Items

A bell chimes, a page loads, or a deal is made in an alley. However you obtain your goods, you must first choose.
The following page describes the items available in Galactico along with their universally regulated prices.
Items are an integral part of Galactico, and can be weapons, armour, bionics, tools, and so on. There is no limit on how many items you may carry but make sure what you can hold makes sense, and keep realism in mind when deciding how long it will take you to swap weapons or change clothes.
Items usually grant some sort of bonus. While you are holding the item, you may use it as is described. If it is worn or carried, you may receive the bonus while doing so. Certain items must be used, and you may do so with the “!use <item>” command.
If the item can be used multiple times, such as a weapon or piece of clothing, do not use it with the command as it will be destroyed. If you accidentally do so, let a moderator know and they will make sure the item makes its way back to your inventory.
==Weapons==
===Ranged===
¤1 - Ship-issue Ray Gun
: An old, clunky weapon. It shoots a small pulse of energy. +0 to hit, ranged. Damage Rating 1. One-handed.
¤1,000 - Ballistic Grenade
: A devastating thrown explosive. Grants +2 to Throw, Damage Rating 5. Single use.
¤2,000 - Pulse Rifle
: A standard-issue semiautomatic rifle. +1 to hit while wielding, ranged. Damage Rating 2. Two-handed.
¤3,100 - Energy Pistol
: A pistol powered by a rapidly recharging energy source. Grants +2 to Ranged Attack while wielding, or +4 to Ranged Attack while dual wielding. Ranged, Damage Rating 2.
¤4,500 - Machine Pistol
: A lightweight pistol with 2 fire modes. Rapid Fire: Grants +3 to Ranged Attack, Damage Rating 2. Single Shot: Grants +1 to Ranged Attack, Damage Rating 3. Ranged.
¤8,000 - Sniper Rifle
: A ballistic rifle built for extreme range. Can only be used at long range. +3 to hit while wielding, ranged. Damage Rating 3. Two-handed.
¤10,500 - Minigun
: A heavy handheld weapon which fires a constant stream of deadly lead. -1 to hit while wielding, Damage Rating 4. On a miss of 5 or less, deals a hit with Damage Rating 2. -1 Agility while carrying.
===Melee===
¤350 - Shuriken
: A single-use thrown weapon with sharp blades. +2 to hit while wielding, ranged. Damage Rating equal to half of the wielder's Athletics rounded up.
¤2,000 - Power Gauntlet
: Enhances the wearer's strength and allows for much harder punches. +2 to hit while wielding, melee. Damage Rating 2. One-handed.
¤2,600 - Bayonet
: Can be attached to any ranged weapon, granting you +1 to Melee Attacks while wielding it. Damage Rating 2.
¤3,900 - Energy Knife
: A light, one-handed weapon with a blade of white-hot energy. +1d2+1 to hit while wielding (or +1d4+1 if dual-wielding), melee. Damage Rating 2. One-handed.
¤7,600 - Grav Hammer
: Huge and heavy, this hammer slams into enemies hard by shifting an artificial gravity field around its head. +2 to hit while wielding, melee. Damage Rating 3. Two-handed.
¤8,200 - Tesla Sword
: A vicious electrified blade which can be set to stun, paralyse, or vapourise. +1d3 to hit while wielding, melee. Damage Rating 1-5. One-handed.
==Wearables==
¤1,900 - AnyStitch
: A tube of nanobots which can be programmed and released into any clothing to make it look like any other item of clothing without taking away any roll bonuses.
¤3,000 - Body Armour
: Basic protective gear good against punches and low calibre bullets. +2 to Defence and +1 to Dodge when worn.
¤3,100 - Time Ring
: This ring randomly pauses and plays time around the hand of the wearer. +1d4-1d3 to Precision-based skills when worn.
¤4,000 - Disruption Belt
: A belt which generates a warped and shifting image around you and makes you harder to hit at range. +2 to Defence and Dodge vs ranged.
¤6,100 - WhisperSuit
: An advanced image projection suit which shows the onlooker what is behind the wearer, rendering them and their equipment nigh invisible. Grants +1d3+1 to Stealth. Cannot be worn with armour.
¤7,600 - Tower Shield
: A huge sturdy shield with impact spread technology. Takes bullets with ease. +4 to Defence skill. One-handed.
==Tools==
¤500 - Analysis Kit
: A small kit with tools which allows you to take a little body fluid and discover your strengths and weaknesses. Allows the use of the :?rank command once in an in-character channel.
¤3,500 - Omnitool
: +1d4 to Craft & Repair when in use.
¤4,300 - PsiScan
: Scans any object and compares it to an immense database. +1d4 to Gather information skill when in use.
==Character Modification==
¤5,000 - Reallocation Pass
: Allows you to reallocate 1 stat point.
¤5,000 - Specialist Pass
: Allows you to change one of your classes to any other, provided you have the requisite stats.
¤5,800 - FaceShift Appointment
: An appointment with the FaceShift clinic. With their surgical and chemical expertise, you can change minor features such as hair or eye colour, your entire appearance, and even sex to your specifications.
¤6,800 - Body Tech Arm
: A brand new neurally integrated bionic arm. With the assistance of a medic, this customisable arm can be attached to an armless shoulder to return full capabilities and grant +1 to Move Object and Throw, as well as +1d3-1 to Melee Attack or Ranged Attack as long as the arm is in use.
¤8,700 - HUD Lenses
: Contact lenses to be surgically inserted into your eyes, these gadgets project a heads up display directly to your vision. +1 to all Perception skills when worn. (!use HUD when you have them installed by a medic).
¤11,000 - Mind Chip
: To be uploaded via a terminal with an organic (or otherwise) interface connection, this chip gives you +1 skill point.
==Mechs==
¤35,000 - Wreck-Tech Speed Class Mech
: A wearable suit of powered armour build for speed. When worn, grants +1d3 to Athletics, +1 to Dodge, +1 to Defence, and -1 to Precision. Allows for a vertical jump of 10 metres, or a horizontal leap of 20 metres.
¤36,000 - Wreck-Tech Power Class Mech
: A wearable suit of powered armour build for force. When worn, grants +1d3 to Strength, +1 to Defence, and -1 to Precision. When struck, reduces the Damage Rating of the incoming attack by 1.
==Consumables==
¤150 - Love Potion by Arina
: A strongly scented perfume and cologne series that ads claim boost your attractiveness to everyone around you! +1 to one Charisma roll. Use upon rolling.
¤200 - Focusaid
: A fast-acting drug which gives the user +2 to one Ignore Pain or Detect Motive roll. Use upon rolling.
¤300 - Medkit
: +1d6 to Medicine checks. Single use.
¤400 - Stimpak
: This syringe can be injected in the field for a boost to your abilities. +1d3 to one roll. Use upon rolling.
¤500 - Psychostimulant
: This drug increases activity in the central nervous system which augments the user's senses. It is known to be addictive. +3 to Precision and Intelligence for 1 roll. Use upon rolling. -5 to all stats thereafter until a 4 is rolled on a d4. Roll may be repeated in #ic-commands with each post after the first. Repeated use resets bonuses.
==Misc==
¤1 - Earpiece
: Allows bi-directional contact between you and other wearers. Also features GPS tracking.
¤1 - Miscellaneous Goods
: Goods which represent items such as construction materials or food which have no effect and are otherwise unavailable in the store. Use !buy x misc where x is the number of credits you wish to spend.
¤200 - Space Ferry Ticket
: Allows travel between two ports. One way.