Standard Items are items which will be assumed to have standard traits as listed in this document. Magical items, such as Winsel's Luggage, are listed on the Extras page. Some standard Items are restricted only to certain groups. Others will cost XP. For the purpose of RP, we've included the standard price of some items to help establish a price guide for the sim. For the most part, we do not keep track of the money particular characters may have. Players are trusted to RP fairly -- if your character is a waitress, she probably should not be buying a top of the line, luxury, decked out vehicle. We have a rule-of-thumb that almost anyone can have items which can be found on amazon.com or walmart.com for under $250.00 in our world. Those kinds of items do not need to be marked on your character sheet. "C" is the notation for Credits.
On this list, things which cost XP or which have (ST) beside them need to be marked on your character sheet. For others, just keep notes on how they were ICly acquired.
We will be adding to this list over time, so always be checking back to see more items.
A gallon of water (container not included)
1C/gallon in the Reach (Above and beyond rations)
5C/gallon in the Tear (Above and beyond rations)
Water is usually free in the Depths, but hoarding or bespoiling the Well water is usually met with some very angry looking people trying to lynch you. Note that there ARE some small streams that flow to the well within the forest. They tend to be patrolled for abuse.
Water Rations Side Note:
Google tells us that the estimated water use of an average person in the United States is 100 gallons per day in 2016. We have decided that a full water ration is 60 gallons per day. This means:
Reach Citizens get 90 gallons of water per day for free, and could likely take a normal 8-10 minute shower daily.
Tear dwellers get 21 gallons of water per day for free. Most Tear Citizens bathe in communal baths across the city. Baths cost between 2C and 20C depending on the bathhouse. Baths in the Red Zone bathhouse, for instance, would normally cost 10C, but Iron Guild members get a discount, so only end up paying 2C. Most bathhouses give a free glass of cold water along with the bath, so that people don't try to drink the bathwater. It is customary to tip your bath attendant, and towels may be extra.
Many Tear dwellers do not have running water. Some use nearby water pumps, which are activated by a fingerprint tied to your credits, and begin to charge you once you've gone over your daily ration. Some wealthier areas of the Tear may have running water.
Water in the Depths is not rationed. There are several small waterfalls for creeks feeding into the Well where people bathe. Soaps are not used because they might bespoil the water, but rather some natural plant extracts are used to help clean the body.
Most of the rationed water is greywater. This is re-used or returned water that should not be consumed. A fairly common practice in the Reach is collection of greywater for re-sale to the Tear. Greywater sources are always marked with a yellow and black warning sticker. Clothing is washed in greywater that may not be safe to consume in large amounts, but is fine for skin contact. Toilet water is usually the last stop for greywater. Water in the Reach from taps can be consumed. Water in the Tear from taps is not always trustworthy to drink, and often boiled in the morning and left to cool for the next day.
A single dose of anti-rad medication. Note that Reach Citizens recieve a weekly dose rather than daily, which would cost 7 times as much, but is free to them. 1C/day for Reach Citizens, though it's basically deducted from their wages. 5C for non-Reach Citzens, per day.
B-rads. Bathtub rads made by Roach chemists. .25C
Typical Human Arm Replacement:
ZetaCorp Vat-Grown:1 week wait for growing, plus operation scheduling, 6,000C, 1 year warranty. All nerve function restored perfectly within five days of operation. Or so they SAY.
Level 2 Fleshcrafter For-Hire W/Old Arm: (Aka, just put my old arm back on.) Immediate, 2,000C, no warranty. Up to two weeks for full functionality to be restored. May have some "twitches" for up to a month.
Level 2 Fleshcrafter For-Hire W/No Arm (from scratch): However long to get reagents, 4,000C, no warranty. Up to two weeks for full functionality to be restored. May have some "twitches" for up to a month.
ZetaCorp Augmenter Standard: However long to get the supplies, 8,000C, three year warranty. Regular software updates. One week learning time for use - lessons from ZetaCorp. Potential to upgrade. May have some "twitches" for up to a month.
ZetaCorp Augmenter High Grade: However long to get the supplies, 12,000C, three year warranty. Regular software updates. One week learning time for use - lessons from ZetaCorp. Potential to upgrade. These augments look like flesh, and even bleed when punctured. Nobody will know the limb is not real. More resilient than real flesh. Security software installed, as well as backup power.
Chop Shop Augment: However long to get the supplies, 4,000C, no warranty. No training sessions, learn on your own. These tend to not have as high quality parts and need repairs more often. They tend to look more "sketchy", less polished. May have some "twitches" for up to two weeks. But definitely not any ZetaCorp tracking software in this one.
