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Picks by CaliberPRCapRngSZ/HandBatterySaveWeightCompYearStreet Value*
Caliber I
Armor or protective gear (see Table 4.12 —pages 232–233)
Acid, mild 1 0.1 lbs. $10
Flare gun 20 ft. D/1h 4 shots +9 2 lbs. 17/+0 1970s $75
Grapple gun, standard 75 ft. D/1h +8 5 lbs. 25/+1 1950s $300
Lodging, 1-star hotel/flop house $20/night
Medical gear, blood expander (×3) T/1h 1 use each +2 0.1 lbs. 17/+0 1980s $25
Medical gear, liquid skin patch (×3) T/1h 1 use each +2 0.1 lbs 25/+1 1990s $50
Medical gear, antibiotic shot (×3) T/1h 1 use each +2 0.1 lbs. 20/+1 1940s $15
Medical gear, antivenin shot (×3) T/1h 1 use each +2 0.1 lbs. 20/+1 1900s $25
Medical gear, atropine shot (×3) T/1h 1 use each +2 0.1 lbs. 22/+1 1980s $50
Medical gear, stimulant shot (×3) T/1h 1 use each +2 0.1 lbs. 15/+0 1970s $30
Security device 1 $500
Caliber II
Armor or protective gear (see Table 4.12 —pages 232–233)
Acid, commercial 2 0.1 lbs. $100
Invitation, local gathering $500
Lodging, 2-star hotel/rectory $50/night
Security device 2 $2,000
Caliber III
Armor or protective gear (see Table 4.12 —pages 232–233)
Any 2 Caliber I Security picks ∆
Acid, corrosive 3 0.1 lbs. $300
Grapple gun, winch 75 ft. S/1h +8 12 lbs. 25/+1 1960s $500
Lodging, 3-star hotel/loft $125/night
Security device 4 $7,500
Caliber IV
Armor or protective gear (see Table 4.12 —pages 232–233)
Any 2 Caliber II Security picks ∆
Acid, concentrated 4 0.1 lbs. $1,000
Invitation, regional gathering $5,000
Lodging, 4-star hotel/ranch house $250/night
Security device 6 $30,000
Caliber V
Armor or protective gear (see Table 4.12 —pages 232–233)
Any 2 Caliber III Security picks ∆
Acid, industrial 5 0.1 lbs. $2,500
Drone, security 24 hours** 2000s $100,000
Lodging, 5-star hotel/mansion $600/night
Security device 8 $100,000
Reputation/Net Worth Only
Invitation, international gathering 15/$750,000
Security device 10 15/$750,000
* When this item may only be requested by spending Reputation or Net Worth, this column lists that cost.
** When turned off, this drone fully recharges in 8 hours.
∆ These picks may not be split again (e.g. a character may not use a Caliber V pick to gain 2 Caliber III picks and then use each of these Caliber III picks to gain 2 Caliber I picks).