Gizmos

Gadgets, Doo-Dads, Weird Hardware

The future is weird! High End technical items are all over the place, and a lot of them don't fit into the neat boxes discussed already. They're useful, incredibly so, but they're not as easy to use as peripherals. The can be dangerous, but it's a rare gizmo that was made directly for inflicting harm. They can be worn, but often they're not good for stopping bullets on their own. Gizmos are the grab bad of the high end world, what people call things that don't neatly fit into any other category.

Nerd Glasses
Gizmo, headwear, Uncommon Rarity, $$1500

These thick-rimmed glasses are the perfect accompaniment to a cute nerd's head.

While wearing these glasses you gain +1 to all Intelligence rolls, attacks and saving throws.

Digital Waypoint Homer
Gizmo, Very Rare (requires installation)

While wearing this tiny device, you can use an action to name a specific location that you are familiar with in a digital sub-realm. Then make a DC 15 Intelligence check. On a successful check, you cast the "'net shift" tech. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location in the digital sub-realm you named. On a 61-100, you travel to a randomly determined digital sub-realm.

Cam-scrambler
Gizmo, Uncommon (requires installation)

While wearing this tiny device, you are hidden from Observation tech. You can't be targeted by such tech or perceived through high-end Observation sensors.

Condensed Resistance Field
Gizmo, Rare

This small black bead measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 condensed resistance fields are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 kinetic damage. A transparent sphere of suspended kinetic energy then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and weighs only 1 pound, regardless of the weight of creatures inside.

My Pen
Common Gizmo (installation required), $20

The corps take theft of company property incredibly seriously. Even the stationary is not safe.

This pen functions as a normal pen, as well as a stylus for touch-screens.

When a creature other than the one that has installed it holds this pen for more than three turns, it must succeed on a DC10 constitution saving throw or take 1 lightning damage and let go of the pen. As long as the creature is touching the pen, it must repeat the saving throw at the start of of each of it's turns.

Not Your Pen
Common Gizmo, $$30

This pen functions as a normal pen, as well as a stylus for touch-screens.

Sometimes there's just no way for it, a company has to allow for nonlicensed employees, or worse still, customers to use a pen, rather than a touch screen or other device. In such rare circumstances the pen is always loaded with the booby trap (explosive device: fire damage) tech. If taken off of the premises of the company that owns the pen, the booby trap tech is immediately triggered.

Yokai Mask
Gizmo, headwear, Uncommon Rarity (Requires installation), $$2500

Popular with Corpo mercenaries and those of a weebier disposition.

While wearing this mask, you have a +1 to AC, and gain advantage against being poisoned.

Anywhere Ice-Skates
Gizmo, footwear, Rare, $$2500

These odd shoes were designed by an old remake who missed their favourite past time of ice-skating.

As a bonus action, you may activate the Anywhere Ice-Skates for one minute by clicking your heels together.

Once activated, the shoes will create a thin layer of slippery ice on ground within 5ft of you.

The ice counts as difficult terrain for large or smaller creatures (other than yourself and other creatures wearing Anywhere Ice-Skates), and any large or smaller creature (including yourself) that tries to walk on it must succeed on a DC15 dexterity saving throw or fall prone and continue to move in the direction that they were going until they are off of the ice.

If a creature that fails this saving throw collides with another creature that is standing on the ice, that creature must also make the saving throw but does not move.

In order to wear the Anywhere Ice-Skates, you must not be wearing any other external footwear.

After use, the Anywhere Ice-Skates cannot be used again for 24 hours or until they are refilled with 1 liter of water each.

Mag-Clamp
Gizmo, Common, $$1500

The Mag-Clamp is a high-end item that straps onto the wearer's back. It is uses a self-tuning electromagnet to quickly grip and release any weapon that is placed against or pulled away from it.

This item makes it a free action to switch from one weapon to another, provided that one of the weapons involved was drawn from or stowed to it.