Chaupa: About 30C for a quarter ounce. Cafes often sell "Chaupa Caps" which are about 1.5 grams pressed into a smokable lump for around 6C.
Weed: Slightly harder to grow on Juniper. About 75C for a quarter ounce.
Crystal-C: Typically sold in 8ths of an ounce. 100C
Crave: Pill form, 75C per pill, usually liberally cut with synthetic Molly. Liquid form, pure, 300C per hit. Taken as eyedrops, orally, or injected.
Sway: 40C per sticky-patch.
Tobacco: Tobacco is somewhat hard to find on Juniper. Most people substitute "white chaupa", which is an extremely weak form of chaupa soaked in mild synthetic stimulants. It's said to relax you and perk you up at the same time. Many people think that longterm white chaupa use can cause health problems. 4C for a half-dozen cigarettes.
"Lefties" aka Leftover Ramen at Upmarket. Popular among the poor, this ramen tends to contain noodles, broth, and whatever other ingredients were not purchased the day before. There's also "Potato Lefties" which are more of a stew with taters. The serving is large, and most people bring a sealable container, so that they can eat the second half later. 5C/serving, 25C for the "Family Pot", which can essentially feed a family of five for two days.
Grandma Gretta's Famous Drapple Tarts. One-time winner of the dessert category of the Upmarket Culinary Competition, Grandma Gretta has been making Drap-apple tarts for years. The apples are grown in her little home orchard in the Depths, and she comes to the Tear twice a week to sell all sorts of famous apple goods. The tarts are the most famous, but even plain apples sell really well, as they seem to be a special variety grown just by Grandma Gretta. During the winter she sells hot apple cider. 4C per tart. 20C for a half-dozen.
Screaming Cho's Pho. Cho has no time for you, or your dallying and questions. Do you want pho or not? Hurry up. No, she can't make it without that one ingredient just special for you. No, she can't make it less spicy. Also, stop asking her for to-go boxes. Basically, Cho has the worst customer service in Upmarket and pretty much insults everyone who comes to her stall. Sadly, she's such a wonderful cook that nobody even cares. Cho sells whatever Cho is cooking that day. You get it exactly as Cho made it. No substitutions. No changes. ALWAYS 8 CREDITS. IT IS ON THE SIGN. CAN'T YOU READ? 8C per serving.
Alberto's Pizza. Alberto is a large man, with a large laugh, and large pizzas. A favorite UpMarket attraction, Alberto sings and tells jokes as he cooks. Alberto has a couple extra arms, and he uses a few of them to cook, and a few of them to gesture while he tells stories. Beyond his large personality, he's known for his wild and original pizzas...like gummi bear pizza, and pork dumpling pizza. Basically, anything you could conceive as being pizza, and sometimes, things you would thing SHOULD DEFINITELY NOT be pizza, he's put on a pizza. 3C a slice, 18C for the whole pizza pie.
Gate Fare. Portal fare between the various levels of the city restricts many of the poorer citizens from excessive travel. It's not uncommon for "window shopping in the Reach with several friends" to be a once-a-year birthday trip for poor teenage girls from the Tear between all of their gate fares and Antirads. And many citizens of the Depths trade more on barter, so they must go out of their way to get credits in order to use the portal. The EverDark bazaar usually has some money changing booths. Much of the gate money goes towards running the Nexus Shelter, keeping portals functioning on Juniper and in Space, and exploration to establish new portals. 10C for adults, 3C for children below 10. Gate fare is one way.
VolSe Insurance: People who buy VolSe often also buy insurance. Because if a VolSe dies while in your employ, contracts usually specify you owe their family 5x to 10x the amount of the original contract, many people buy insurance which pays out to the VolSe's family if they can prove they were not directly involved in the death. Since most people don't want the reputation burn that comes from losing one of their VolSe (most retailers will not sell to you if a VolSe has died suspiciously while in your employ), they tend to take good care of their VolSe. Insurance prices depend on the contract price. Contracts do not pay out if it can be shown the VolSe killed themselves.
Purchase Price for VolSe Servants (2yr contract). (Note that these are starting figures and tend to go up from there. Many VolSe contracts are purchased by corporations or businesses. 20,000C for two years of work - often more than 40 hours a week, is much more cost effective than 25,000C+ per YEAR of wages for less work. However, 20,000C+ would allow someone to purchase a car and become a taxi driver, or get an augment that would allow them to do higher paying work, or pay for a child's education, so it's worth it to many for the two year sacrifice.)
