These are items that can be bought from stores or crafted and used for various bonuses or to increase the range of possibilities for things you can do to solve various situations. They are given the following stats:
Cost: The purchase price of the item. This is also used to determine how you would craft the item.
Weight: The weight of the item in pounds. Some items may be too heavy to carry around with you.
Uses: While most are N/A, some items are consumable and only have a number of uses before they're empty.
Plug: Yes or no, determines whether or not the item needs steady heavy-duty power, generally provided from a wall outlet, to function. If the rating is "Rechargeable X", then it provides 3 hours of power for every hour plugged in, for a maximum of X hours of power.
Measuring Tape
Cost: $10
Weight: .5
Uses: N/A
Plug: No
Use two hand actions with this item to determine any one dimension of something within an eighth of an inch, up to 100 feet.
Crank Flashlight
Cost: $15
Weight: 1
Uses: N/A
Plug: No
This portable light source casts visible light in a 45 degree cone up to 60 feet. Its battery lasts an hour, but six hand actions worth of recharging is enough to fill its battery. The crank is fairly loud, however, and doing so when you're trying to hide gives you a -5 penalty to your hide rolls.
Solar Lamp
Cost: $50
Weight: 2
Uses: N/A
Plug: No
This larger, yet still portable, light charges in the sun, and 4 hours of direct sunlight or 8 hours of overcast light will provide enough power for this lamp to last for 4 hours. It casts visible light for 40 feet in all directions.
Walkie-Talkie
Cost: $100
Weight: .5
Uses: N/A
Plug: Rechargeable 50
A multi-frequency radio that must be used in conjunction with other walkie-talkies. These ones have an effective range of 5 miles.
Tent
Cost: $150
Weight: 10
Uses: N/A
Plug: No
This rugged quick-set tent takes only two minutes to set up and provides shelter from the elements. It's large enough to house four medium-size creatures and has 40 HP if that comes up.
Sleeping Bag
Cost: $50
Weight: 5
Uses: N/A
Plug: No
Often bought in conjunction with a tent, sleeping bags protect their occupant from extreme temperatures.
Ladder
Cost: $65
Weight: 15
Uses: N/A
Plug: No
Extendable up to 20 feet, this can be used to quickly scale surfaces without the need for rope-climbing skill. You may move half your normal movement speed on a ladder.
Rope
Cost: $30
Weight: 15
Uses: N/A
Plug: No
50 feet of sturdy rope. Tie people or animals up as needed, use to cross pits or carefully descend, or combine with a grappling hook to get up to places you otherwise can't. When traveling up or across a rope, your movement speed is one quarter normal and based on your strength instead of your agility. You must also make a Gym/Strength roll of 3 every round or fall from the rope.
Grappling Hook
Cost: $100
Weight: 5
Uses: N/A
Plug: No
When attached to a length of rope, this will let you snare it onto objects and climb to otherwise inaccessible spots. Using it is a Martial Arts/Agility roll with a difficulty determined by the GM. Remember to keep your throwing range into account.
Zipline Pulley
Cost: $150
Weight: 5
Uses: N/A
Plug: No
Used with a rope, this device will let you rapidly move from the upper edge of the rope to the lower end. With this, you move across a rope at a speed of between 50 and 100 feet per round(you choose).
Portable Television
Cost: $100
Weight: 1
Uses: N/A
Plug: Rechargeable 10
With a tiny screen and even tinier receiver, the picture and sound quality on this device are lacking, but still enough to pick up signal transmitted up to 50 miles from Mahou City's TV broadcast tower, providing entertainment and keeping the watcher up to date on the city's goings-on and emergencies.
Television
Cost: $200
Weight: 30
Uses: N/A
Plug: Yes
Like the portable television, but decidedly less portable. This one, however, is large enough to gather your friends around as you watch. It only needs to be plugged in to charge it, and a 5-hour charge will give it 10 hours of watch time.
Multi-Media Player
Cost: $100
Weight: 3
Uses: N/A
Plug: Yes
Whether it's a cult classic movie on ancient magnetic tapes, a digital disc with step-by-step instructions on maintaining your giant mecha, or a crystal holo-vid of your crush begging you for your help with their homework assignment, this device can interpret the data and output it to any Television you own.
Gaming Console
Cost: $400
Weight: 5
Uses: N/A
Plug: Yes
Featuring the best games mad scientists can come up with, this device requires a television to work but can provide hours of entertainment and the specific game you've been playing might have been practice for something that's just come up in your real life. For every hour spent playing it, you gain a +2 bonus to a single roll that the GM deems appropriate. Up to four players can spend time on the same gaming console.
