CLOTHING: Wearable items that grant boosts to core stats, effort, or offer unique game bonuses. Some clothing items might also have drawbacks.
GEAR: These are technology-based urban loot items like smartphones, watches, and cameras. They provide a range of unique utilities and bonuses, depending on the specific item.
STREET FOOD: These items offer healing or stat boosts, giving temporary enhancements for the next roll or for a set number of rounds.
WEAPON: These are primarily used for making Ultimate attacks or blocking incoming damage. They can often be improvised objects and are usually destroyed after use.
KEEPSAKE: A significant personal item, provides a reroll or boosts the Ultimate Effort. It seems like this item has a strong emotional or backstory connection to the character.
CLUE: These are objects that directly impact the narrative and can potentially affect the direction of the adventure. They might be tied to quests, riddles, or plot points.
NPC: While not a traditional form of loot, these characters can become allies to the player, thus serving as a form of 'social loot'.
MASTER: A special type of NPC that can teach the player new Special Moves, thereby providing a different form of progression.
STREET FOOD
Mad Master Mochi:CUNNING rolls are EASY for d4 ROUNDS
Gorilla Grilled Skewers: Heal a massive amount of HP (d12).
Steamed Punk Dumplings: Automatically CRIT your next WILL roll.
Fresh Fruit Smoothie: Heals a minor amount of HP (d6).
Champ’s Churros: AGILITY rolls are EASY for d4 ROUNDS.
Baba’s Bubble Tea: Gain 2d4 POWER points.
Urban Samurai Sushi: Grants 1d4 POWER and grants +1d4 to WILL for the SCENE.
Brawler's Burger: Heals all HP. AGILITY checks are HARD for d4 ROUNDS.
Trickster Tacos: Grants 1d4 POWER and adds +1d4 CUNNING for the the SCENE.
Warrior Waffles: Restores 1d6 HP and grants a bonus +1d4 LIGHT effort for the SCENE.
Vagabond Vegan Wrap: Grants 1d8 POWER and boosts your WILL by +1 for the next roll.
Combatant's Crepe: Restores 1d6 HP and allows for an additional MEDIUM d6 roll on your next action.
Pit Fighter Poutine: Restores 1d10 HP and gives a +1 BRAWN for the next roll.
Shadow Slider Sliders: Grants 1d4 POWER and gives a bonus LIGHT d4 roll on your next stealth action.
Bouncer's Burrito: Restores 1d8 HP and adds +1d6 to BRAWN for the next roll.
Street Fighter's Falafel: Grants 1d6 POWER and boosts CUNNING by +1d4 for the next roll.
Agile Acai Bowl: Grants 1d4 POWER and grants a +1d4 to AGILITY for the next roll.
Berserker's BBQ Ribs: Restores 1d10 HP and gives +1d6 to your BRAWN for the next roll.
Champion's Chicken Shawarma: Grants 1d8 POWER and adds a LIGHT d4 roll on your next defense action.
Dynamo's Donuts: Restores 1d6 HP and boosts your WILL by +1d6 for the next roll.
Eagle Eye's Empanadas: Grants 1d4 POWER and grants a +1d4 to CUNNING for the next roll.
Frenzy Fighter's Fried Rice: Restores 1d6 HP and gives a MEDIUM d6 roll on your next attack.
Grapple Guru's Gyro: Grants 1d8 POWER and adds +1d4 to GRAPPLE for the next roll.
Hotfoot's Hotdog: Restores 1d4 HP and boosts AGILITY by +1d4 for the next roll.
Ironfist's Ice Cream: Grants 1d8 POWER and grants a LIGHT d4 roll on your next WILL action.
Juggernaut's Jerky: Restores 1d6 HP and MEDIUM effort on your BRAWN actions for the next roll.
K.O. King's Kebabs: Grants 1d8 POWER and boosts your CUNNING by +1 for the next roll.
Lightspeed's Lemonade: Restores 1d4 HP and adds +1d4 to your AGILITY for the next roll.
Mammoth's Mac & Cheese: Restores 1d8 HP and gives a MEDIUM d6 roll on your next WILL action.
Night Ninja's Nachos: Grants 1d6 POWER and boosts CUNNING by +1d6 for the next roll.
Overdrive's Onion Rings: Grants 1d4 POWER and gives a LIGHT d4 roll on your next AGILITY action.
Punch Drunk's Pizza: Provides an automatic success on next DEFENSE roll.