In order to attach a weapon to the Mag-Clamp, the weapon in question must be composed of at least 30% magnetic materials.

Mag-Clip
Gizmo, Common, $$1500

The Mag-Clip is a high-end item that straps onto one of the wearer's limbs. It is uses a self-tuning electromagnet to quickly grip and release any weapon that is placed against or pulled away from it.

This item makes it a free action to switch from one weapon to another, provided that one of the weapons involved was drawn from or stowed to it.

The Mag-Clip is not strong enough to hold a weapon that is designed to be used in two hands, and the weapon in question must be composed of at least 30% magnetic materials.

Sense-Tank
Gizmo, Uncommon Rarity, $$10,000

A large, empty tank that can be filled with bioelectric amniotic fluid (Sensory Liminal Upload/Download Gene Effector Goo or S.L.U.D.G.E.), enabling a user to enter the digital realms in the digital avatar of their choosing. Requires that you have a powered habicube (or other comparable shelter) attached to the corponet or darkweb via wired or wireless connection. Comes with a scanner-locker for equipment storage. This tank, and all attached equipment (scanner locker, S.L.U.D.G.E. supply tank, and server uplink connection terminal), takes up a 15'x15' space in total.

It takes 10 minutes to fill the tank with the fluid, and 5 minutes to climb into, seal, and be logged into the Digital Realms. Full rules for sense-tanks and the digital realms can be found on the Digital Realms rules page.

Angry Parrot
Gizmo, Uncommon (requires installation) $$4500

The Angry Parrot is a small gun that is installed into the your shoulder.

As a bonus action, you may mentally command the gun to target creature or object of your choice that you can see within 30ft of you. The Angry Parrot will then fire a pulse of kinetic energy at the target, striking it unless the target is protected by the "Emergency Barrier" tech. Each shot deals 1d4+1 kinetic damage to its target.

Alternatively, you can use a bonus action to mentally command the Angry Parrot to store a charge. The next time you command it to fire after doing this, the Angry Parrot will lose all of its charges and fire a number of additional shots equal to the number of charges that were stored. The shots can be fired at one target or several and will hit in sequence.

The Angry Parrot can hold 3 a maximum of 3 charges, and will explode if any more than one charge is stored for over a minute. It can be safely discharged without firing as a bonus action.

The number of Angry Parrots installed into a creature cannot exceed the number of shoulders that it has.

Capture Sphere
Gizmo, rare, $$6000

This shiny red-and-white sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to prime the sphere at throw it at a Huge or smaller creature you can see within 60 feet of you.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is digitized and restrained within the sphere until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the sphere go inert.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the sphere open. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the sphere is used, it can't be used again until the next dawn.

Ultraphone
Gizmo, rare, $$10,000

You can use an action to speak the ultraphone's command word and then speak through it, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the ultraphone's power has a 20 percent chance of causing the it to explode. The explosion deals 10d6 fire damage to the user and destroys the device.

Visual Superposition Lens
Gizmo, rare (requires installation)

This gem has 3 charges. As an action, you can speak the lens' command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the lens.

The gem regains 1d3 expended charges daily at dawn.

Firewall Handcuffs
Gizmo, rare

You can use an action to place these handcuffs on an incapacitated creature. The cuffs adjust to fit a creature of Small to Large size. In addition to serving as regular handcuffs, the shackles prevent a creature bound by them from using any method of digital movement, including teleportation or travel to a different digital realm. They don't prevent the creature from passing through an digital portal.

You and any creature you designate when you use the handcuffs can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Stalker's Cloak
Gizmo, rare (requires installation)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast reformat on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Reactive Bracers
Gizmo, rare (requires installation)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Smart-Heelies
Gizmo, rare (requires installation)

While you wear these legally-distinct shoes, you can use a bonus action and click the shoes' heels together. If you do, the shoes double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the shoes' property has been used for a total of 10 minutes, the solar battery ceases to function until you finish a long rest.