Home Theater System
Cost: $3000
Weight: 250
Uses: N/A
Plug: Yes
Though you probably won't be able to take it out into the woods with you, you can invite your friends over to show off your movies, games, and other media doodads. It comes with a 10-foot wall screen and multi-channel surround sound speakers. Anyone who partakes in your new den of awesome regains 1 MP every half hour in addition to whatever else is going on in the room.
Arcade Cabinet
Cost: $2000
Weight: 200
Uses: N/A
Plug: Yes
While not as versatile or portable as a gaming system, it is the ultimate status symbol for anyone interested in video games. It's also designed to be comfortably used while standing up, and the controls are well-built enough to give anyone who has used it before for at least five hours a +2 bonus to their rolls made when competing against someone else at the machine. That doesn't amount to much when playing against another veteran, though. There are also people who say that arcade machines allow someone to enter a zen-like trance, which can restore a martial artist's chi pool at a rate of 1 per 15 minutes.
Utility Belt
Cost: $40
Weight: 2
Uses: N/A
Plug: No
A belt with multiple pockets of varying sizes that goes around your waist. Only one can be worn at a time, and does not preclude the wearing of other clothing. It holds up to a dozen 2-pound or smaller items, making them accessible with a single hand action.
Bandolier
Cost: $25
Weight: 2
Uses: N/A
Plug: No
Essentially a utility belt worn over the shoulder, this has the same function but takes up the shoulder slot.
Quiver
Cost: $15
Weight: 2
Uses: N/A
Plug: No
Though it goes over the shoulder, it doesn't take up your shoulder slot, and can be used to hold arrows of any kind. You can only wear one quiver per shoulder, and it holds up to 100 arrows. If you have mixed arrow types in a single quiver, you must make a gym/accuracy roll of 5 whenever you pull out an arrow to get the one you want, otherwise you pull out a random arrow. You can avoid this by spending an extra hand action to get the right arrow out.
Water Purification Kit
Cost: $65
Weight: 5
Uses: 10
Plug: No
This comes with a mini-steamer, a filter and iodine tablets that remove all of the gunk from nearly any water supply. A single use of the kit takes five minutes and purifies up to five gallons of water. While the filter and steamer are re-usable, the iodine tablets run out. Replacing them costs one quarter the price of the kit.
Scuba Rebreather
Cost: $150
Weight: 1
Uses: N/A
Plug: No
A kit with goggles and a face mask, taking up the eyes slot, that allows you to breathe underwater with an oxygen tank. The tank has five hours of air in it, and when it's empty it must be refilled or replaced. Extra tanks have a cost of 10% the rebreather's cost.
Oxygen Extractor
Cost: $500
Weight: .5
Uses: N/A
Plug: No
Though much more expensive than a scuba rebreather, this tiny mouthpiece eliminates the need for bulky tanks and can operate indefinitely.
Rock Climbing Kit
Cost: $200
Weight: 10
Uses: N/A
Plug: No
Pulleys, climbing rope, and various fasteners able to be secured in nearly any kind of rock allow you not only to ascend surfaces too steep for the average character, it also is strong enough to allow one character with a gym skill of 3 or higher to assist two others on their journey up the rocks, letting the character using the kit make the rolls for his friends.
Binoculars
Cost: $300
Weight: 3
Uses: N/A
Plug: No
These allow a character to see things that are farther away by using a single hand action. By twisting a knob in the middle, the zoom ranges from 2x to 10x. A character using binoculars to scout gains a bonus of +3 on Accuracy rolls to see something at a distance.
Waterproof Bag
Cost: $20
Weight: 2
Uses: N/A
Plug: No
While the backpack that each student is given is incredibly useful, some students prefer to rough it out in the wilderness. This bag holds up to 100 pounds worth of items and keeps them fully protected from the elements.
Water Bottle
Cost: $5
Weight: .5
Uses: N/A
Plug: No
A simple yet rugged bottle which holds up to a liter of water or other liquid.
Crowbar
Cost: $25
Weight: 5
Uses: N/A
Plug: No
A metal bar with wedges on either side that can be shoved in between things to increase leverage and pry open or apart a number of things. When applied correctly, grants a +3 bonus to strength checks to open things. It can also function as a weapon, used as a Billy Club, but unless the price is paid for it both as a billy club and as a crowbar, the crowbar cannot be enchanted, affected as a weapon by beneficial spells or given superior quality enhancements.