Low end manual labor: 20,000C
Master craftsman, single craft: 40,000C
Low end sex worker: 20,000C (Price goes up from there depending on beauty, skills, powers, etc. Sex workers with rare skills or beauty can demand intense contracts.)
Entry level VolSe Pit Fighter: 40,000C (Some people like to fight their VolSe in pit fights for gambling purposes)
Magic Worker: 45,000C on up.
High End Magic Worker (Rare Magics or Powers, Level 3+ in a Magic): 60,000C on up.
Exotic Pet: 80,000C (Pets are usually scouted based on traits desired filled out by potential owners. They tend to go to single owners rather than ending up being owned by a corporation or group.)
(Note that it is standard in the Tear to dock 20% for the Iron Guild's tax. These are all just averages. Your character could make more. Or less, in that same position.)
Starting Dock Worker: 14C/hr
Experienced Dock Worker: 25C/hr
City Laborer: 10C/hr
Starting UpMarket Cook: 13C/hr
Experienced UpMarket Cook: 27C/hr
Starting Veshya: 8C/hr
Oiran: 1,000,000 C/yr (or more)
MASS Doctor: 300,000 C/yr
MASS Surgeon: 500,000 C/yr
Top R&D Scientist: 700,000 C/yr
Rookie ZEN Officer: 75,000 C/yr
Steamtown Shop Worker: 20,000 - 35,000 C/yr
Steamtown Shop Owner: 50,000 - 80,000 C/yr
Rookie Ice Miner (non-captain): 40,000 C/yr
Rookie Depth Driller (non-captain): 65,000 C/yr
Weatherman for WDUK: 100,000 C/yr
Starting Tear Bartender: 20,000 C/yr
Tear Bar Owner: 70,000 (after expenses) C/yr
Reach High End Nighclub Owner: 250,000 (after expenses) C/yr
Reach Ad Exec: 500,000 C/yr
Rookie Succulents Holoderby Player: 100,000 C/yr
Pets and NPCs:
Pets: Normal domesticated animals with no combat abilities, skills, or magical abilities are fine to be owned by players as pets without approval. So, you could have a dog, a cat, etc. Farm animals can be owned by those who live in the Depths, as that's really the only place you could keep such an animal. If your character belongs to another faction than the Thorns and you're keeping farm animals in the Depths, you will need to contact the STs.
Magical and Combat Pets:XP can be spent on pets to "buff them up" so to speak, giving the magical powers or combat abilities. Note that these are about as expensive as they would be to add to yourself, and that if your pet is lost or killed, you may just be out the XP for a while. This is to prevent people making hugely powerful pets to send into fights, letting them get killed, and then making a new pet right away. Pets can also be difficult to manage and give an unfair advantage in combat, so we do not make it especially cheap to procure one. You may only have one magical or combat pet (or NPC) per character, and it counts towards your total of "special items".
NPCs: NPCs generally work like pets, in most circumstances. An NPC who is a fairly normal person who doesn't really have any abilities, skills, or magics is fine to have. This might be an NPC nanny who watches your off-screen children. It could be a housekeeper (though we do encourage employing PC housekeepers when possible) who simply answers the door and cooks your food. Maybe you have an NPC neighbor who waters your plants. These things are considered "flavor" or "utility" NPCs, and do not require approval.
Magical and Combat NPCs: Occasionally, people will spend XP on NPCs to "buff them up". One example may be a businesswoman from the Reach who often has to travel to the Tear. Perhaps it would not be IC for her to learn combat skills, but would be IC for her to have a bodyguard. These work basically like Magical/Combat pets.
Business NPCs: Businesses can be assumed to have NPC employees in them during business hours. Because there are 20 million people in the city, many of them working night shifts, it is not unusual for businesses to be open at night as well. Even if there is not a PC in a business, you can assume that there is some sort of clerk or shopkeeper if you wish to RP inside that business. However, one should not assume that because nobody APPEARS to be in there that nobody actually is, and that it's safe to steal or damage the business. Occasionally, there may be a "text emitter" at the front entrance of the business which gives further information about when the business is open and what kind of NPCs might be inside.
Faction Guard NPCs:Main faction HQs can be assumed to have guards. There's always some burly Rockfang hanging out in the Thorns tavern, looking for troublemakers. The Iron Guild and ZetaCorp both have guards in front of their buildings who will respond to instances of trouble within the building or people attempting to break in. Exos League hires mercenaries to patrol their docks. Even the Traversers employ Guardians of the Gates to remove people from the floating islands who aren't supposed to be there. They are close enough to the Nexus Shelter, as well, to respond to trouble there. Subfaction areas may or may not have guards. Never assume you can break into a main faction HQ without ST assistance.