Jetcalves
Gizmo, uncommon (requires installation)

These jet-pods replace your calves, you can use an action to cast the booster bots tech on yourself at will.

Industrial Lifting Harness
Gizmo, uncommon (requires installation)

While wearing this harness, your Strength score changes to 21. The item has no effect on you if your Strength without the harness is equal to or greater than 21.

Micro-Organ Suite
Gizmo, rare (requires installation)

Your Constitution score is 19 while you wear this device. It has no effect on you if your Constitution is already 19 or higher without it.

Spider-Sneakers
Gizmo, uncommon (requires installation)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Engrammatic Armory
Gizmo, uncommon

This harness has three compartments, each of which connects to a miniature digital space that allows it to hold numerous items while never weighing more than 2 pounds.

-The outer compartment can hold up to sixty rounds of ammunition, such as bullets or shotshells (or similar objects).

-The middle compartment pouch holds up to eighteen one-handed weapons such as machetes or pistols (or similar objects).

-The inner compartment holds up to six two-handed weapons, such as rifles or polearms (or similar objects).

You can draw any item the armory contains as if doing so from a regular harness or holster.

Sonic Rat Wrangler
Gizmo, uncommon (requires installation)

You must be proficient with wind instruments to use this device. While you have the wrangler installed, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The wrangler has 3 charges. If you blow into it as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are blowing the wrangler, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the wrangler's sound for the next 24 hours. If you win the contest, the swarm is swayed by the wrangler's sound and becomes friendly to you and your companions for as long as you continue to blow the wrangler each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the wrangler's sound, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the wrangler's sound for the next 24 hours.

This item has not been noted to affect Jerboans in any significant manner.

Synthtissue Fabricator
Gizmo, uncommon (requires installation)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Tracheal Atmoformer
Gizmo, uncommon (requires installation)

While this device is attached to your throat, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Discreet Neuroscanner
Gizmo, uncommon (requires installation)

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the mind hack tech (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

Encrypted Neuromanipulator
Gizmo, uncommon (requires installation)

While wearing this headset, you can use an action to cast the mind hack tech (save DC 13) from it. As long as you maintain concentration on the tech, you can use a bonus action to mentally send a message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.

While focusing on a creature with mind hack, you can use an action to cast the suggestion tech (save DC 13) from the headset on that creature. Once used, the suggestion property can't be used again until the next dawn.

Neural RAM
Gizmo, uncommon (requires installation)

Your Intelligence score is 19 while you have this headpiece installed. It has no effect on you if your Intelligence is 19 or higher without it.

HeadCamo
Gizmo, uncommon (requires installation)

While wearing this hat, you can use an action to cast the second skin tech from it at will. The spell ends if the hat is removed.

Terrain Gloves
Gizmo, uncommon (requires installation)

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Interception Gloves
Gizmo, uncommon (requires installation)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in that hand.

Hydraulic Arm-Braces
Gizmo, uncommon (requires installation)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Telescopic Contacts
Gizmo, uncommon (requires installation)

These self-focusing contact lenses fit onto the eyeballs. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Ballistic Cloak
Gizmo, uncommon (requires installation)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Heatsink Sandals
Gizmo, uncommon (requires installation)

These airy sandals are light and cool to the touch. While you wear them, you gain the following benefits:

*You have resistance to fire damage.

*You ignore difficult terrain created by sand. You can tolerate temperatures as high as 80 degrees Fahrenheit without any additional protection. If you wear light clothes, you can tolerate temperatures as high as 160 degrees Fahrenheit.

Pneumatic Leg-Braces
Gizmo, uncommon {requires installation}

While you wear these braces, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Anti-Cloaking Emitter
Gizmo, uncommon

While on, this device runs for 6 hours on 1 small battery, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Cloaked creatures and objects are visible as long as they are in the emitter's bright light. You can use an action to reduce the light, reducing the light to dim light in a 5-foot radius.