Fishing Pole
Cost: $10
Weight: 1
Uses: N/A
Plug: No
With this pole, a character gains a +2 bonus to rolls made to catch fish. Generally, that's a Home Ec/Intelligence roll.
Bait Kit
Cost: $5
Weight: .5
Uses: 5
Plug: No
Only usable in conjunction with a bait kit, using it when you go fishing adds an additional +3 to your fishing rolls.
Lighter
Cost: $5
Weight: .5
Uses: 20
Plug: No
A flick-on lighter full of fluid, provides steady flame for up to an hour. Great for starting campfires.
Chain
Cost: $50
Weight: 10
Uses: N/A
Plug: No
Much stronger and harder to break than rope, this 10 foot length of linked chain can be used for a number of things. The difficulty to break chain with a strength roll is 20.
Zip-Ties
Cost: $10
Weight: 1
Uses: 10
Plug: No
Zip-ties can be used to lock things together or restrain someone. In either case, the difficulty to break a ziptie with a strength roll is 15, and a character whose hands are ziptied behind their backs gets a -3 penalty to their rolls to break it. You need something sharp to break these with.
Padlock
Cost: $50
Weight: 1
Uses: N/A
Plug: No
A lock that can be placed on any number of containers or on chain, increasing the difficulty to open it. Padlocks require a 25 strength roll to break and can only be opened normally with a key or a lockpick set, the latter of which requiring a science/agility roll of 15. Stronger locks can be bought, with each step up doubling the price and increasing both difficulties by 5.
Combination Lock
Cost: $50
Weight: 1
Uses: N/A
Plug: No
Like a padlock, but using a memorized combination rather than a key. It has the same difficulty to open, but requires a science/intelligence roll to open instead.
Lockpick Set
Cost: $250
Weight: 2
Uses: N/A
Plug: No
Including a number of tiny picks and a stethoscope for opening all kinds of locks. Grants a +5 bonus to anyone trying to unlock a lock with it.
Grinding Wheel
Cost: $300
Weight: 60
Uses: N/A
Plug: Yes
A character with a Gym skill of 2 or higher can use this item for five minutes to sharpen a slashy or pokey weapon, giving it a +1 bonus to all damage it deals for the remainder of the day. A weapon can only benefit from one sharpening bonus at a time.
Weapon Rack
Cost: $75
Weight: 10
Uses: N/A
Plug: No
A stand that can display up to 12 different melee weapons. When interacting with nerds who are interested in weapons or other warriors, you gain a bonus of +1 to social rolls if your rack has at least 3 weapons on display at the time, a +2 if it has at least 8 weapons, and a +3 if it is filled.
Armor Stand
Cost: $50
Weight: 15
Uses: N/A
Plug: No
A stand for your armor that helps its padding keep its proper shape and leaves all of the pieces in the right place. It takes 2 fewer rounds than normal to don armor from an armor stand, and if the armor was left on the stand overnight, it gains a +1d4 bonus to the first soak roll you make while wearing it.
Polishing Oil
Cost: $20
Weight: 1
Uses: 5
Plug: No
Gleaming armor is more intimidating armor. When a character uses 20 hand actions to apply this oil(10 if the armor is on an armor stand) to a suit of armor that provides 3 or more dice of protection, that armor also grants a +1 bonus to any intimidation rolls made while wearing it.
Yoga Mat
Cost: $30
Weight: 2
Uses: N/A
Plug: No
By sitting on this roll-up straw mat, your meditations are made easier. For every hour spent meditating on this yoga mat, roll 2 of your personality die, add them, and regain that much of your Chi pool.
Training Dummy
Cost: $100
Weight: 100
Uses: N/A
Plug: Yes
These dummies are designed not only to take a beating, but to have various things like bells affixed to them to allow for more versatile training. When utilizing a training dummy, the time it takes you to learn a technique is cut by 20%.
Zen Garden
Cost: $30
Weight: 15
Uses: N/A
Plug: No
While it must be worked on to maintain it, the rewards for doing so can be well worth it. By spending an hour each week to groom the tiny box of sand and rocks, every day that you see it you gain your Martial Artist facet level in bonus that can be spent, +1 max per chi attack, on martial artist chi attack spellcasting rolls.
Weight Set
Cost: $200
Weight: 150
Uses: N/A
Plug: No
While you'll become stronger on your own through the lessons you learn at MSF High, some people choose to go the extra mile with their own weight set. Using these for half an hour a day only drains 1d4 HP for the first week, but so long as you do so at least three times a week, once you've worked through that period your strength gets a +1 bonus until you miss a session, then you're back down to having to work through the burn. Also, do not neglect leg day.
