procedures.

Gaming Set. This encompasses a wide variety of game types. Some of the more common categories of games include:

- Card games: baccarat, blackjack, poker, spades, whist.

- Dice games: bunco, cee-lo, craps, hazard, liar's dice.

- Strategy games: backgammon, chess, go, shogi.

- Tile games: anagrams, dominos, mah-jong, pai gow.

- Video games: fighting games, shooters, platformers, side-scrollers.

Hacker's Kit. A palmtop computer, a variety of data sticks with anti-security programs, a black box VPN solution, and other electronic devices used to gain illicit access to private networks and encrypted data.

Locksmith's Tools. This set of tools includes lockpicks, files, pliers, tiny screwdrivers, bypass clips, and other small implements useful for defeating physical and electronic security. These tools can also be used to disarm traps.

Musical Instrument. These tools are used to produce music. Each category of musical instruments is its own proficiency. Some of the more common musical categories include:

- Bowed string instruments: cello, erhu, fiddle, violin.

- Electronic instruments: electronic keyboard, mixing software, synthesizer, theremin.

- Keyboard instruments: accordion, hurdy-gurdy, piano, pipe organ.

- Percussion instruments: bell, cymbal, drums, gong, xylophone.

- Plucked string instruments: banjo, guitar, harp, mandolin.

- Vocal instruments: beat-boxing, rapping, singing, yodeling.

- Wind instruments: horn, saxophone, trumpet, woodwinds.

Scammer's Kit. This small box contains a variety of papers, inks, seals, digital spoofers, and other supplies necessary to create convincing forgeries of physical documents and digital identification.

Technician's Tools. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your Proficiency Bonus to any Ability Checks you make using the tools in your craft. Each type of technician's tools requires a separate proficiency. The most common sorts of technician's tools include:

- Armorer's tools: used to build and repair armor.

- Artist's supplies: brushes, inks, paints, pencils, drawing tablets, and other implements to create visual art.

- Basic toolkit: a small set of miniaturized tools useful for basic tinkering and minor repairs.

- Builder's tools: hammers, drills, levels, stud finders, and similar heavy tools for construction and architecture.

- Cook's utensils: spoons, measuring cups, pans, pots, small knives, and other items useful for the preparation of tasty, home-cooked food.

- Electrician's tools: voltmeters, wire snips, screwdrivers, pliers, soldering guns, circuit diagrams, and other tools used to work with electricity.

- Jeweler's tools: tiny screwdrivers, chisels, hammers, pliers, lenses, and other items to make fine jewelry.

- Mechanic's tools: ratchets, wrenches, compression testers, ball bearings, lubricant, and other tools necessary to work on mechanical devices.

- Microbrewing kit: bottles, stoppers, growlers, proof testers, yeast cultures, and items needed to brew booze from scratch.

- Microlab: a small box containing a high-powered microscope, vials, chemicals, reagents, and other implements useful to create toxins, antitoxins, and targeted vaccines.

- Programmer's kit: microcontrollers, LCD screens, micro-sensors, cables, light strips, electronic reference manuals, and similar necessities for programming and reprogramming computer-controlled devices.

- Tailor's tools: scissors, needles, thread, tape measures, body scanners, and other useful gear for making stylish clothes.

- Trailblazer's kit: compass, binoculars, sextant, global positioning unit, digital maps, and other tools useful for keeping track of your location.

- Weaponsmith's tools: whetstone, tiny screwdrivers, extra springs, gun oil, files, wire brushes, and the necessities for making, repairing, and maintaining implements of death.

Vehicles. This set of tools includes any mechanical device intended to assist in movement. Some of the more common vehicle categories include:

- Aerostats: lighter-than-air vehicles such as dirigibles and blimps.

- AFVs: military-grade armored fighting vehicles such as tanks and armored personnel carriers.

- Bicycles: pedal-powered vehicles of all sorts.

- Cars: four-wheeled, enclosed civilian vehicles intended for street use.

- Fighter: military-grade flying vehicles, such as gunships, bombers, and attack drones.

- Motorcycles: two-wheeled and three-wheeled vehicles where the rider is exposed to the elements.

- Planes: winged flying vehicles ranging from single-engine models to massive passenger planes.

- Riding Mount: some people, especially in the wastelands, still ride animals.

- Rotorcraft: flying vehicles that use rotating blades to stay aloft, including helicopters and autogyros.

- Trucks: large enclosed civilian vehicles with four or more wheels, generally intended for industrial use or cargo hauling.

- Walkers: large bipedal or quadrupedal platforms or mechs, generally intended for industrial use or cargo hauling.

- Watercraft: boats and ships of all kinds, suitable for hauling cargo, passengers, or weaponry on the waves.

Item

Cost

Booze

Beer, glass

$$4

Beer, pitcher

$$20

Liquor, shot

$$10

Liquor, bottle

$$100

Wine, glass

$$8

Wine, bottle

$$20

Lodgings (per day)

Squalid

$$5

Poor

$$10

Modest

$$50

Comfortable

$$75

Wealthy

$$250

Executive

$$500

Meals (per day)

Squalid

$$3

Poor

$$6

Modest

$$30

Comfortable

$$50

Wealthy

$$100

Executive

$$200

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.

Service

Pay

Air Travel

Consumer

$$50 per mile

Private

$$100 per mile

Gigger

Skilled

$$200 per day

Specialized

$$500 per day

Unskilled

$$20 per day

Ground travel

Bicycle rental

$$10 per hour

Monorail

$$10 per mile

Taxi cab

$$20 per mile

Healing, Mundane

Minor care

$$30 per clinic visit

Major care

$$100 per day

Healing, tech (per casting)

Combat triage

$$2500 per slot level

Auxiliary system flush

$$5000

Purge malware

$$7500

Primary system flush

$$15,000

Engram restoration

$$75,000

Techcasting Services

1st level tech

$$2500

2nd level tech

$$5000

3rd level tech

$$10,000

Digitization gate access

$$250,000

Water Travel

Ship's passage, cargo

$$10 per mile

Ship's passage, consumer

$$20 per mile

Ship's passage, private

$$100 per mile

The Gig Economy

Freelancers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such "giggers" have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized skills.

Some of the most basic types of giggers appear on the Services table. Other common giggers include any of the wide variety of people who inhabit a typical megacity, when the player characters pay them to perform a specific task. For example, a techwizard might pay a crafter to construct a drone needed for a specific tech. A ronin might commission a weaponsmith to forge a special sword. An influencer might pay a tailor to make exquisite clothing for an upcoming performance.

Other giggers provide more expert or dangerous services. Mercenaries paid to help the freelancers take on a mutant horde are giggers, as are researchers hired to find ancient or esoteric information. If a high-level freelancer establishes a stronghold of some kind, they might hire a whole staff of servants and agents to run the place, anything from guards to maids. These giggers often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Skilled giggers include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, programmer, and so on. Untrained giggers are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. Specialized giggers include people with esoteric or rare skills, and the price listed is just a starting point for negotiations.

Techcasters are a very specialized lot, and their services typically come quite expensive. Techcasting for techs above 3rd level are typically only available as trade-in-kind - meaning that the caster will ask for a favor above and beyond any fees requested.