(Items - Rad) Gear Market

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**Galactic Market**

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****Gear Market****, **Companion Market**, **Cargo Market**, **Vehicle Market**

Across the settled galaxy you can find a massive assortment of things you might like to buy, and hundreds of different currencies to buy them with. However, much of that is up to the exact design of the campaign, and thus, only the galaxy-wide marketplace, fueled by credits and governed by mega-corporations, will be covered in detail. However, this should seamlessly link up with the exchange for local currencies or purchase of trade goods for bartering on small colony worlds.

# Consumables:

Nearly all single-use gear in the galaxy is one of two things; something that you use, or something that goes in you. It's pretty rare that a combat situation, or really any tense confrontation, is resolved entirely with bullets and words. Often, one or both sides will deploy carriable tech that can give them an edge on demand. The downside, of course, if that in order for these things to be light, cheap, and easy to use, they only work once, so if you find something that turns out to really make a difference, better stock up! If you're shopping for the second catagory, specifically, you're in luck. There are endless medical centers, back-worlds docshops, and shady street corners selling all manner of body, mind, and perception-altering drugs. Some of them will make you a new, whole person again. Some of them can make you better socially, physically, or otherwise. Some can even make you forget your whole life and leave you blissfully drifting through an abstract dreamscape. The limit is purely on how deep your pockets go.

# Ballistic Weapons:

For as long as there have been different group of living beings, they have been killing each other. And while the technology advances to suit, ultimately it changes little; close range, or long range? In reality there are a huge variety of weapons in the galaxy, and everyone has their favorite; some look for unmastered, but cutting-edge, magnetic or gravity weapons, while others trust in the ancient tradition of gunpowder and lead.

# Energy Weapons:

For many, the idea of metal bullets has always been crude; ancient tech from a less civilized age. A huge variety of ways to cause untold bodily harm have been invented that forgo standard physical projectiles. Popular are plasma weapons, firing dense clusters of superheated particles, and more recently ultra-high power lasers, made viable by advances in energy storage tech, but there are plenty of far more exotic weapons in the galaxy, if you know where to look.

# Specialty Weapons:

From tools designed for heavy-duty tasks that prove sufficient in combat, to weapons designed for specific exotic tasks other than lethality, there is a great number of items a person could take up in defense that might not be on a standard weapon menu.

# Digital Tech:

Local and planetary internets, and the galactic aethernet, plus every localized computer system, robot, terminal, space ship, vending machine, electric toothbrush... All of it can be connected to, manipulated, used, hacked, and enhanced. There are a massive range of tools related to the digital world, and more are created every day by someone looking for an edge over others.

# General Equipment:

Day to day work cannot happen without a truly massive array of tools, equipment, supplies, and gear. There's no possible way to list everything here, but this list should be an ever-more comprehensive list of useful things of note that might give ideas on how to overcome a certain challenge, or ways to be more successful. As always, there's a hundred versions of every item, and if you want something specific, shop around! There may be someone with just what you need.

# Spell Cards:

For a very long time, magic was taught with books and years of practice. Those times are largely long gone, however. Basic spells have been reduced to the magic equivalent of punch cards; each one is a list of programming-like instructions for the flow of magic that allows anyone with the skill to channel mana to cast the spell in the card simply by focusing. These are very, very complex to design, so the industry is understandably not huge, but at least low production costs make them accessible to many. Rather than the tier of spell card determining bonus to roll, the bonus comes from the amount of mana expended, from 0-5.

# Flight Cards:

The dream of flight is an everlasting one. Countless earth-bound creatures have looked up into the sky and wondered what it might be like to soar through the air, free as a bird, and maybe occasionally doing cool stunts. Well, more than ever that has come within practical reach of many. There are cybernetic wings, rocket packs, and sometimes even natural limbs that allow flight. Flight cards represent a serious of complex maneuvers necessary to pull off these effects, as well as power very slight gravitational fluctuations that make many of them possible. Without the cards, many find flight to be tiring, difficult, and sometimes downright impossible. While it might not seem important, mana is a good representation of the mental effort needed to reliably pull these things off.