Microwave
Cost: $50
Weight: 25
Uses: N/A
Plug: Yes
A maid can use this handy device to prepare food in their own room or wherever they have access to power, at least until they can afford a full oven set. Unfortunately, because microwaves aren't quite as good as ovens for even cooking, food items made using a microwave aren't quite as good. Any dice rolled to determine the effects of a spell made with a microwave are lowered by a die type, to a minimum of d4.
Sizing Mannequin
Cost: $250
Weight: 40
Uses: N/A
Plug: No
Having one of these around can hasten the process of creating clothing. It can even be shaped to account for features like tails, wings, and horns. For every ten hours a character spends crafting clothing while using this item, they gain a "free hour" that they can immediately spend on crafting clothing.
Spice Rack
Cost: $20
Weight: 5
Uses: 20
Plug: No
This rack has two dozen spices harvested from plants originating from the two dozen worlds known best for their incredible spices. When used in the right amounts, they can completely alter the flavor of whatever they're a part of. When a Maid with a Home Ec skill of 3 or higher uses these spices in the creation of one of their Maid spells, they may change the element of the spell to any single element they please.
Mini Fridge
Cost: $100
Weight: 20
Uses: N/A
Plug: Yes
Normally, maid food keeps for only a day before its spell effects wear off. The mini-fridge can stave off this drop. Food stored in here does not "age" for up to a week of storage, though it still "ages" normally once it's out of the fridge. This item also counts as proper storage for concoctions.
Multimeter
Cost: $40
Weight: 1
Uses: N/A
Plug: Rechargeable 20
A great tool for gauging not only electrical fields but also magical ones. Using this device with a pair of hand actions, a character with a science skill of 3 or higher can gauge the amount of MP left in any item which stores MP, or the number of charges left in an item which has stored charges.
Toolbox
Cost: $50
Weight: 15
Uses: N/A
Plug: No
A box stuffed with screwdrivers, wrenches, sockets and nearly anything else you'd need to repair machinery. When used while making a repair check with the Science skill, the character gains a +2 to the check. This contains everything a character with the Scientist facet needs to build their spell Devices.
Graph Paper Pad
Cost: $5
Weight: .5
Uses: 25
Plug: No
While not quite the same as blueprint paper, this grid paper can be used to quickly sketch out ideas in the brainstorming phase of Scientist Device creation. To use this item, declare its use for every fourth hour spent building a Scientist Device and make an Intelligence roll. If the result is 10 or higher, the Device's remaining build time is reduced by 1 hour. If the build time remaining after using this item is greater than 4 hours, you can use this item again. If the Device's whole building time is 4 hours or less, there's no reason to involve this item.
Welding Torch
Cost: $20
Weight: 1
Uses: N/A
Plug: No
A nozzle that creates a concentrated, directed flame of high heat, this has numerous applications in the scientific world. Normally these would be connected to a gas line, but this version uses charged mahoucite and can produce flame for up to 100 hours. The flame gives off light and can be used to spot-weld in repairing devices and vehicles. When used in the creation of a Scientist Device, the character's Science skill rolls for building that Device are increased by +1, using up 1 hour of the burner's lifespan.
Sketch Pad
Cost: $3
Weight: .5
Uses: 25
Plug: No
Using a sketchpad to get your ideas down early will save you effort in the long run. For every ten minutes used sketching up ideas, an artist may write down a single spell. The next time the artist casts that spell, they only use half as much magic paint as they otherwise would.
Posing Doll
Cost: $20
Weight: 2
Uses: N/A
Plug: No
Having a posing doll saves an artist time that they'd otherwise have to spend making poses themselves into a mirror. This increases the value of any mundane art the user creates by 10%.
Painter's Tarp
Cost: $5
Weight: 2
Uses: 1
Plug: No
A painter's tarp helps to catch stray paint. Laying it down takes a pair of hand actions, and it covers the floor in a 30'x30' area. Every time an artist spends 1 dollar in magic paint in this area, you may roll a d6. On a 6, that dollar of paint splatters enough onto the tarp that it retains its value. Once the tarp is collected, that paint may be gathered and re-used, with the gathering process taking ten minutes.