Quickstep's Quesadilla: Grants 1d4 POWER and boosts AGILITY by +1 for the next roll.
Rumble's Ramen: Restores 1d6 HP and gives a +d6 roll on your next GRAPPLE attempt.
Titan's Tofu Stir Fry: Restores 1d4 HP and boosts BRAWN by +1d4 for the next roll.
Blitz Biriyani: Restores 1d6 HP and gives a +d6 roll on your next AGILITY action.
Torpedo's Tamales: Restores 1d6 HP and gives a +d6 roll on your next AGILITY attempt.
Armlock's Apple Pie: Grants 1d4 POWER and adds +1d4 to your GRAPPLE for the next roll.
Banshee's Banh Mi: Restores 1d6 HP and boosts WILL by +1d4 for the next roll.
Fury's Fried Chicken: Restores 1d6 HP and gives a MEDIUM d6 roll on your next BRAWN attempt.
Harbinger's Hotcakes: Restores 1d4 HP and gives a +d4 roll on your next WILL action.
Impulse's Ice Pops: Grants 1d6 POWER and boosts CUNNING by +1d4 for the next roll.
Jolt's Jalapeno Poppers: Restores 1d6 HP and boosts your AGILITY by +1 for the next roll.
Kingpin's Kettle Corn: Grants 1d6 POWER and adds a LIGHT d4 roll on your next CUNNING action.
Mystic's Muffins: Grants 1d4 POWER and boosts WILL by +1 for the next roll.
Savage's Sausage Rolls: Grants 1d6 POWER and gives a LIGHT d4 roll on your next BRAWN action.
Slammer's Spaghetti: Restores 3d4 HP and provides a MEDIUM +2 bonus to all
Cyclone's Curry: You go first next SCENE
Shocked Shaved Ice: Chi based attacks
Danger Dango: Take 1d4 DAMAGE and gain +2 to all ATTACKs.
GEAR
Pocket Drone: A small drone that can scout ahead or distract enemies. Gives +1 to your AGILITY checks to avoid surprise attacks.
Bluetooth Earbuds: Pump up your favorite tunes to get in the fighting mood. Restores 1d6 POWER when you take a moment to listen to your jam.
Fitness Tracker: Keeps track of your heart rate and other vital stats. Restores 1d4 HP after each successful REST.
Skateboard: Makes getting around faster and fun. Increase your move range from NEAR to FAR.
Graffiti Can: Make your mark wherever you go. Add +2 to your WILL checks when trying to intimidate with street art.
Wireless Headset: Stay in touch with your team. Gives +2 to your roll when assisting or being assisted by a teammate.
Smart Glasses: Augmented reality glasses. Gives +2 to your STUDY checks when trying to analyze an enemy or situation.
First Aid Kit: Basic medical supplies. Restores 1d6 HP when used, has 3 uses.
Boxing Gloves: Allow for safer hand-to-hand combat. Reduce damage taken from BLOCK failures by 1.
Noise-Cancelling Headphones: Block out distractions. Makes STUDY checks EASY.
Street Map: Helps navigate the urban jungle. Reduces the TARGET difficulty for TRAVEL challenges.
Laptop: Useful for research and hacking. Gives +2 to CUNNING checks when dealing with electronic systems and gathering information online.
Binoculars: See from afar. Gives +2 to CUNNING checks when trying to spot distant objects or people.
Rollerblades: Speedy travel on flat surfaces. Increase your move range from NEAR to FAR for three moves.
Smart Watch: Tracks your vitals. Restores 1 POWER after each scene.
Action Cam: Record your battles. Gain 1 POWER point after a victorious fight.
Portable Speaker: Pump up the jams. All CHEER actions give an additional +1 bonus.
GPS Tracker: Never lose your way. Reduces TARGET number by 1 for navigation challenges.
Lock Picking Set: For when you need to get through locked doors. Adds +2 to CUNNING checks related to lock picking.
Hacky Sack: A fun game and good training. Increase AGILITY by 1 for the next roll after playing with it.
Sketch Pad: Document scenes or communicate visually. Add +2 to CUNNING checks related to visual communication or drawing.
Graphene Rope: Lightweight and strong. Useful in various situations, from climbing to trapping enemies.
Prepaid Burner Phone: For anonymous and disposable communications.
Multi-tool: Contains various tools like screwdrivers, a mini saw, etc. Add +2 to any BRAWN or CUNNING checks requiring a tool.
Pepper Spray: Temporary blindness and pain. Can be used to create a HARD situation for an enemy's next roll.
