EQUIPMENT
Items and equipment, especially in a modern horror game, is such a seemingly simple yet important aspect of play. Functionally, most equipment lack stats, and if they do they typically only have a few different tags (d6, bulky, non-lethal, blast, etc). What equipment does do is give a sense of the world, and provide creative problem solving opportunities for Investigators.
Being thoughtful about what items you provide players access to, and being open to allowing for reasonable inclusion of every day items, introduces an interesting variability to play. Many times we’ll include in our scenarios a few examples of equipment sold or located somewhere, but leave open-ness as to not have to be comprehensive.
Below are some equipment examples you can use in your scenario, or to start as a launching point.
Protection
- Armored Vest (+1 Armor) $500
- Ancient Amulet (+1 Stability) $3000
- Gas Mask $150
- Facemask $20
Weapons
- Improvised or Crude (d6, bulky) $20
- Hand Weapons: Dagger, Baton, Axe (d6) $50
- Taser/Mace Combo (d6, non-lethal) $250
- Pistol (d6) $500
- Sawed off Shotgun (d4 blast, bulky) $300
- Rifle (d6, bulky) $600
- Shotgun (d6, bulky) $300
- Assault rifle (d8, bulky) $1500
- Combat Shotgun (d8, bulky) $750
- Sniper (d8 damage or d12 damage when hidden, bulky) $2500
Explosives
- Molotov Cocktail (sets area alight, causing d6 damage continually until put out) $20
- Flashbang (blast, temporarily blinds those who fail a DEX save) $75
- Grenade (d8, blast) $75
- Propane Tank (d10, blast) $50
Pharmaceuticals (HARD TO ACQUIRE)
- Tranquilizers (STR save or pass out) $250
- Poison (lose d20 STR if passes through a blood-tissue barrier) $100
- Antitoxin (stops toxins - unpleasant) $250
- Acid (d4 damage until removed, caustic liquid that burns through materials $100
- Stims (+1d4 temporary STR, +1d4 temporary DEX) $100
Investigator Gear
- Alarm Bypass $500
- Bear Trap $100
- Binoculars $100
- Blow Torch (Welding) $250
- Body Bag $25
- Bolt Cutters $40
- Car Opening Kit $150
- Chain and Lock $50
- Chainsaw $150
- Climbing Gear $150
- Comms: Earpieces $200
- Comms: Walkie Talkies $200
- Directional Microphone $200
- Drone / Advanced Drone $1500
- Good Camera $400
- Duffle Bag $50
- Duffle Bag full of Outfits $150
- Electrical Tool Kit $150
- Emergency Medical Kit $150
- Emergency Surgery Kit $300
- Fake ID $200
- Flare $20
- Forgery Kit $200
- Glass Cutting Tools $150
- Grease $30
- Handcuffs $50
- Head Lamp $25
- Laptop $1000
- Lighter $5
- Locksmith Tools $150
- Marbles $20
- Mechanical Tool Kit $150
- Metal Ball Bearings $30
- Night Vision Goggles $250
- Pharmacist Kit $250
- Portable Ram $75
- Portable Winch $250
- Pulley and Rope $40
- Road Spikes (Caltrops) $50
- Sledgehammer $45
- Spike Strip $150
- Spray paint $15
- Tarp $30
- Zip Ties $15
Supply Caches
Supply Caches are decentralized, unmarked storage locations kept in civilian population centers and locations. While these assets have primarily been deployed by the Bureau, they have been emulated by rival Factions with mixed success. Caches are used by agents to store items and stock up while in the field. Long past their hayday, where every Agent had a Supply Cache establishment stipend, they have mostly fallen out of practice due to lacking Bureau oversight. This is largely due to turnover, decentralized institutional memory, and sloppy paperwork keeps these locations hidden from even the Bureau itself.
Often filled with boxes, trunks, rarely organized well. Supply Caches are usually accessed in a hurry, sometimes doubling as a safe house but more often kept off the beaten path in order to remain hidden. The multiple redundancies means that there is no concrete list of their locations. This creates an issue as their locations are known to only a few, so it is easily lost to time. Standard Bureau practice is to use nested credit cards and accounts to pay up for locations at a minimum of 10 years.
Agents typically use Supply Caches to store and retrieve weapons, law enforcement equipment, spy tools, and Resonant Artifacts they do not want confiscated by Bureau management (often under the guise of claiming they are of moderate power, more like relics or oddities than full blown anomalies).
When creating your own Supply Caches for Investigators to find, use them as an excuse to introduce interesting items for play. Stock the Supply Cache’s with a mix of useful items, clues to the current or future scenarios, specimens, odd notes, photographs, Resonant Artifacts, weird limited use items, weapons, and equipment.
Below is a set of types of locations, a table of kinds of items to include, and an example Storage Cache.
Example Locations of a Storage Cache:
- Storm Shelter
- Storage Unit
- Trunk of an abandoned car
- Semi truck trailer
- Foot locker
- Locker in a gym
- Bowling alley
- Storm shelter
- Basement in an old lady’s house
- Elevator Shaft in abandoned building
Types of items in a Supply Cache (with Deluxe Edition annotation):
- Protective equipment
- Melee weapons
- Non-lethal weapons
- Explosives
- Chemicals
- Projectile weapons
- Tech
- Tools
- Investigator Kits
- Ammo
- Fuel
- Notes
- Evidence
- Money
- Specimens
- Seemingly mundane items
- Research
- Documentation on Omens (p.251) or scenario seeds (p.400)
- Resonant Artifacts (p.226)
###Example Storage Cache (Storage Room 216 in Kyle’s Pack & Store)
- Cot.
- Four empty biohazard containers.
- …
- Three pistols with serial numbers filed off.
- Digital camera.
- C4 Explosive with cellphone detonator.
- Simple coffin, stained with dirt, empty.
- VHS showing a ritual used to bring someone back from the dead.
- 13 cans of spaghetti-os
- Magic Bullet. Can fit into any gun. If used on oneself, your body is transported to a safe location 23.6 miles away. While the bullet doesn’t cause physical harm, the toll of using it on oneself is immense, 1d8 Stress.
- A massive map of unmarked graves.
- Reinforced handcuffs and key.
Note: Item 3 is an antimeme, self deleting from one’s memory after it is observed in any way.
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