Digital Tablet
Cost: $600
Weight: 4
Uses: N/A
Plug: Rechargeable 10
A digital tablet allows an artist to do their work remotely and without spending materials, but in a more limited fashion. By spending 30 minutes drawing a spell that they would normally be able to cast, they may store it in the digital tablet. For this single use of the spell, they may simply poke the target with the stylus, an F/P weapon that deals no damage and uses the Art skill with a +2 speed rating, to cast the spell as though all four needed hits had been landed at once. The artist does not spend the spell's MP until the spell casts like this, and they may only have a single spell stored regardless of how many tablets they have.
Pocket Calculator
Cost: $15
Weight: 1
Uses: N/A
Plug: No
Using a hand action to do math on this item gives a character a +2 bonus to their rolls made to perform mundane calculations.
Figure Case
Cost: $50
Weight: 5
Uses: N/A
Plug: Yes/No
This figure display case holds up to a dozen figures or other small but valuable items pertaining to one of a nerd's hobbies. If the items within all fit the same hobby and have a total value of at least $500, their hobby bonus for a single hobby is increased by +1. This increases to +2 at $1500 of items, +3 at $3000 in items, +4 when the case has $6000 of items on display, and +5 if it has $12000 of items in it. Only one figure case's bonus can be applied to any single hobby bonus. The case also has a lighting system. If the case is plugged in, the bonus is increased by an additional +1.
Autograph Book
Cost: $5
Weight: 1
Uses: N/A
Plug: No
This book has enough pages to hold all of the autographs you would want. Every time a nerd gets an autograph from a famous person(meaning they have over 200 fans in Mahou City or 100,000 or more people in the outside galaxy know them, this would include most of the teachers at the school), they may choose a spell that they associate with that person. The MP cost of that spell is reduced by 2, to a minimum of 1 MP. Only one unique spell in the nerd's repertoire can have its MP cost reduced this way.
Price Guide
Cost: $10
Weight: 2
Uses: N/A
Plug: No
With this item, whenever you use the shopping free time option, roll 1d4 for every hour you spend. If you roll a 4 on this die, that hour counts as two hours worth of shopping.
Pocket Translator
Cost: $25
Weight: 1
Uses: N/A
Plug: No
A character can use this item to facilitate translation of any sort of text or spoken words. Using it, which takes a pair of hand actions, gives them a +1 bonus to any attempts to translate, providing they can first figure out what language is being spoken.
Mini-Teleprompter
Cost: $100
Weight: 5
Uses: N/A
Plug: Rechargeable 3
Either held in one hand or propped up within 10 feet of the user, this allows a character to read off a pre-prepared speech, letting them focus more on their delivery than memorization. A character using this is treated as though they had spent 2 hours memorizing whatever they put into it. It can hold a seemingly limitless number of speeches, but each speech must be input manually.
Caligraphy Set
Cost: $40
Weight: 3
Uses: 10
Plug: NO
Complete with magical ink, using this kit to write obfuscated messages increases the user's obfuscate bonus by +2. It also just looks more classy when you write something out with it. When it's used to create a Mystic's spells, the spell's oppose roll is increased by 1.
Mystic Thesaurus
Cost: $200
Weight: 1
Uses: N/A
Plug: No
Words are the source of a Mystic's powers, and using this book to expand their vocabulary can intensify the strength of their spells as well. By spending an extra 5 minutes using this book when they create a spell, they may make a Language/Intelligence roll. If that roll is equal to or higher than the spell's casting difficulty+5, that spell costs 5 MP less to cast, to a minimum of half the original MP cost, rounded up.
Shrine Kit
Cost: $300
Weight: 20
Uses: N/A
Plug: No
Complete with the visage of your deity, a large holy symbol, and a place to lay offerings. Once per day, a character may spend 5 minutes attending to a shrine. Doing so gives the shrine itself a karma point. If two days pass without the shrine being attended to, it loses a karma point for every day it goes unattended after this. When the character wishes, they may spend an hour praying to the shrine to take some of these karma points for themselves. When they do so, they must make a History/Personality roll with a difficulty equal to 3+ the number of karma points they wish to extract. If they succeed, they gain the desired number of karma points. If they fail, the statue loses these points entirely.
Lucky Cat Statue
Cost: $88
Weight: 5
Uses: N/A
Plug: No
When placed at the entryway of your home, it helps protect you while you're in that home. Anyone who greets the statue as they enter your home gains a +1 to all of their oppose rolls while they are in your home.