Compact Mirror: Reflect light or peek around corners. Adds +2 to SECOND WIND checks.
Retro Cassette Player: A statement of style and distraction. Add +2 to your WILL checks that benefit from inspiring music or causing a distraction.
Duct Tape: For a multitude of quick fixes. Add +2 to any CUNNING checks involving repair or makeshift solutions.
Gas Mask: Filters harmful gases. Provides immunity to gas-based attacks or hazards.
Chalk: Useful for marking paths or creating temporary art. Can be used for navigation or communication.
Portable Gaming Console: Helps to relax and refocus. Restores 1d4 POWER during TRANSITIONS.
Pocket Knife: Small but useful in various situations, add +2 to any checks requiring a cutting tool.
Headlamp: Free up your hands while lighting the way. Adds +2 to any checks requiring light in dark places.
Yoga Mat: For meditation and exercise. Start each dat with 1d4 POWER.
Slingshot: Simple but versatile. Can be used for ranged LIGHT attacks or creating distractions.
Striker’s Sports Drink: A refreshing drink for athletes. 3 uses.
Energy Bar: A quick snack for energy. 3 uses.
Smoke Bombs: Obscure vision and aid in escape. When used, they make the situation HARD for enemies' next roll.
Body Armor: Light but tough protective gear. Reduces damage taken from LIGHT attacks by 1.
Umbrella: Shield from rain or sun. Can also be used as an improvised weapon or to block ranged attacks.
Collapsible Staff: Handy for self-defense and various situations. Can be used for MEDIUM attacks or to reach distant objects.
Laser Pointer: Point out distant items or distract. Adds +2 to your CUNNING checks when pointing out distant items or distracting.
Rain Poncho: Stay dry in wet weather. Makes TRAVEL challenges EASY in wet conditions.
Zip Ties: Quick and secure binding solution. Adds +2 to CUNNING checks when tying or binding.
Harmonica: Create music or signal others. Restores 1 POWER when played, can also be used to signal from a distance.
Microfiber Towel: Quick-drying and lightweight. Recover 1d4 HP after each scene.
Deck of Cards: Useful for games and magic tricks. Adds +2 to CUNNING when attempting deception attempts.
Survival Whistle: Signal for help or distract enemies. Can be used to call for help or create a distraction.
Engraved Zippo Lighter: Useful for starting fires or illumination.
Hand Sanitizer: Maintain hygiene in the city. Restores 1 HP when used, has 10 uses.
Audio Recorder: Record conversations and notes. Makes challenges EASY when recalling conversations or info.
Reusable Shopping Bag: Carries 2 ITEMS.
Tour Guidebook: Learn about local landmarks and history. Adds +2 to checks when navigating or understanding the city.
Coffee Thermos: Stay caffeinated. Restores 1d4 POWER when used, has 2 uses per day.
CLOTHING
Scrapper's Scarf: +1 BRAWN. Adds +1 to your BLOCK defense.
Hand-me-down Hoodie: An oversized, comfortable hoodie. +1 WILL. Gain +1d4 POWER when you perform a successful SECOND WIND.
Steel-toed Boots: Durable and dangerous. +1 BRAWN. Add a LIGHT d4 EFFORT to your first attack each combat.
Neon Windbreaker: Flashy and slick. +1 AGILITY. The first TAUNT you make each combat is EASY.
Vintage Pilot Jacket: An old school leather jacket. +1 BRAWN. The first CHEER you make each combat boosts the ally's next roll by an additional +1.
Sweatband of Swiftness: Increases reflexes. +1 AGILITY. Any AGILITY check you make for INITIATIVE is EASY.
Leather Leggings: Tough and stylish. +1 BRAWN. The first BLOCK you make each combat is EASY.
Weighted Wristbands: Adds force to punches. +1 BRAWN. Your PHYSICAL MOVE FLURRY adds an extra attack.
Denim of Defiance: Jeans with personality. +1 WILL. GAINING POWER POINTS from taking damage grants an additional point.
Dynamo's Denim Jacket: Cool and casual. +1 CUNNING. Add +1 to your TRICKSTER roll for deception.
Graffiti Gloves: Tagged by the best. +1 CUNNING. Your first HIT & RUN MOVE each combat deals an extra LIGHT d4 EFFORT.
Jumpman's Jersey: Athletic wear of champions. +1 AGILITY. Jumping in combat is EASY for you.