Membrane Gloves
Gizmo, uncommon

These paper-thin gloves perfectly match the skin of the hands that wear them. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Memetic Contacts
Gizmo, uncommon (requires installation)

These flickering contact lenses fit onto the eyeballs. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the gift subscription tech (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The contacts regain all expended charges daily at dawn.

Aqua-Pack
Gizmo, uncommon

While wearing this skintight top with its mask on, you can breathe underwater, and you have a swimming speed of 60 feet. Putting the mask on or taking it off requires an action.

Hooligan's Hoodie
Gizmo, uncommon (requires installation)]

While you wear this hoodie with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the hoodie's color shifts to camouflage you. Pulling the hood up or down requires an action.

Autocord
Gizmo, uncommon

This 60-foot length of rubbery cord weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the cord and use an action to speak the command word, the cord activates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the cord to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the cord to knot, large knots appear at 1- foot intervals along the cord. While knotted, the cord shortens to a 50-foot length and grants advantage on checks made to climb it.

The cord has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the cord drops to 0 hit points, it is destroyed.

Night-Vision Goggles
Gizmo, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Engrammatic Cube
Gizmo, uncommon

This metallic, yet flexible, cube contains a miniature digital space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The cube can engrammatically store up to 500 pounds, not exceeding a volume of 64 cubic feet. The cube weighs 15 pounds, regardless of its contents. Retrieving an item from the cube requires an action.

If the cube is overloaded, punctured, or cut, it shatters and is destroyed, and its contents are scattered in the Digital Plane. The cube can be inverted, causing its contents spill forth, unharmed, but the cube must be put right before it can be used again. Breathing creatures inside the cube can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing an engrammatic cube inside a digital space created by another Engrammatic Cube, or similar item instantly destroys both items and opens a gate to the Digital Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Digital Plane. The gate then closes. The gate is one-way only and can't be reopened.

Squiz Foams
Gizmo, uncommon (requires installation)

Pound for pound, the most exquisite basketball trainers on the market, and they're not even that expensive! Look absolutely fly while you dunk on your enemies with these bad boys, yo!

While you wear these foams, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Hovercalves
Gizmo, rare

These anti-grav pods hook around your calves, allowing you to fly at a speed equal to your walking speed. The batteries in the hovercalves are good for up to 4 hours, all at once or in several shorter flights, each using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The hovercalves' batteries recharge 2 hours of flying capability for every 12 hours they aren't in use.

Creepy-Ass Theremin
Gizmo, uncommon

Have you ever heard a theremin? Shit's creepy, yo. Now imagine a theremin utilizing modern subsonic technology to produce music that's actively terrifying on a primal, instinctive level. Next level spooks.

You must be proficient with electronic instruments to use this theremin. The theremin has 3 charges. You can use an action to play them and expend 1 charge to create an eerie, otherworldly tune. Each creature within 30 feet of you that can hear you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all non-hostile creatures in the area automatically succeed on the save.

A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of the theremin for 24 hours. The theremin regains 1d3 expended charges daily at dawn.

Bandolier of HEX Grenades
Gizmo, rare

This fetching web-mesh strap comes with nine cylinders about the size of a lipstick tube. These are high explosive (HEX) grenades that pack a real wallop. When found as loot, it has 1d6+3 grenades remaining.

As an action, you can pull one of the grenades off the strap, push the little red button on the top, and throw it up to 60 feet away. When it reaches the end of its trajectory, the grenade detonates and deals 8d6 fire damage in a 20-foot radius (Dexterity save DC 15 for half damage).

The magnetic clasps in the grenades let you stick them together and hurl more than one at the same time--or even the whole damn lot of them! For each grenade after the first, increase the damage of the explosion by 1d6.

Lapel Pin of Beating Up
Gizmo, uncommon

The jewels in this Lapel Pin of a fight club flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the lapel pin, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be technical.