Warding Paper
Cost: $10
Weight: .5
Uses: 5
Plug: No
Warding papers, or ofuda, can be used to attempt to keep evil or even just mischievous magical creatures at bay. A priest may use a ward by spending karma points while writing on it, taking a hand action for each prohibition to write and a hand action to hold it unless it's held somewhere else, then a separate hand action to apply it. A ward applied to an item keeps spirits, elementals, devilings, mythics, redeemed, shape-shifters, undead-type legion such as vampires or zombies and biological mecha from easily being able to perform actions with the item that the priest forbids in the writing, such as using a weapon to harm the priest and their friends or entering through a door. Such a ward lasts for one hour. Wards can also be placed directly on any of the character types listed above, attempting to directly stop them from taking specific actions written on the wards. These wards last for one minute. They can attempt to take the action anyways, but doing so requires a willpower-based Personality roll with a difficulty of 4 plus the number of karma points the priest spent making the ward. A non-priest character may make use of these wards, but the difficulty is lowered to the number of karma points spent. A ward can only take damage from the person who applied it, and has 20 HP.
Prayer Beads
Cost: $150
Weight: 1
Uses: N/A
Plug: No
This strand of 108 beads, each inscribed with a holy symbol to your deity, can be used to store MP for later use. By spending a karma point, a hand action, and 5 MP, a single bead is charged with the MP and can be used at any point by whoever is wearing it. A character may only charge at a time a number of prayer beads equal to their priest level.
Astrological Charts
Cost: $30
Weight: .5
Uses: N/A
Plug: No
Once per day, a character may look at these charts to determine the day's alignment of the stars and from that divine an element which is more potent for the time. When this chart is observed, an element at random is chosen for the day. For the remainder of that day, the character gains a +1 to their magic skill-based spellcasting rolls for that specific element.
Stress Ball
Cost: $2
Weight: .5
Uses: N/A
Plug: No
Stress balls can help anyone cope with mental damage. Every time a hand action is spent to squeeze the stress ball, the character gains 2 MP and makes a strength roll. If the strength roll is greater than 10, the stress ball pops, and the character squeezing it takes 1d6 of unsoakable MP damage.
Divining Rod
Cost: $250
Weight: 5
Uses: N/A
Plug: No
Using this magically-charged stick, a mage can find a spot where magical leylines intersect to allow for more streamlined casting of a specific spell. A character with a Magic skill of 3 or higher can spend 5 minutes using this item in both hands to search for a spot that complements one specific spell they name as they start using this item. The GM determines randomly by rolling a d6 how convenient the spot found is, with a 6 being somewhere easy to stand and tactically useful and a 1 being someplace that is near-impossible to access or puts the caster at a severe disadvantage. The spot will always be within 50 feet of where the mage began their search. When the named spell is cast from the identified spot, they gain a +2 to their spellcasting and the MP cost of the spell is reduced by 10%. Leylines shift, though, and a spot is only good for about two days before it's shifted to the point of not being helpful anymore.
Attunement Crystals
Cost: $25
Weight: 3
Uses: 1
Plug: No
These crystals are used to lock leylines into place. By spending thirty minutes using the crystals, a character with a Magic skill of 5 or higher can seal all of the leylines discovered with their divining rod into place, causing them to cease shifting for an entire month. Doing so destroys the attunement crystals. The shifting of leylines cannot be stopped for more than a month with these crystals.
Metronome
Cost: $50
Weight: 2
Uses: N/A
Plug: No
A device which clicks to a preset tempo, helping a character with their rhythm. If used by a character with a Music skill of 1 or higher, the MP cost of any Idol spells cast within 20 feet are reduced by 5%.
Microphone
Cost: $150
Weight: 1
Uses: N/A
Plug: Rechargeable 5
A Wireless Microphone that transmits clear audio signals from the singer's voice to any number of headphones and/or an amplifier. On its own it's little more than a prop, but it is needed to utilize either of the other devices, and can fit into a Microphone stand which can be wielded by the character while leaving the microphone in position to accept the user's voice.
Noise-Cancelling Headphones
Cost: $100
Weight: 1
Uses: N/A
Plug: Rechargeable 10
With these, a character can block out all other sounds, giving them a +8 or -8 as appropriate to avoid hearing them. They can be tuned to the frequency of a single microphone, however, allowing them to be affected by its spells without difficulty.
Amplifier
Cost: $500
Weight: 20
Uses: N/A
Plug: Yes
Using a Microphone with this device allows you to spend a hand action to change your vocal range to anywhere from 30 feet to 200 feet and the origin of your voice to change to the amplifier rather than your own mouth. However, spells cast through an amplifier have their oppose difficulty lowered by 2.