Brawler's Bandana: Shows you mean business. +1 BRAWN. Add a LIGHT d4 EFFORT to GRAPPLING attempts.
Trickster's Trench Coat: Full of hidden pockets. +1 CUNNING. The first INTIMIDATE you make each combat is EASY.
Gambler's Suspenders: Sharpens the mind. +1 CUNNING. The first STUDY you make each combat reduces the current TARGET by an additional 1.
Runaway's Ripped Jeans: Well-worn and flexible. +1 AGILITY. Your RUSH MOVE has an additional +1 to its roll.
Street Sage's Shawl: Warm and wise. +1 WILL. Gain +1 MASTERY point when you successfully CHALLENGE YOUR PASSIONS.
Snapback of Speed: A stylish cap. +1 AGILITY. Your RUSHER MOVE is EASY for you.
Trainer's Tank Top: Athletic wear that breathes. +1 AGILITY. Your HIT & RUN MOVE allows you to move an additional step to NEAR.
Shades of Subterfuge: For a shady look. +1 CUNNING. Gain a LIGHT d4 EFFORT to your TRICKSTER roll for deception.
Ruffian's Ripped Shirt: Shows off your muscles. +1 BRAWN. The first SHOVE GAMBIT you make each combat is EASY.
Wingtip Warriors: Stylish and swift shoes. +1 AGILITY. Your first PARRY each combat is EASY.
Wisdom Woven Wool Cap: Keeps your mind sharp. +1 CUNNING. Your first STUDY each combat reduces the TARGET by an additional 1.
Street Shaman's Sarong: Embroidered with spiritual symbols. +1 WILL. Your ENERGY BOLT MOVE deals an additional LIGHT d4 EFFORT.
Runner's Rash Guard: Flexible and fast. +1 AGILITY. Your first FLURRY MOVE each combat has an additional attack.
Pugilist's Pendant: A token of toughness. +1 BRAWN. The first BLOCK each combat is EASY.
Breakdance Bandana: Allows for fluid movement. +1 AGILITY. Your first DANCE OFF each combat is EASY.
Combatant's Capris: Breezy and flexible. +1 AGILITY. Your UPPERCUT MOVE knocks the opponent farther to the ground.
Jester's Jersey: Distraction is an art. +1 CUNNING. Your first TRIP GAMBIT each combat is EASY.
Brazen Brass Knuckle Necklace: A declaration of intent. +1 BRAWN. Your first COMBO each combat is EASY.
Parkour Parachute Pants: Ample room for movement. +1 AGILITY. Your JUMP MOVE lets you go first, not last.
Sneaky Street Hoodie: Perfect for blending in. +1 CUNNING. Your first BLINK MOVE each combat costs -1 POWER to use.
Rebel's Wrist Wrap: A sign of resistance. +1 WILL. Your SECOND WIND restores an additional 1d4 POWER.
Leather Jacket: This tough leather jacket adds +2 to your BRAWN. It restores 1d4 POWER when you successfully BLOCK an attack.
Fingerless Gloves: These gloves are perfect for bare-knuckle brawling. Add +1 to your LIGHT EFFORT.
Stylish Silk Scarf: This stylish scarf gives you a suave look. It adds +2 to your CUNNING checks when trying to deceive or charm someone.
Biker Boots: These heavy-duty boots add +1 to your MEDIUM EFFORT and make your KICK SPECIAL MOVES EASY.
Chain Necklace: This hefty necklace increases your GRAPPLE EFFORT by +1d4.
Track Pants: These comfortable pants make you agile and nimble. Add +2 to your AGILITY checks when attempting to dodge.
Combo Bandana: This bandana gives you a rugged look. It restores 1d6 POWER when you successfully land a COMBO.
Tattoo Sleeves: These intricate tattoos intimidate your opponents, giving you +2 to your WILL when trying to intimidate.
Spiked Bracelets: These menacing bracelets add +1d4 to your HEAVY EFFORT.
Camouflage Cargo Pants: These pants are ideal for stealthy moves. Add +2 to your CUNNING checks when trying to hide or move silently.
Combat Boots: These rugged boots add +2 to your BRAWN when performing kick-based SPECIAL MOVES.
Ballet Shoes: These delicate shoes add +1d6 to your AGILITY when performing evasive maneuvers.
Motorcycle Helmet: This sturdy helmet adds +2 to your BLOCK rolls.
BadassBeanie: This cozy hat restores 1d4 POWER when you successfully land a HEADSHOT.
Retro Sunglasses: These stylish sunglasses add +2 to your CUNNING checks when trying to look cool or intimidate.