Bubble Helmet
Gizmo, uncommon

This item looks like a small disk of metal that sticks on the back of a wearer's neck. When the wearer submerges, a mental command causes it to unfurl a hyperglass helmet around the wearer's head. The disk recycles the wearer's exhalations and extracts oxygen from the water, ensuring a steady supply of breathable air. The helmet automatically retracts when the disc is not submerged.

Thermodynamic Optic Blaster
Gizmo, rare, (requires installation)

The perfect ace in the hole. Once installed, you can fire 3 high heat blasts at 1-3 targets (scorching ray). Though after firing, the implant must solar recharge, meaning the implant won't work again until the next sunrise, where you can then use it again. Perfect for when you need to take out a few enemies while your weapons are missing or if you want to use the element of surprise.

Force Ablation Module
Gizmo uncommon, (requires installation)

This dampening module grants you resistance to kinetic damage while installed. You are immune to kinetic-based tech that deals damage as d4s (e.g., burst shot).

Sneaky Sneaks
Gizmo, uncommon

These fine kicks absorb ambient sound and reduce joint strain. The wearer has advantage on Dexterity (Stealth) checks that rely on moving silently. Comes in a variety of colors and styles, with optional self-tying laces.

Burner SIM card
Gizmo, Uncommon

A one use communication card that red-ring-of-death's itself after used.

Upload an image of whoever it is you want to contact into the the SIM and it will find their number. Once called, you must keep the message only 20 words or less.

If the individual is some kind of cyborg/robot, you can upload 2 images right to individual brain (thing). Similarly, the image will only last 20 seconds before it is erased from the bank (said individual can still recall the image. It just won't be saved).

Calls and images cannot be traced to your location

Portable Microbrewery
Gizmo, uncommon

This large thermos-sized cylinder can hold about a gallon of liquid. It gets most of its volume by absorbing ambient moisture, but uses "brewing pods" for anything more complicated than water. Each day, the operator can set the controls to a specific formulation and pop in a brewing pod as an action. Afterward, the operator can pour the chosen liquid out of the thermos at a rate of up to two gallons per minute. The maximum amount of liquid the microbrewery can produce depends on the calibration (see below).

Once the microbrewery starts producing a liquid, it can't produce a new one, or more of one that has reached its maximum, until 24 hours have passed, which is enough time for the internal mechanisms to clean the filters and store up more moisture.

The microbrewery can produce the following liquids:

* Acid (8 ounces)

* Basic poison (1/2 ounce)

* Beer (4 gallons)

* Coffee (2 gallons)

* Hard liquor (1 quart)

* Honey (1 gallon)

* Lube (1 gallon)

* Mayonnaise (2 gallons)

* Oil (1 quart)

* Vinegar (2 gallons)

* Water, fresh (8 gallons)

* Water, not-so-fresh (12 gallons)

* Wine (1 gallon)

Himbo Top
Gizmo, Clothing, Uncommon Rarity, $$1500

This hot pink vest deliberately doesn't cover any of your glorious musculature, aside from the tiddies.

While wearing this top, you gain +1 to all Constitution saving throws, as well as advantage on Persuasion checks.

Hi-Tops
Gizmo, Footwear, Uncommon Rarity $$5000, requires installation

A pair of exceptional kicks. It's like walking on air when wearing them. Anyone from the Jam Gardens would love these.

Your jump height and length is doubled. You also gain advantage on Culture checks with regards to any topics or peoples relating to The Jam Gardens, the basketball islands.

Macro/Micro Nanite gun
Gizmo, Rare, 1lb

Using specialized nanites the Macro/Micro is designed to ensure your sizeplay is authentic as it will, when used on a target within 30ft, enlarge to double or shrink to half their size! While focusing on the subject they will continue to stay in their adjusted state for up to a minute or until your concentration is broken. The Macro/Micro gun has two different fire modes to cas enlarge/reduce. The gun is powered by a nanite well that has 10 charges and recovers 1d6 charges every day. If the If you expend the last charge, roll a d20. On a 1, the nanites have been used up and requires an expensive refill.

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