Building Items
New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time!
Concept and Role
A new magitech item might be important later in the story, or its role might be as simple as a fun shadow-themed item for the witchwarper that uses Twisted Dark Zone. Keep your concept in mind to guide you through the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items.
Item Level
Comparison
Item Effects
Special Abilities
The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-rank spell cast once per day (perhaps haste), then it should be at least a 7th-level item. A basic spell chip is a good example. However, a spell chip is flexible and can contain the most effective possible choice for its spell rank (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a spell chip.
If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences.
Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones.
Constant Abilities
Activation Actions
Scaling out of Usefulness
Bonuses
For attack bonuses, AC, and saves, the minimums match tactical- and higher-grade weapons and armor. Skill bonuses come on a wider range of items. Some are more broadly useful, so an Athletics item might be more expensive than an equivalent Piloting item. Gaining a bonus to Perception is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus.
| Statistic | +1 | +2 | +3 |
|---|---|---|---|
| Attack bonus | 2 | 10 | 16 |
| AC | 5 | 11 | 18 |
| Save (resilient trait) | 8 | 14 | 20 |
| Skill/Perception | 3 | 9 | 17* |
| * This is also the minimum level for apex items. | |||
Designing by Type
Ammunition
Armor and Weapons
The specific item should cost more than the base grade armor or weapon would with just basic weapon and armor upgrades, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include weapon upgrades in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal weapon upgrades system. That's not always bad since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic. If you just want to create armor or a weapon with upgrades and no extra special abilities, you can do so. The Price of such an item is the sum of all the upgrades' Prices, and its level is that of the highest-level weapon upgrade on the item (if higher than the grade of the weapon).
Runes & Upgrades
Augmentations
Held Items
Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters that specialize in unarmed attacks. A soldier might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat.
Medical Items
Spell Ampoules
Spell Chips
Spell Gems
Shields
Upgrades
While the upgrades in Player Core are exclusively for armor and weapons, you can design bespoke upgrades that apply to other items when necessary. Upgrades that go on items other than weapons and armor should define that the item can only use one upgrade, as only armor and weapons can get additional upgrade slots. In most cases, you're better off designing a higher grade for the item or designing a bespoke item that functions alongside other specific equipment, such as the reusable grenade shell.
Worn Items
Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items.
Fill in the Numbers
DCs
| Item Level | DC |
|---|---|
| 1 | 15 |
| 2 | 16 |
| 3 | 17 |
| 4 | 18 |
| 5 | 19 |
| 6 | 20 |
| 7 | 23 |
| 8 | 24 |
| 9 | 25 |
| 10 | 27 |
| 11 | 28 |
| 12 | 29 |
| 13 | 30 |
| 14 | 31 |
| 15 | 34 |
| 16 | 35 |
| 17 | 37 |
| 18 | 38 |
| 19 | 41 |
| 20 | 43 |
Item Prices
Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like tactical weapons and apex items. So an advanced weapon is 1,000 credits at 4th level.
Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting.
Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build. Especially strange ones might fall into the gap between two levels.
Consumables
| Level | Price |
|---|---|
| 1 | 30–40 credits |
| 2 | 41–70 credits |
| 3 | 71–120 credits |
| 4 | 121–200 credits |
| 5 | 201–300 credits |
| 6 | 301–500 credits |
| 7 | 501–700 credits |
| 8 | 701–1,000 credits |
| 9 | 1,001–1,500 credits |
| 10 | 1,501–2,000 credits |
| 11 | 2,001–3,000 credits |
| 12 | 3,001–4,000 credits |
| 13 | 4,001–6,000 credits |
| 14 | 6,001–9,000 credits |
| 15 | 9,001–13,000 credits |
| 16 | 13,001–20,000 credits |
| 17 | 20,001–30,000 credits |
| 18 | 30,001–50,000 credits |
| 19 | 50,001–80,000 credits |
| 20 | 80,001–140,000 credits |
| Level | Price | Core Item |
|---|---|---|
| 1 | 100–200 credits | |
| 2 | 250–350 credits | tactical weapon |
| 3 | 450–600 credits | +1 skill item |
| 4 | 750–1,000 credits | advanced weapon |
| 5 | 1,250–1,600 credits | tactical armor |
| 6 | 2,000–2,500 credits | |
| 7 | 3,000–3,600 credits | |
| 8 | 4,150–5,000 credits | advanced armor |
| 9 | 5,750–7,000 credits | +2 skill item |
| 10 | 8,200–10,000 credits | superior weapon |
| 11 | 11,600–14,000 credits | superior armor |
| 12 | 16,400–20,000 credits | elite weapon |
| 13 | 24,000–30,000 credits | |
| 14 | 36,000–45,000 credits | elite armor |
| 15 | 53,000–65,000 credits | |
| 16 | 79,000–100,000 credits | ultimate weapon |
| 17 | 120,000–150,000 credits | +3 skill item, apex item |
| 18 | 186,000–240,000 credits | ultimate armor |
| 19 | 304,000–400,000 credits | paragon weapon |
| 20 | 520,000–700,000 credits | paragon armor |