Designing by Type

The following guidance applies to items of various types.

Ammunition

Ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one since otherwise the effect is essentially a free action on top of a Strike. This is particularly important for extremely lowlevel ammunition since a highlevel character could use that ammunition for every Strike without noticing the credit cost. Remember that activated ammunition doesn't function with Area or Automatic weapons. If the ammunition doesn't deal normal Strike damage on a hit, remember to say that! Dealing damage is the default.

Armor and Weapons

Specific armor and weapons have a minimum grade and varying number of upgrade slots, so you have a lot of space to design. Choose abilities that feel attached to the fact that they're weapons or armor; for instance, a painglaive with extra-long teeth that you point at an enemy to launch bits of steel is more on theme than one that casts wall of steel in an unconnected way.

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

Runes and upgrades should never be on the same weapon. Runes (including spells and effects that confer runes) only function on archaic weapons, like those found in Pathfinder. Upgrades (including spells and effects that use upgrade slots) only function on weapons with the analog or tech traits. There are some explicit exceptions, such as hardlight handwraps, but if those items have upgrade slots, they should never have runes (and vice versa).

Augmentations

Augmentations are very similar to worn magic items, except you have far fewer slots and they're much more challenging to swap out. They often confer benefits like ancestry and heritage features, such as new movement speeds and senses. Be aware that 1st-level augmentations can be selected at character creation using options such as the Cyberborn background. The only augmentations that don't use slots should be apex items and augmentations such as moodskin that confer little to no mechanical benefit and are usually level 0.

Held Items

Usually, held items should require manipulation to use, with Interact activations. They're most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like.

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

Medical items are consumables such as hypopens, medpatches and serums. These can be crafted using Serum Crafting, so these items tend to be on the weaker end for their level, with lower prices. These items are capable of fantastical things but should remain distinct from the effects of magic items, like spell ampoules that duplicate spells. Avoid medical effects that feel too much like magic. Medpatches and sprayflesh provide sources of reliable healing without magic. Hypopens help remove a few common conditions ranging from sickened to drained and require counteract checks when removing afflictions. Serums can provide a varied number of effects, including temporary item bonuses to skills.

Spell Ampoules

Spell ampoules, also known as spell amps, allow you to literally inject yourself with magic. Since the action of injecting yourself isn't easy to split up, they take only a single action to activate. This advantage makes spell ampoules that replicate spell effects incredibly powerful, and it's the reason spell ampoules are nearly always higher level than spell gems with similar effects.

Spell Chips

You won't need to design basic spell chips, but you might want a special spell chip. When designing a new special spell chip, your spell chip's level will usually be 1 to 2 levels higher than the basic spell chip, depending on the magnitude of the special effect. You can always design a new tech or hybrid item with a spell chip permanently installed, but make sure it uses a spell thematically appropriate with the base item. Remember that if you make the spell chip 2 levels higher, it's now competing with spell chips of a spell a whole level higher, so the special effect should be worth that cost!

Spell Gems

You'll never need to design a new spell gem, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a spell gem of its level—or faster to activate—you should probably raise the item's level or adjust the effect.

Shields

Use existing shields as benchmarks to determine a shield's Hardness, HP, and BT for a shield of that grade using the same traits. New shields shouldn't exceed the hardness and HP values of those in Player Core without significant drawbacks, and you can use the magnitude of the reduction to build room for creative defensive abilities.

Upgrades

Many items can be improved by installing upgrades into an item's unused upgrade slot. Upgrades are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining upgrades can make things overcomplicated. Compare to other properties to determine the right level.

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

Worn items vary wildly in their effects, but all magic and hybrid items with the invested trait take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or “—” if you could imagine someone wearing 10 or more with no difficulty). Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic.

Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items.