Storyteller NPCs: Storytellers often play NPCs to push story and plots. Some of these NPCs are recurring characters. Sometimes the NPCs are fairly normal people, just there to add flavor or information. But, sometimes, these NPCs may be frighteningly powerful villains, and not able to be brought down by a single character alone. Characters of this power level are not to be played frivolously, or continuously, but only for story purposes. STs are encouraged to ask themselves before playing an NPC of this nature, "What story purpose do I have to bring in this NPC at this time?", "What is the outcome I am seeking by playing this NPC?" , and "Have I balanced this NPC so that playing against it is fun, and not futile or a grind?"
Single/Multiple Use Items:
Some skills allow for the production of single use or multiple use items. These items would be things like potions, which can be imbibed once for an effect, talismans that work for a certain number of days, or scrolls that work and disappear after one reading. There's not always a lot of fun in being able to craft items like these and not give them or sell them to other people. However, that can create a bit of a connundum for the STs, who will not know who has what items. In general, the process for creating these is to submit an ST ticket. The STs will work with you on the effects of the items, and how many can be produced. We then ask for you to reply to the ticket whenever you give one of the items away, and let us know who it has been given to. We hope to institute a better system of tracking these things down the line, which may make it easier for both STs and players alike!
Magic Items, and advanced Tech Items are considered "special items" for the purposes of the special items/powers count. These items will generally require XP to purchase. Even if someone else makes the item for you, you will have to spend XP to have, and use, the item if it increases your powers in a significant way. Occasionally, these kinds of items will be rewarded for free through RP, but for the most part, they cost XP. We most prefer if these items are created by PCs who have the ability to create the item. The usual process is to send in an ST ticket regarding what is to be made. The STs will work with you on what the powers of the item can be, and whether any special items or ingredients need to be procured. Once everything is acquired, an RP should be done to create the item. The RP is posted to the forums, and the ST ticket updated with a link. The STs will then deduct XP for that item accordingly.
Magic items usually need to have good explanations and limitations to their powers. Recharge times should be considered. If it is a tech item, it may need a power source. What other limits does the item's power have? Good limitations and constraints will increase the possibility of your special item getting approved. Sometimes, we may not approve an item, even though it technically COULD be made, simply because of how much it would potentially unbalance the sim IC. But usually, we will attempt to work with you as best we can. Note always that you can only have three special items at this time. This includes pets, npcs, magic items, or unique powers/magics.
Gauss Weaponry: Low end 200C | High End: 450C and up
Propellant Weaponry: Low end 80C | High End 250C and up
Electrolaser Weaponry: Unavailable to general public; ZEN officers get one standard issue.
Pulsed Energy Weaponry: 850C and up
Kinetic Weaponry: Cost Variable, depnding on nature of weapon and its construction method.
Laser Whip: Unavailable to general public. Free to Krewe of Endymion
Plasmic Sword: 450C and up
Rai-Jhav: 375C and up
Mundane Weaponry: Cost Variable, depnding on nature of weapon and its construction method.
Armor & Tactical:
Gas Mask: 100C for great quality. Some lesser quality ones can be found in the Tear as cheap as 40C.
Standard patrol Kevlar vest: 400C in the Reach.
Night Vision Goggles: 500-1500C. (1xp)
Hoverboard: Like a skateboard, but without wheels. Can only lift approx 1-3ft, and doesn't work in the Depths. Starts at 150C but can get quite expensive for a handmade custom trick board. Does not require Flight extra since you can only get a foot or two off the ground.
Appearance Generator: This is a tiny nanite cluster that flies, tracking your movement, and projects a change in appearance onto you. Standard appearance generators will change your looks to humanoid, and you usually have to get a particular look programmed in. It's considered ethically wrong, and most reputable generator stores won't do it, to program your appearance to look exactly like someone else. If you want to do that, contact an ST. You can also get programs that will let you change your hair color or eye or skin color, makes you look like you have horns or a third eye, etc, but for each "mod" the cost increases. None of the things it generates are functional. Starts at 40C for an off-the-shelf look, and 150C for a customized one.
Datajack phone: The kind of device that plugs into your datajack. You can buy an old used one in Dimetown for 50C. May be dangerous. Convenience stores and pawn shops have low end ones for about 150C. Fancy new ones can cost 500C or more.
Radfilters: Used red radfilters cost about 5C, and brand new ones cost 15C (both can be cleaned and re-used). High end Blue Radfilters can cost 300C and last for 3 days at a time.