Crafting Item Listings

Below is a listing of the initial crude level items and their recipes in game that may be utilised and crafted within the system; alongside a description as to their exact nature e.g. their function or use, as well as to which tech skill they are related and craft-able. Each crafter upon gen has access to all the crude level recipes listed for their relevant tech-skill and as such can begin crafting them immediately, whilst those others listed on the following pages are from recipes of a higher level that may be also accessed as part of the 4 recipes chosen upon selection of the crafting skill. this number may be further increased by the 'extra recipes' skill as a side note.

The recipes are broken down into their relevant tech skill basis, alongside with a description of the recipe itself for reference and use. All items crafted within the system have a shelf life before the item malfunctions or breaks down due to the nature of the materials of construction, in terms of in game effects this **life time is 1 YEAR (4 events OC)** before the item ceases being of use and a new must be obtained for use. Certain factors in game may increase this life span however this is covered in other sections.

## **Craft-able Items**

Arms-Tech

(Crude) Dual Magazines – Allows the use of the 12 shot magazines

(Crude) Scopes – Allows the use of a scope on the weapon

(Crude) Extended barrels – Allows the use of an additional barrel to be attached to the weapon

(Crude) Stocks – Allows the use of a stock to be attached to the weapon

(Worn) Extended magazines – Allows use of the 18 shot magazines

(Worn) Tac-lights – Allows a detachable torch to be mounted to the gun

(Worn) Tac-pointers (laser pointers) – Allows a detachable laser pointer to be mounted to the gun

(Worn) Rig-Recharger - Allows the user to restore one hit immediately to their RIG armour

(Worn) Emitter Plating – Provides +1 Rig hit whilst equipped to the players RIG armour

(Worn) Taser Goad – Allows the user to make use of the ‘Stun’ call once per day

(Worn) Shock Prod – Allows the user to make use of the ‘Paralyse’ call once per day

(Standard) Back up Field Emitter – Provides +2 rig hits whilst equipped to the players RIG armour

(Standard) Drum magazines – Allows use of the 25 shot magazines

(Standard) Adhoc Blinders – Allows the construction of a grenade with the call of Mass Stun OR Mass Paralyse

(Standard) Grenades – Allows the construction of a grenade which may utilise the call of Mass Double or Mass Strike-down

(Standard) Mines (Frag, Stun, Paralyse, Concussion) – Allows the construction of a grenade with the call of Mass Double, Stun, paralyse, or strike down

(Standard) Energy sheath – Allows a melee weapon to call double once per hour

(Standard) Magnetic Rail Extension – Allows a ranged weapon to call double once per hour

(Standard) Kinetic Booster – Allows the user to make use of the ‘Strike-down’ call once per day whilst utilising a two handed melee weapon

(Standard) Micro serration – Allows the user to make use of the ‘Double’ call twice per day whilst utilising a one handed melee weapon

(Standard) Bunker ‘Buster’ – Allows the user to make use of the ‘Shatter’ call once per day whilst utilising a either a one handed or two handed melee weapon

Bio-Tech

(Crude) Bandages – Allows a user **WITHOUT the medic skill** to stop a bleed count as if they had the ‘staunch’ ability, but **does NOT heal any Hits**

(Crude) Container – Allows a character to carry/handle samples of mutants for study

(Crude)Dis-infectant – Item for use cleaning out moderate injuries

(Crude) Sanitizer - Item for Cleaning out Disease Effects

(Worn) Specimen Preserver – Allows for the long term analysis of mundane specimens

(Worn) Stim-packs – Restores a single body hit (This is effected by the rank of the medic utilising it)

(Worn) Synthetic Skin - Item for use during surgeries or healing to cure varying injuries

(Worn) Isotope 9 – Item for use to clear radiation Injuries (NOTE: has an RP effect on the effect player where they IC will experience a ‘high’ that will leave them very mellowed out)

(Worn)Resuscitator – Item that improves the odds of a successful surgery & may be utilised to enact
the ‘resuscitate’ call upon a terminal player (may be used up to **twice only** in this fashion before it burns out)

(Worn) Endurance Salves – Provides +1 body hit until the beginning of the following day

(Worn) Combat Steroids – Provides +2 body hit until the beginning of the following day (NOTE: Side effect – player will experience a more aggressive attitude than normal)

(Standard) Pain Blockers – Provides +3 body hit until the beginning of the following day (NOTE: Side effect – player will experience a more oblivious attitude than normal towards pain or others)

(Standard) Bio hazard container – Allows a character to carry/handle samples of radioactive material for study

(Standard) Bio-Stitches – Item for use during surgeries to cure Critical injuries

(Standard) Medi-packs – restores a characters body and rig hits to maximum

(Standard) Dermal Patch – Item for use in surgery for severe Injuries

(Standard) Stasis liquid solution – Allows a terminal character to survive until the end of the following day, though they may not take any combat actions or utilise any Neural net based skills during so.

(Standard) Base Spectrum Antidote – Removes the effects of basic poisons affecting a player,

NOTE: any newly discovered poisons will likely as not be unaffected by this consumable e.g. it will have **no effect** **on said new poisons**, and will require their own antidote identifying
to combat them.

Cyber-tech

(Crude) Analysis Software – Item that decreases the time for a successful hack by 15 seconds

(Crude) Firewall Routine – Item that improves the defence of a groups Cyber network by 5% for a downtime

(Crude) Rewrite Software – Allows a node’s priority to be rewritten to neutral

(Worn) Personal Data Cache Generator – Produces 2 single burn PDC’s

(Worn) Security Task manager – Item that improves the defence of a groups Cyber network by 10% for a downtime

(Worn) Lockout Override – Item that wipes a lockout allowing access to a sealed area

(Worn) Lockdown Subroutine – Item that allows a territory or node to be locked down for a season

(Worn) Virus Defender (AU) – Allows a user in the cyber net an extra hit and extra active upload

(Worn) Construct scanner manager (AU) – Allows a user in the cyber net an extra hit and lowers the virus’s Hits by one

(Worn) Virus neural library (AU) – Drops any basic hostile entities hits by 2 within the neural network

(Standard) Insertion Algorithm (AU) - Allows the user in the cyber net 2 extra hits and 3 additional Active Uploads

(Standard) nano-management interface – Item that decreases the time for a successful hack by 45 seconds

(Standard) Emergency reroute Package – item that allows a group to access sealed off/quarantined areas

(Standard) Malware USD (AU) – Allows a user in the cyber net a free hack whilst linked into the system, and slows down the viruses

(Standard) Contagion Purge
Protocol (AU) – Purges all basic hostile entities with hits less than 4 from the neural network

(Standard) Network Crash
Command (AU) – Disconnects all players from the neural network and causes them to ‘Drop out’; apart from the player who utilised the code who will jack out safely, after 5 minutes from the items use.

Arms Tech Augments

(Aug) Rig Booster - Rig attached to the user receives Plus 2 hits on top of its normal assigned hits

(Aug) Weapon booster - Allows the user to channel power into the weapon to call double once per hour

(Aug) System Booster - Allows the user to resist one Strike down call per hour

Cyber Tech Augments

(Aug) Augment Uplink - Start with an additional hit in the neural network

(Aug) Software Node - Can run an additional pair of Active Upload in the neural network at the same time

(Aug) Neural Booster - Gives you one escape route from the neural network when you are downed

Bio tech Augments

(Aug) Dermal Carapace - Bolsters your body hits by 3

(Aug) Dermal Diffuser - Allows the user to resist one Stun call per hour

(Aug) Mutation Gland - Causes the user to develop mutations of a certain nature (Random chance for good or bad mutations)

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