Fuzzy Slippers: These comfy slippers restore 1d4 HP after each successful REST.
Surfer Shorts: These shorts give you a laid-back look. They add +2 to your WILL checks when trying to remain calm.
Varsity Jacket: This jacket gives you a classic look. It adds +2 to your LIGHT EFFORT when performing punch-based SPECIAL MOVES.
Motorcycle Jacket: Adds +1 to BRAWN for defense checks.
Parkour Sneakers: Add +2 to AGILITY for movement checks.
Leather Hip Flask: Add +1 to BRAWN checks for resisting intoxication.
Studded Gloves: Add +1 to BRAWN for grappling checks.
Brave Bandana: Add +1 to WILL checks when resisting intimidation.
Leather Chaps: Add +1 to BRAWN checks for riding motorcycles.
Bucket Hat: Add +1 to WILL checks against sun glare or heat.
Steel Toe Boots: Add +1 to BRAWN for kicking attacks.
Windbreaker Jacket: Add +1 to AGILITY checks against wind or rain.
Sweatbands: Add +1 to WILL checks.
Designer Sunglasses: Add +1 to CUNNING checks for charisma or deception.
Cargo Shorts: Add +1 to CUNNING checks for carrying extra loot.
Hoodie: Add +1 to CUNNING checks for blending in or hiding identity.
Knee Pads: Add +1 to AGILITY checks for maneuvers involving knees.
Elbow Pads: Add +1 to BRAWN for elbow strikes or defense.
Skater's Helmet: Add +1 to BRAWN checks for defense against head blows.
Gold Chain: Add +1 to CUNNING checks when trying to impress or intimidate.
Silver Bracelet: Add +1 to WILL checks when trying to resist charm or influence.
Diamond Stud Earrings: Add +1 to WILL checks for resisting distraction or confusion.
Leather Wristband: Add +1 to BRAWN checks for melee attacks.
Steel Knuckle Rings: Add +1 to BRAWN checks for punching attacks.
Rubber Band Bracelets: Add +1 to AGILITY checks for sleight of hand or quick reflexes.
Hoop Earrings: Add +1 to CUNNING checks when trying to negotiate or persuade.
Glowing LED Necklace: Add +1 to AGILITY checks in low light conditions.
Ankle Chain: Add +1 to AGILITY checks for dance or acrobatics.
Pearl Necklace: Add +1 to WILL checks for maintaining composure.
Beaded Bracelets: Add +1 to WILL checks for concentration or meditation.
Camo Bandana: Add +1 to CUNNING checks when trying to blend into a crowd or avoid detection.
Leather Choker: Add +1 to BRAWN checks for intimidating or aggressive actions.
Heart-Shaped Locket: Add +1 to WILL checks when trying to charm or win over someone.
Aviator Sunglasses: Add +1 to AGILITY checks for perception or spotting details in bright light.
Studded Wristband: Add +1 to BRAWN checks when engaged in melee or close-quarters combat.
Graffiti Snapback Hat: Add +1 to CUNNING checks when blending into an urban environment.
Zodiac Sign Pendant: Add +1 to WILL checks when dealing with mysticism or supernatural.
Dragon Ring: Add +1 to AGILITY checks when performing acrobatic or nimble actions.
Safety Pin Earrings: Add +2 to CUNNING checks when trying to mend or repair something.
Suede Fringe Vest: Add +1 to AGILITY checks for stealthy or silent actions.
Tiger Eye Ring: Add +1 to CUNNING checks for hunting or tracking.
Horned Skull Pendant: Add +1 to checks when attempting to intimidate or scare.
Shark Tooth Necklace: Add +1 to BRAWN checks when performing HEAVY attacks or swimming actions.
Colorful Beaded Hair Ties: Add +1 to AGILITY checks for acrobatics or dance moves.
Canvas Belt with Carabiners: Add +1 to AGILITY checks for climbing or rappelling.
UV Reactive Face Paint: Add +1 to AGILITY checks in dark or low light environments.
Engraved Dog Tags: Add +1 to BRAWN checks for resilience or endurance.
Baseball Cap: Turn it backwards to ad +2 to ranged ATTACKs
Crystal Pendant: Add +1 to WILL checks for spiritual or magical actions.
Neon Shoelaces: Add +1 to AGILITY checks for footwork or running actions.
Stealth Sneakers: Silent and comfortable. Gives +2 to AGILITY checks when trying to sneak.